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Suvivor’s Guide to Hubmiiran
\pagebreak
# Contents
- ### [
3
**Backstory**
](#p3) - ### [
4
**Introduction**
](#p4) - [
4
**Rules**
](#p4) - [
4
**The Adventure So Far**
](#p4) - ### [
5
**How to Play in Hubmiiran**
](#p5) - [
5
**Players**
](#p5) - [
5
**PVP**
](#p5) - [
5
**Death**
](#p5) - [
5
**After the Adventure**
](#p5) - #### [
6
**Downtime**
](#p6) - [
6
**Activities**
](#p6) - #### [
8
**Character Creation**
](#p8) - ### [
9
**Races**
](#p9) - [
9
**The Eight**
](#p9) - [
10
**Half Races**
](#p10) - [
11
**Non-Races**
](#p11) - [
12
**Unlocked Races**
](#p12) - ### [
13
**Classes & Archetypes**
](#p13) - [
14
**Barbarian**
](#p14) - [
14
**Bard**
](#p14) - [
15
**Cleric**
](#p15) - [
15
**Druid**
](#15) - [
16
**Fighter**
](#p16) - [
17
**Monk**
](#p17) - [
17
**Paladin**
](#p17) - [
18
**Ranger**
](#p18) - [
19
**Rogue**
](#p19) - [
19
**Sorcerer**
](#p19) - [
20
**Warlock**
](#p20) - [
23
**Wizard**
](#p23) - ### [
24
**Feats**
](#p24) - [
24
**Feat Revisions**
](#p24) - [
27
**New Feats**
](#p27) - ### [
28
**Items & Equipment**
](#p28) - [
28
**Trading**
](#p28) - [
28
**Magic Items**
](#p28) - [
29
**Currency**
](#p29) - #### [
30
**Armor, Weapons & Gear**
](#p30) - [
31
**Hub Armor**
](#p31) - [
31
**Hub Weapons**
](#p31)
- ### [
32
**Appendix A:
Misc. Changes & Additions**
](#p32) - [
32
**Inspiration**
](#p32) - [
32
**Fates Favor**
](#p32) - [
32
**Improvised Weapons**
](#p32) - [
32
**Spell Changes**
](#p32) - ### [
33
**Appendix B:
Wild Shape Tables**
](#p33) - [
33
**Local Beasts Tables**
](#p33) - [
33
**Exotic Beasts Tables**
](#p33) - ### [
35
**Appendix C:
Hubmiiran Deities**
](#35) - ### [
36
**Appendix D:
Magic Item Tables**
](#36) - [
36
**Magic Consumable Items**
](#p36) - [
37
**Magic Combat Items**
](#p37) - [
38
**Magic Non Combat Items**
](#p38) - [
40
**Magic Summoning Items**
](#p40) - ### [
41
**Appendix E:
Deprecated Content**
](#p41) - ### [
42
**Appendix F:
Hub DM Guidelines**
](#p42) - [
43
**Suggested Rules**
](#43) - ##### [
44
**Credits**
](#p44)
\pagebreak # The Backstory Hubmirran was a city of prosperity and peace where architecture, culture, and social organization thrived providing a utopia for all those who arrived at its hexagonal walls. Hub prided itself on being a metropolis in the old world of Midar, open and accepting to anyone from a farmer wishing to sell his cabbages to mages of grandeur cultivating the arcane arts. Midar had many lands, and nations with rulers and their respective kingdoms; however, there was no war, no monsters to slay, no dungeons to explore, no adventures to complete, and thus no adventurers. Even legendary creatures from the mightiest dragon to the simple owl bear became legends in the tales of bards. This was due to the rulers and governments of Midar who desired to create a peaceful world, and through their combined efforts unity was achieved and conflict had ended for centuries. Villages, towns, and cities such as Hubmiiran flourished during this era as aqueducts and firearms were developed by master craftsmen, worshipers of the faiths increased in number, and the world had become socially advanced. Segregation and hatred between races had been eliminated as the eight races of Midar were able to reconcile and live together in harmony. But on the day of the Transference everything changed for the city. Citizens and travelers in Hub watched as their city was shifted through a dimensional rift. The arch mage, grand mages, and apprentices of sorcerers were unable to do anything as their precious magic torn from them. The essence of anyone who practiced magic as well as all magical items became mutilated and mutated into something disastrous as their bodies were obliterated while passing through the rift. This process decimated magic causing it and anyone who practiced it to be tore apart. As Hubmiiran came to rest surrounded by an unfamiliar land, some people began to panic, some were paralyzed with the fear of impending doom, others crying over the loss of loved ones, and practitioners of the faiths praying to their respective gods to no avail. It was then that a voice was heard calming the masses and as the dust settled the avatar of Zephion appeared. The goddess of civilization, trade, and justice began to enlighten the people of Hubmiiran. Zephion began to speak welcoming the city to Tiarmar, and describing the lack of civilization outside of Hub, she explained the presence of monsters and demons in this realm, and that anything they knew outside the gates did not make the journey with them into the new world. She claimed that this transfer was caused by a conflict among the gods. In the recent past, tension between the gods rose, and two factions began to form among the deities as the gods began to resent each other. One of the factions of these gods wished to wipe the world clean of the old creation and remake existence in their own image. The others preferred to keep the world as it was. The struggle that ensued caused great destruction, leaving crypts, and ruins but none of the civilization remained. The gods realized quickly that existence would be destroyed if they continued to personally fight their battles. Soon an agreement was reached, the gods would use champions to try to exert their will over the other gods. Zephion had used much of her remaining power and pulled Hub into the new world to act as her champions. The goddess then summoned powerful automated humanoid like machines made of metal, bolts and gears producing steam from their backs. Zephion proclaimed that these were the Steam-Bound and they would act as golem guards protecting Hubmiiran from outside threats, but that they had no souls they would be bound to the city unable to leave the hexagonal walls. As the Goddess began to shine and disappear, she stated that the Hub would need people to lead them, people who they trusted to follow, and those who could maintain order. Zephion then pointed to a female in the crowd and stated that the city could be guided by her faith to reach prosperity once again. After saying these words holy light showered Hubmiiran and the avatar of Zephion disappeared. The citizens of Hub felt calm, hopeful, and empowered as they began to plan for their futures. Realized that their provisions of food and water would not last forever, the most powerful and influential people in the city began the adventurer’s guild whose mission was to explore the surrounding region, seek out new allies, and secure outposts with the captain of the guard to maintain watch over these areas. In order to assist these adventurers, the woman chosen by Zephion and her followers began a church in Zephions name along with a market selling weapons and provisions. ___ Stories of old described adventurers as heroic warriors sent to complete quests, help those who could not help themselves, defend the innocent, and undertake great journeys to complete legendary tasks. This free lifestyle was unknown to the people of Hub, but there were those who stepped forward and demonstrated their bravery, courage, and desire to explore the wilderness. As the lives, and deaths of these heroes are remembered in the scribe’s guild, others became inspired to do the same. Thus, the story of Hubmiiran and its heroes began, discovering new races, battling demons, and trying to find a way back to their world; or at the very least, a place in this one.
BACKSTORY
\pagebreakNum
# Introduction Hubmiiran is a [WestMarches](https://www.youtube.com/watch?v=oGAC-gBoX9k&ab_channel=MatthewColville)
style game played using the
Dungeons & Dragons 5th edition ruleset
by Wizards of the Coast. ## Rules - **Discodecepticon and Seaker's** opinions on D&D supersedes all others (Including WotC employees) . - **DON'T** be a dick. - Participants must conduct themselves in a manner that is conducive to the enjoyment and safety of others. - Avoid excessively vulgar, sexual, or overly mature language and themes. - Follow the Dungeon Master's lead, avoid arguing over rules. - Let other players speak, avoid talking over others. - Avoid excessive cross-talk that is not relevant to the adventure being played. - Allow other players to get attention from the Dungeon Master. - Cheaters **Will** have their characters retired. ## The Adventure So Far The city of Hub needs farmland and some semblance of safety. ___ Your characters quest is to go outside the protective walls and clear the the surrounding landscape of danger. \columnbreak
> ##### Book Sources > >| | | >|:----|:-------------| >| **DMG** |= *Dungeon Master's Guide.* | >| **EE** |= *Elemental Evil Player's Companion.* | >| **GGR** | = *Guildmaster's Guide to Ravnica.* | >| **HH** |= *Hubmiiran Homebrew.* | >| **MM** |= *Monster Manual.* | >| **MO** |= *Monsters of the Orient.* | >| **MTF** |= *Mordenkainen's Tome of Foes.* | >| **OGA** |= *One Grung Above.* | >| **PHB** |= *Player's Handbook.* | >| **SCAG** |= *Sword Coast Adventurer's Guide.* | >| **TP** |= *The Tortle Package.* | >| **TB** |= *Tome of Beasts.* | >| **UA** |= *Unearthed Arcana.* | >| **VGM** |= *Volo's Guide to Monsters.* | >| **XGE** |= *Xanathar's Guide to Everything.* |
INTRODUCTION
\pagebreakNum # How to Play in Hubmiiran Getting a session going is a job for the players, as well as the DMs, and requires some free tools and resources ([Discord](https://discord.gg/QZzQ6yD), the [5e SRD](https://5thsrd.org/), and an account with a virtual table top of your choice, as well as some optional paid resources (the 5e Core books). ## Players Create a [Character](#p8) in the Hubmiiran [Roll20](https://app.roll20.net/join/3973179/RQyaoA) using the rules from this document and the core books. *All characters **Must** make sense in the context of the world.* ___ Then - Check #rumor-board for DMs looking for players. - Create a post in #looking-for-group describing what your basic goal is, and where you would like to go on the map - If you want to go to an already explored area, be sure to check the #scribes-guild, as there may be some content that another party failed to complete, with treasure ready for the taking! Once posted, work with any interested DMs and players to set a time to play, and then get adventuring! ### Character Tiers Characters in Hub are segregated based on their level. All members of a party in a session must be within the same tier. *A level 2 character (**Tier Zero**) cannot adventure with a level 5 character (**Tier Two**).* ##### Level Tiers | Tier | Starting Level | Ending Level | |:----|-------------:| ---: | **Tier Zero** | 1st level. | 2nd level. | | **Tier One** | 3rd level. | 4th level. | | **Tier Two** | 5th level. | 8th level. | | **Tier Three** | 9th level. | 12th level. | | **Tier Four** | 13th level. | 16th level. | | **Tier Five** | 17th level. | 20th level. | ## PVP **ALL** players involved must consent to PVP type actions, or inciting actions are not performed. This means that if someone else threatens PVP in retaliation of an action you want to preform, and you do not want to consent to PVP, then you do not preform the action. These action include but are not limited to: * Stealing from a party member. * Attacking a party member. * Casting any spell on a party member. ___ *Your DM should decide if something constitutes PVP.* \columnbreak ## Encumbrance Hub uses the Variant Encumbrance rules from the DMG (p.176). ___ Use our [Encumbrance Calculator](https://roll1d1.com/encumbrance). ## Death If you character dies and is not resurrected, make a post in #hall-of-the-dead on discord, and add [***Deceased***] to the end of the characters name on Roll20. **See Pinned messages in channel for example hall of the dead entry.** (**DO NOT** make a death post if you are resurrected.) ### Resurrection A character can be resurrected a **maximum** of 3 times using the spells *Revivify*, *Raise Dead*, or *Resurrection*. This limitation does not apply to the *Reincarnate* (See Discodecepticon for new race.), *True resurrection*, or *Wish* spells. ## After the Adventure Update your character sheet on ALL platforms/ web pages. ### Scribes Guild Any knowledge gained on the adventure must be shared with the #scribes-guild **Before** any loot or experience awarded to characters counts as final. After the adventure (not between each session) Your party **must** pick a player to make a post detailing what happened on the adventure. ___ A character that makes the scribes guild entry must have survived the adventure, as well have been on the adventure from the beginning. ___ After updating the guild with the story of your adventure, you will be rewarded with 6 [***Midari***](#p28) (*The currency of the old world*) **See Pinned messages in the channel for example scribes guild entry.**
HOW TO PLAY IN HUBMIIRAN
\pagebreakNum ## Downtime #### Acquiring Downtime Characters receive 1 downtime days per 15 minutes played, as a reward for going on adventures (Round to nearest) #### Spending Downtime Make a post in the #market-place channel on discord **See Pinned messages in channel for example** ### Activities #### Crafting Mundane Items Characters may spend their downtime crafting non-magical objects, including adventuring equipment, and weapons. The character must be proficient, or have expertise with tools related to the object they are trying to create (typically artisan's tools). Character may use guild crafting facilities to create Items if they are at least proficient in the tools needed to create them. ___ For every day of downtime a character spends crafting, they can craft one or more items with a total market value not exceeding their crafting speed, and they must expend raw materials worth half the total market value. If something a character wants to craft has a market value greater than their crafting speed, they make progress every day in increments equal to their crafting speed until they reach the full market value of the item. - Proficient characters crafting speed equals 25 gp per day (up to the full value) with a cost of %50 the value of the item. - Characters with proficiency may spend down time to assist other characters with crafting, adding 10 gp per day(up to the full value) to the crafting speed. #### Crafting Consumable Magic Items Consumable magic items like potions and scrolls cannot be crafted by players. #### Crafting Magic Shards Magic shards cannot be created, but the lowest level shards can be converted into each other. - You may turn one Common shard into 2 Basic shards for 2 down time days and 250gp - or 2 Basic shards into 1 Common shard for 2 down time days and 500gp \columnbreak #### Rest, Recuperate & Repent **Resting:** Your character spends some time relaxing. - **3 days and 100 gp-** Gain Temp HP: Roll Hit Dice + Constitution Modifier. ___ **Recuperating:** Your character spends some time recovering from a debilitating injury, curse, disease, or poison. - **4 day and 25gp-** You gain the benefits of the *lesser restoration* spell as if it had been cast with you as the target - **10 days and 200gp-** You can choose one of the following results: - You gain the benefits of the *greater restoration* spell as if it had been cast with you as the target. - You gain the benefits of the *regenerate* spell as if it had been cast with you as the target. ___ **Repenting:** Your character spends some time atoning at a church or monastery - **15 days and 2500gp-** Remove one divine curse from your character. #### Working A character my spend their downtime working a job or jobs. ___ A character that spends their day working for gold receives a base of: **2d6+2 gp** if the job has something to do with the characters background or class, **and**, **+1d10+5 gp** if the job would require a proficiency the character possesses, **or**, **+2d10+5 gp** if the job would require an expertise the character possesses. ___ Talk to @HubBot#1030 in the #rolling channel on discord for an easy way to roll for work ___ **Command Format** "Hey Gus, Work **[X days]** with **[The level of work you're doing: Background or Class, Proficiency, Expertise]**" ___ **Example** "Hey Gus, Work for 5 days with proficiency." to work for 5 downtime days.
HOW TO PLAY IN HUBMIIRAN
\pagebreakNum #### Proficiency Training A character may spend downtime learning a new Language or training with a Weapon, Instrument, or Vehicle. - **An Instrument proficiency:** 10gp/day - 40 days. - **A Language ([any you can learn](#p8)):** 40gp/day - 25 days. - **A Simple Weapon proficiency:** 80gp/day - 25 days. - **A Martial weapon proficiency:** 100gp/day - 40 days. - **A Firearm proficiency:** 200gp/day - 40 days. - **A Vehicle proficiency:** 100gp/day - 30 days. #### Class Training Starting at **Tier One** (level 3), characters can spend Downtime and gold to train with a Master in your class in order to gain experience. - 1 Downtime Day and 90gp to gain 30exp - 1 Downtime Day and 150gp to gain 50exp #### Subclass Retraining A character may retrain into a different subclass within their class in return for 250gp per level, 60 downtime days and one uncommon shard. #### Acquiring New Spells If your character may acquire spells via copying them into their spell book, they may do so in the library for 1 downtime day and 150gp, per spell level. (Level 9 spells cannot be learned in this way) Optionally, a character may bypass the gold cost, if they have a wizards spell scroll by magically transferring the ink from the scroll onto a page of their spell book, the character must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. This still costs 1 downtime day per spell level. \columnbreak #### Acquiring Beast shapes Your druid character may learn any beast shapes from the [Local Beasts](#p32) Tables for free due to your familiarity with the animals found more commonly in the old world. ___ If your druid character wishes to gain beast shapes beyond those from the Local Beasts tables, they may do so from the [Exotic Beasts](#p32) Tables in exchange for 1 downtime day and 150gp, per CR of the beast (minimum cost of 1 downtime day and 150gp). All other Wild Shape rules from the PHB apply. #### Research Characters may spend downtime researching in the library for 75gp per day. - **2 days-** Your character researches a specific topic, be it a creature, NPC, location, idea, or item, for two days: Your character learns some things concerning the research topic (see a **World Master** or higher) - **7 days-** Your character spends a week researching in the library, going where the books lead them, reading whatever they find interesting: You may ask a **World Master** one question about almost anything. The **World Master** may have you make a skill check depending on the question.
HOW TO PLAY IN HUBMIIRAN
\pagebreakNum ## Character Creation ### The Basics #### Stats You **Must** use our [point buy](http://roll1d1.com/pointbuy) for stats. ___ *Our point buy is **NOT** the normal 27 point buy, it is **unique**.* #### Feats? **ALL** characters are given the option to take a feat at level one in exchange for **2** points removed from 1 ability score, or **1** point removed from 2 ability scores of their choice, and may choose to take a feat in place of Ability Score Improvements. See [page 24](#p24) for rules concerning what feats are allowed. #### Ethics ANY alignment is allowed, but you are expected to play to the fun of the party. *Be warned, there are repercussions for your actions.* #### HP Average HP for every level after 1st. ### Starting Level Players with experience playing characters beyond level 3 in 5th edition may start at **Tier One**. #### Characters Non-Patrons may have a maximum of **three** main characters active at one time. (*This restriction does not apply to temporary characters created for a specific adventure, and deleted at the adventures completion.*) New characters may be created at the lowest level of any tier a player has had a character achieve, provided the player has no other character in the tier at the time of creation. ##### Starting Level / Equipment | Tier | Level | Starting Equipment | |:----|-------------:| ---: | | **Tier Zero** | 1st Level | 1 Basic Shard, & Standard Class Gear. | **Tier One** | 3rd Level | 1 Basic shard, & Standard Class Gear. | | **Tier Two** | 5th Level | 2 Basic shards, 1 Common shards,
& 1000gp & Standard Class Gear. | | **Tier Three** | 9th Level | 4 Basic shards, 2 Common shards,
1 Uncommon shard, & 3000gp
& Standard Class Gear. | | **Tier Four** | 13th Level | 4 Basic shards, 4 Common shards,
1 Uncommon shard, & 8000gp
& Standard Class Gear. | | **Tier Five** | 17th Level | 4 Basic shards, 4 Common shards,
1 Uncommon shard, 1 Rare shard,
& 16000gp & Standard Class Gear. | *You may substitute **Standard Class Gear** for **Starting Wealth (PHB p.143)**.* \columnbreak ### Backgrounds Due to the nature of Hubmiiran, and westmarches in general, some background features are either to powerful or grossly underwhelming. Because of this, backgrounds in Hubmiiran lack any bonus background feature such as the Charlatan's False Identity feature, or the Outlander's Wanderer feature. If you choose, you may modify an existing background, or create your own using the rules laid out in the PHB (p.125). ### Languages Languages are a kind of magic that functions independently of planes and dimensions. The Common that is spoken by the people of Midar is the same Common spoken by the people of Tiarmar. ___ In order to learn some languages you must meet certain requirements: *You are exempt from these requirements if you get one of the following languages from your race or class.* - **Abyssal:** 16 INT, or Chaotic Evil / Neutral Evil aligned character. - **Celestial:** 16 INT or 16 WIS, or Good aligned character. - **Deep Speech:** 20 INT, or at least 14 INT and Great Old One Patron warlock, Ranger with Aberrations as Favored Enemy, or Eldritch Knight. - **Druidic:** Druids only or have the Magic Initiate feat and choose druid as the class. - **Infernal:** 16 INT, or Lawful Evil / Neutral Evil aligned character. - **Sylvan:** 16 INT, or Chaotic aligned character. ### Spell Sources Spells may be taken from any Official, **Non-UA** source. > ##### Spell Source Books > >| | | >|:----|:-------------| >| **EE** |= *Elemental Evil Player's Companion.* | >| **GGR** | = *Guildmaster's Guide to Ravnica.* | >| **PHB** |= *Player's Handbook.* | >| **SCAG** |= *Sword Coast Adventurer's Guide.* | >| **XGE** |= *Xanathar's Guide to Everything.* |
HOW TO PLAY IN HUBMIIRAN
\pagebreakNum # Races Tiarmar is home to many races, most of which came from other worlds and planes after the gods and goddesses wiped the world. ___ Player character races are restricted to those listed in this chapter. ## The Eight Eight main races existed in the city of Hubmiiran when it was pulled into Tiarmar. You may choose to play a character of any of the following main races originally from Hubmiiran. ### Dwarves The dwarves of Hub have no gender, although most that have significant dealings with other races have been known to pick up the habit of identifying as either male or female. When the clan is in need a new generation, some dwarves are permitted to forge a child from stone, metal and precious gemstones. The infant grows in a geode for up to 27 months before it is cracked open using a ceremonial hammer. The characteristics of the child are dependent on the ingredients used, not the race of the parent, leading most clans to strictly enforce rules governing what ingredients parents are allowed to use when constructing a child. There are three types of dwarves: ___ **Duergar:** *SCAG (p.104), MTF (p.81)*. Duergar are born of obsidian and gold or silver.
**Hill Dwarves:** *PHB (p.20)*. Hill Dwarves are born of granite and precious metals like gold or silver.
**Mountain Dwarves:** *PHB (p.20)*. Mountain Dwarves are born of granite and iron or steel. ### Elves **WIP** ___ **Drow (Dark Elves):** *PHB (p.24).*
**Eladrin (Bright Elves):** *MTF (p.61).*
**Tethydrin (High Elves):** *PHB (p.23).*
**Aquadrin (Sea Elves):** *MTF (p.62).*
**Shadar-Kai (Grey Elves):** *MTF (p.62).*
**Aldadrin (Wood Elves):** *PHB (p.24).* ### Gnomes The gnomes of Hub are just like those found in most other D&D worlds. There are three types of gnome: ___ **Deep Gnome:** *[EE (p.5)](https://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf), MTF (p.113)*.
**Forest Gnome:** *PHB (p.37)*.
**Rock Gnome:** *PHB (p.37)*. \columnbreak ### Goblinoids Unlike in most worlds, in Hub the three types of goblins are all one race: ___ **Bugbear:** *VGM (p.119)*. Born sterile, bugbears are very rare, making up only one percent of the population.
**Goblin:** *GGR (p.16), VGM (p.119)*. Where the race gets its name, ninety percent of all goblinoids are goblins.
**Hobgoblin:** *VGM (p.119)*. It’s impossible to tell a hob- goblin from a goblin until adulthood. ### Halflings The halflings of Hub are just like those found in most other D&D worlds. There are three types of halfling: ___ **Ghostwise Halfling:** *SCAG (p.110)*.
**Lightfoot Halfling:** *PHB (p.28)*.
**Stout Halfling:** *PHB (p.28)*. ### Humans The humans of Hub are just like those found in most other D&D worlds (with one minor change). There is only one type of human: ___ **Standard Human:** *PHB (p.31)*. > ##### Humans in Hubmiiran > Humans in Hub have the **Skill Versatility** trait in addition to the racial traits from the Player's Handbook. > > - **Skill Versatility.** You gain proficiency in two skills of your choice. ### Orcs The orcs of Hub are just like those found in most other D&D worlds. There is only one type of orc: ___ **Standard Orc:** *VGM (p.120)*. ### Tortles The tortles of Hub are just like those found in most other D&D worlds. There is only one type of tortle: ___ **Standard Tortle:** *TP (p.4)*.
RACES
\pagebreakNum ## Half Races Only humans are able to breed with other races. While you may have been raised by parents of other races, one of your parents **must** have been human if you are a member of a Half-Race. You may choose to play a character of any of the following hybrid races. ### Half Elves The half elves of Hub are just like those found in most other D&D worlds (with the addition of variant options). ___ **Standard Half-Elf:** *PHB (p.39)*.
**Variant Half-Elf:** > ##### Half-Elf Variants > Some half elves have another trait in place of the Skill Versatility trait. Your half-elf character can forgo Skill Versatility and instead take one of the following traits based on their elven parentage: > > - **Drow (Dark Elf)** descent: The elf's Keen Senses trait, or the dark elf's Drow Magic trait. > - **Eladrin (Bright Elf)** descent: The elf's Keen Senses trait. > - **Tethydrin (High Elf)** descent: The elf's Keen Senses trait, or the high elf's Cantrip trait. > - **Aquadrin (Sea Elf)** descent: The elf's Keen Senses trait, or the sea elf's Child of the Sea trait. > - **Shadar-kai (Grey Elf)** descent: The elf's Keen Senses trait. > - **Aldadrin (Wood Elf)** descent: The elf's Keen Senses trait, or the wood elf's Mask of the Wild trait. ### Half-Orcs The half orcs of Hub are just like those found in most other D&D worlds. **Standard Half-Orc:** *PHB (p.41)*.
RACES
\pagebreakNum ## Non-Races Something long dormant in the bloodlines of some human families awakened at the moment Hubmiiran shifted into the new world. Many humans began to notice changes to their physical form in the weeks following the shift. Some took on a more angelic appearance, others began to look fiendish or draconic and a few started to take on aspects of the natural elements. You may choose to play a character that was born human but has transformed into one of the following races. ### Aasimar - **Protector Aasimar:** *VGM (p.105)* - **Scourge Aasimar:** *VGM (p.105)* - **Fallen Aasimar:** *VGM (p.105)* ### Dragonborn #### Metallic Ancestry - **Brass Dragonborn:** *PHB (p.34)* - **Bronze Dragonborn:** *PHB (p.34)* - **Copper Dragonborn:** *PHB (p.34)* - **Gold Dragonborn:** *PHB (p.34)* - **Silver Dragonborn:** *PHB (p.34)* #### Chromatic Ancestry - **Black Dragonborn:** *PHB (p.34)* - **Blue Dragonborn:** *PHB (p.34)* - **Green Dragonborn:** *PHB (p.34)* - **Red Dragonborn:** *PHB (p.34)* - **White Dragonborn:** *PHB (p.34)* > ##### Dragonborn in Hubmiiran > Dragonborn in Hub have a slightly boosted breath weapon instead of the one laid out in the PHB. > >**Breath Weapon.** You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape. and damage type of the exhalation. > >When you use your breath weapon, each creature in the area of the exhalation must make a saving throw. the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save. and half as much damage on a successful one. The damage increases to 4d6 at 6th level. 6d6 at 11th level, and 8d6 at 16th level. > >After you use your breath weapon, you can't use it again until you complete a short or long rest. \columnbreak ### Genasi - **Air Genasi:** *[EE (p.9)](https://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf)* - **Earth Genasi:** *[EE (p.9)](https://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf)* - **Fire Genasi:** *[EE (p.9)](https://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf)* - **Water Genasi:** *[EE (p.10)](https://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf)* ### Tiefling #### Diabolic Ancestry ___ **Asmodeus:** *MTF (p.21)*.
**Baalzebul:** *MTF (p.21)*.
**Dispater:** *MTF (p.21)*.
**Fierna:** *MTF (p.21)*.
**Glasya:** *MTF (p.22)*.
**Levistus:** *MTF (p.22)*.
**Mammon:** *MTF (p.22)*.
**Mephistopheles:** *MTF (p.23)*.
**Zariel:** *MTF (p.23)*. #### Demonic Ancestry ___ **Abyssal:** *[UA That Old Black Magic (p.1)](https://media.wizards.com/2015/downloads/dnd/07_UA_That_Old_Black_Magic.pdf)*.
RACES
\pagebreakNum ## Unlocked Races The adventurers of Hubmiiran have discovered cities of new and strange races in their exploration of the Tiarmar. Through diplomacy, some of these cities have allied with Hub-miiran, allowing a few of their more elite citizens to move to Hub and join the adventurers guild. ___ *New races will be added as players explore the world and unlock them.* ### Beastfolk The city of D'fur is located in a pocket dimension with an entrance relatively near Hubmiiran. The beastfolk of the city allied with Hub After a team of Hubmiiran adventurers slew the dragon guarding the entrance. - **Mousefolk:** *[HH](https://drive.google.com/file/d/1vf4jOjCBoNpJ0wKNcVcSvRS8MMOXYIei/view?usp=sharing)*. - **Rabbitfolk:** *[HH](https://drive.google.com/file/d/1vf4jOjCBoNpJ0wKNcVcSvRS8MMOXYIei/view?usp=sharing)*. - **Ratfolk:** *[HH](https://drive.google.com/file/d/1vf4jOjCBoNpJ0wKNcVcSvRS8MMOXYIei/view?usp=sharing)*. - **Squirrelfolk:** *[HH](https://drive.google.com/file/d/1vf4jOjCBoNpJ0wKNcVcSvRS8MMOXYIei/view?usp=sharing)*. ## Races of Other Worlds On occasion, aftershocks and echoes of the magic used to shift Hubmiiran into the new world result in small groups or individuals appearing in or near Hub from other worlds. You may choose to play a character of any playable race listed below from a world other than Midar or Tiarmar (including those listed previously in this chapter, but excluding variant versions). Alternatively characters from these races might be from Midar or from an area of Tiarmar near Hubmiiran (Get with Discodecepticon to work out details). ___ **Aarakocra:** *[EE (p.3)](https://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf)*.
**Centaur:** *GGR (p.15)*.
**Firbolg:** *VGM (p.106)*.
**Goliath:** *[EE (p.10)](https://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf)*.
**Grung:** *OGA (p.4)*.
**Kenku:** *VGM (p.110)*.
**Kobold:** *VGM (p.119)*.
**Lizardfolk:** *VGM (p.111)*.
**Loxodon:** *GGR (p.17)*.
**Minotaur:** *GGR (p.18)*.
**Simic Hybrid** *GGR (p.20)*.
**Tabaxi:** *VGM (p.113)*.
**Triton:** *VGM (p.115)*.
**Vedalken:** *GGR (p.21)*.
**Yuan-ti Pureblood:** *VGM (p.120)*.
RACES
\pagebreakNum
# Classes
& Archetypes
In the wake of the Transference, your character heard the call for adventurers, joined the guild, and took up arms for the betterment of Hubmiiran. You may make a character using any of the subclasses listed bellow. ___ *All edits and changes to classes and subclasses in this document supersede any from other sources.* \columnbreak ## Multi-Classing Multi-Classing is not expressly forbidden, but is also not allowed carte blanche. The following restrictions apply to multi-classing in Hub: - Multi-class combos must be approved by discodecepticon. - Characters my not start with levels in multiple classes. - At most, a character may put levels into 2 classes.
CLASSES & ARCHETYPES
\pagebreakNum ## Barbarians ## Primal Paths Barbarians in Hubmiiran have the following subclass options. ### Path of the Ancestral Guardian ***XGE*** (p.9). ### Path of the Battlerager ***SCAG*** (p.121). ___ The elite front line tunnel fighters in Dwarven society, Battleragers are always the first into, and the last out of battle. ___ Only Dwarves can follow the Path of the Battlerager, and only Battleragers are given license to own or use Spiked Armor. ### Path of the Berserker ***PHB*** (page 49). ### Path of the Storm Herald ***XGE*** (p.10). ### Path of the Totem Warrior ***PHB*** (p.50), ***SCAG*** (p.121), and [***HH***](https://drive.google.com/file/d/1bcfA6vcNBpwFIKe9XRXTxOsahM20Fvuj/view?usp=sharing). ___ If you follow the Path of the Totem, you have access to the spirit totems presented here, as described in the *Player's Handbook*, *Sword Coast Adventurer's Guide*, and *Hubmiiran Totem Spirits* document. - **Bear.** - **Eagle.** - **Wolf.** - **Elk.** - **Tiger.** - **Boar.** - **Shark.** - **Snake.** ### Path of the Zealot ***XGE*** (p.11). ___ Vammir, Datos, and Syhaphany are the gods that are most likely to inspire zealots in Hub. ___ *The following modifications have been made to the Path of the Zealot for balance or flavor purposes.* #### Warrior of the Gods Being resurrected within one minute of your death does not count against the resurrection limit set in Hub. \columnbreak ## Bards ___ *The following modifications have been made to the Bard class for balance or flavor purposes.* #### Additional Proficiencies **Weapons:** Concealed Blade. ## Bard Colleges Bards in Hubmiiran have the following subclass options. ### College of Fools [***HH***](https://drive.google.com/file/d/1GwTAvR3vmwDtFDMTEJ8q4H8Wzzuw38kW/view?usp=sharing). ### College of Glamour ***XGE*** (p.14). ### College of Lore ***PHB*** (p.54). ### College of the Maestro [***HH***](https://drive.google.com/file/d/1AJOR82SyMGSINTxyH12LeMZH45-XF0CY/view?usp=sharing). ### College of Mimicry [***HH***](https://drive.google.com/file/d/1-i4TUi2bxp56tJTMWZsyAfy3IMOG86Mh/view?usp=sharing). ### College of Silence [***HH***](https://drive.google.com/file/d/1ha8Y3X-BN5tvUc1kTjviR2wEfgKUpsn5/view?usp=sharing). ### College of Swords ***XGE*** (p.15). ### College of Valor ***PHB*** (p.55). ### College of Whispers ***XGE*** (p.16).
CLASSES & ARCHETYPES
\pagebreakNum ## Clerics ___ *The following modifications have been made to the Cleric class for balance or flavor purposes.* #### Additional Proficiencies **Armor:** Tower shield.
**Weapons:** Blunderbuss. Shotgun. ## Divine Domains Clerics in Hubmiiran have the following subclass options. ___ See **[Appendix C](#p34)** for information on deities. ### Arcana Domain ***SCAG*** (p.125). ___ Tunglaru is the deity of the Arcana domain in Hub. ### Death Domain ***DMG*** (p.96). ___ Clerics of the Death Domain do *not* get their power from a deity... ___ (You must have explicit permission from *discodecepticon* in order to play as a Cleric of the Death Domain.) ### Forge Domain ***XGE*** (p.18). ___ Apohr is the deity of the Forge domain in Hub. ### Grave Domain ***XGE*** (p.19). ___ Rimbris is the deity of the Grave domain in Hub. ### Knowledge Domain ***PHB*** (p.59). ___ Quelduan is the deity of the Knowledge domain in Hub. ### Life Domain ***PHB*** (p.60). ___ Syphahany is the deity of the Life domain in Hub. ### Light Domain ***PHB*** (p.60). ___ Datos is the deity of the Light domain in Hub. ### Nature Domain ***PHB*** (p.61). ___ Diara is the deity of the Nature domain in Hub. \columnbreak ### Order Domain ***GGR*** (p.25). ___ Zephion is the deity of the Order Domain in Hub ### Tempest Domain ***PHB*** (p.62). ___ Velara is the deity of the Tempest domain in Hub. ### Trickery Domain ***PHB*** (p.62). ___ Alousis is the deity of the Trickery domain in Hub. ### War Domain ***PHB*** (p.63). ___ Vammir is the deity of the War Domain in Hub. ## Druids *The following modifications have been made to the Druid class for balance or flavor purposes.* ### Wild Shape You may gain any beast shapes from the [local beasts Tables](#p33) for free. Any beast shapes on the [Exotic Beasts Tables](#p33) must be gained using [Downtime](#p6). ## Druid Circles Druids in Hubmiiran have the following subclass options. ### Circle of Dreams ***XGE*** (p.22). ### Circle of the Fountain [***HH***](https://drive.google.com/file/d/1iDd6jAEkHf9gQWm2MFvx3sUf-RGni6RR/view?usp=sharing). ### Circle of the Land ***PHB*** (p.68). ### Circle of the Moon ***PHB*** (p.69). ### Circle of the Shepherd ***XGE*** (p.23). ### Circle of Spores ***GGR*** (p.26).
CLASSES & ARCHETYPES
\pagebreakNum ## Fighters *The following modifications have been made to the Fighter class for balance or flavor purposes.* #### Additional Proficiencies **Armor:** Tower shield.
**Weapons:** Firearms (excluding Expert) ### Additional Fighting Styles for
Fighters The following new options for the Fighting Style feature are available to Fighters in addition to those offered in the Player's Handbook. #### Boxer Your unarmed strikes have both the finesse and light properties and deal 1d4 bludgeoning damage. This damage increases to 1d6 at level 8, and 1d8 at level 15. At 6th level your unarmed strikes count as magical for the purpose of overcoming none magical damage resistances. #### Bruiser When you damage a creature with a club, Greatclub, mace, flail, maul, or warhammer, their speed is reduced by 10 feet until they regain hit points. *The effect of this feature is not cumulative with itself.* #### Hand and a Half You gain a +1 to attack and damage rolls on attacks you make with a versatile weapon wielded with two hands, and you can don or doff a shield as a bonus action. #### Lasher When you use a whip, its damage die increases from 1d4 to 1d6, and whenever you use your reaction to make an opportunity attack with a whip against an opponent and hit, you may choose to knock them prone as part of the attack. Additionally, You may use the reach of the whip for simple object manipulation without needing to make a check (pulling a lever, Closing a door, etc). #### Longarm If a weapon has both the two-handed, and reach properties you may choose to ignore the two handed property and reduce the damage die size by one (Example: The damage die of a glaive would change from a d10 to a d8), and Javelins, Spears, and Tridents gain the reach property when you wield them. #### Mariner As long as you are not wearing armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and your AC equals 13 + your Dexterity modifier. #### Musketeer As long as you are wielding a melee weapon in one hand, you do not require a free hand to reload light firearms. Additionally when you reload or attack with a light firearm you may use your reaction to make one melee attack. \columnbreak #### Riot Control You may use your reaction to make an attack against an opponent that moves 20 feet or more toward you or a friendly creature. #### Run and Gun When you use the attack action to make only ranged attacks you may use your bonus action to move up to half your movement speed. #### Skirmisher When you make a ranged weapon attack with a thrown weapon, you can choose to immediately draw one weapon with the thrown property as part of the attack. Additionally, whenever an opponent ends their turn within 10 feet of you, you may use your reaction to move 5 feet without provoking opportunity attacks #### Tank As long as you are not surprised when you roll initiative you gain temporary hit points equal to two times your proficiency bonus. #### Tunnel Fighter As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach, and once per turn you can make an opportunity attack without using your reaction. ## Martial Archetypes Fighters in Hubmiiran have the following subclass options. ### Arcane Archer ***XGE*** (p.28). ### Battle Master ***PHB*** (p.73). ### Cavalier ***XGE*** (p.30). ### Champion ***PHB*** (p.72). ### Eldritch Knight ***PHB*** (p.74). ### Gunslinger [***HH***](https://drive.google.com/file/d/1C529-32t8wz0iF_mTjhi0dQMqytfvgHR/view?usp=sharing). ___ *For a list of usable firearms use the [Hub Firearms](#p30) Table, not the table in the Gunslinger document.*
CLASSES & ARCHETYPES
\pagebreakNum ### Purple Dragon Knight (Banneret) ***SCAG*** (p.128). ___ Although they share a name, the Cormyr that exists in Midar is a not the same place as the Cormyr of the Forgotten Realms. If you choose, you may play a character with this subclass that is not from Cormyr. If you do so, you are considered a Banneret not a Purple Dragon Knight. ### Samurai ***XGE*** (p.31). ## Monks *The following modifications have been made to the Monk class for balance or flavor purposes.* #### Additional Proficiencies **Weapons:** Flintlocks. ## Monastic Traditions Monks in Hubmiiran have the following subclass options. ### Way of the Chained Will [***HH***](https://drive.google.com/file/d/1cmnuH2HxVxE_re9G2x89SHVlycYgbxsX/view?usp=sharing). ### Way of the Drunken Master ***XGE*** (p.33). ___ *The following modifications have been made to the Way of the Drunken Master for balance or flavor purposes.* #### Drunken Technique Additionally: When a creature tries to grapple you and fails, you may use a reaction to attempt to grapple the creature. #### Intoxicated Frenzy Additionally: creatures hit by you while using this ability have disadvantage on attacks rolls made against you until the start of your next turn. ### Way of the Four Elements (Remastered) [***HH***](https://drive.google.com/file/d/1ww2AFOfeT8jAEDITir8DIV5PGZC-ExPY/view?usp=sharing). ### Way of the Gun Kata [***HH***](https://drive.google.com/file/d/18dN0R1gVugHMGTeUFzgDBZfRjakdjD9x/view?usp=sharing). ### Way of the Kensei ***XGE*** (p.34). ### Way of the Long Death ***SCAG*** (p.130). ### Way of the Open Hand ***PHB*** (p.79). ### Way of Shadow ***PHB*** (p.80). ___ *The following modification has been made to the Way of Shadow for balance or flavor purposes.* #### Shadow Step Additionally: When you shadow step you can spend 1 ki to create a smoke effect at at your position until the end of your turn. While in the smoke effect you are considered to be in dim light for the purpose of Shadow Step. ### Way of the Sun Soul ***SCAG*** (p.131), or ***XGE*** (p.35). ### Way of Tranquility [***HH***](https://drive.google.com/file/d/19XR_zguim5V_cNMfMcUp4EY4j5H9-Z-6/view?usp=sharing). ## Paladins *The following modifications have been made to the Paladin class for balance or flavor purposes.* #### Additional Proficiencies **Armor:** Tower shield. ### Additional Fighting Styles for
Paladins The following new options for the Fighting Style feature are available to Paladins in addition to those offered in the Players Handbook. #### Hand and a Half You gain a +1 to attack and damage rolls on attacks you make with a versatile weapon wielded with two hands, and you can don or doff a shield as a bonus action. #### Longarm If a weapon has both the two-handed, and reach properties you may choose to ignore the two handed property and reduce the damage die size by one (Example: The damage die of a glaive would change from a d10 to a d8), and Javelins, Spears, and Tridents gain the reach property when you wield them. #### Riot Control You may use your reaction to make an attack against an opponent that moves 20 feet or more toward you or a friendly creature. #### Spiteful When you use your divine smite class feature, you may increase the damage the feature deals by your charisma modifier.
CLASSES & ARCHETYPES
\pagebreakNum #### Skirmisher When you make a ranged weapon attack with a thrown weapon, you can choose to immediately draw one weapon with the thrown property as part of the attack, and whenever an opponent ends their turn within 10 feet of you, you may use your reaction to move 5 feet without provoking opportunity attacks. #### Tank As long as you are not surprised when you roll initiative you gain temporary hit points equal to two times your proficiency bonus. #### Tunnel Fighter As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, once per turn you can make opportunity attacks against creatures that leave your melee range without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. ## Sacred Oaths Paladins in Hubmiiran have the following subclass options. ### Oath of the Ancients ***PHB*** (p.86). ### Oathbreaker ***DMG*** (p.97). ___ *The following modifications have been made to the Oathbreaker Paladin for balance or flavor purposes.* #### Divine Smite Your Smite damage is Necrotic. ___ (You must have direct permission from discodecepticon to play an Oathbreaker Paladin. Normally breaking your oath is a retirement scenario.) ### Oath of Conquest ***XGE*** (p.37). ### Oath of the Crown ***SCAG*** (p.132). ### Oath of Devotion ***PHB*** (p.85). ### Oath of Redemption ***XGE*** (p.38). ### Oath of Silence [***HH***](https://drive.google.com/file/d/1cufBdrenmwH71NIXcdvIdHAgv-_tifFW/view?usp=sharing). ### Oath of Vengeance ***PHB*** (p.87). \columnbreak ## Rangers *The following modifications have been made to the Ranger class for balance or flavor purposes.* #### Additional Proficiencies **Weapons:** Firearms (excluding Expert) ### Additional Fighting Styles for
Rangers The following new options for the Fighting Style feature are available to Rangers in addition to those offered in the Players Handbook. #### Hand and a Half You gain a +1 to attack and damage rolls on attacks you make with a versatile weapon wielded with two hands, and you can don or doff a shield as a bonus action. #### Lasher When you use a whip, its damage die increases from 1d4 to 1d6, and whenever you use your reaction to make an opportunity attack with a whip against an opponent and hit, you may choose to knock them prone as part of the attack. Additionally, You may use a whip to interact with, and pick up objects within your range that weigh no more than 10 lbs, to do so you must make a Dexterity (Sleight of Hand) check versus a DC determined by the DM. #### Mariner As long as you are not wearing armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and your AC equals 13 + your Dexterity modifier. #### Riot Control You may use your reaction to make an attack against an opponent that moves 20 feet or more toward you or a friendly creature. #### Run and Gun When you use the attack action to make only ranged attacks you may use your bonus action to move up to half your movement speed. #### Skirmisher When you make a ranged weapon attack with a thrown weapon, you can choose to immediately draw one weapon with the thrown property as part of the attack, and whenever an opponent ends their turn within 10 feet of you, you may use your reaction to move 5 feet without provoking opportunity attacks. #### Trapper You may place hunting traps as a bonus action, and the saving throw / escape DCs of hunting traps, ball bearing, and nets you use increases by an amount equal to your proficiency bonus. Additionally, you have advantage on checks to hide hunters traps you have placed.
CLASSES & ARCHETYPES
\pagebreakNum ## Ranger Archetypes Rangers in Hubmiiran have the following subclass options. ### Beast Master ***PHB*** (p.93). ___ *The following modifications have been made to the Beast Master for balance or flavor purposes.* #### Rangers Companion Over the course of a long rest you may perform a ritual with your beast companions body as the target to return the beast to life. #### Exceptional Training Your beast companion's attacks benefit from your Hunter's Mark. ### Gloom Stalker ***XGE*** (p.41). ### Horizon Walker ***XGE*** (p.42). ### Hunter ***PHB*** (p.93). ### Monster Slayer ***XGE*** (p.43). ## Rogue: *The following modifications have been made to the Rogue class for balance or flavor purposes.* #### Additional Proficiencies **Weapons:** Concealed Blade, flintlocks, pistols, sleeveguns. ## Roguish Archetypes Rogues in Hubmiiran have the following subclass options. ### Arcane Trickster ***PHB*** (p.97). ### Assassin ***PHB*** (p.97). ### Inquisitive ***XGE*** (p.45). ### Mastermind ***SCAG*** (p.135), or ***XGE*** (p.46). ### Scout ***XGE*** (p.47). \columnbreak ### Sawbones [***HH***](https://drive.google.com/file/d/1nXd7y47ywkb9CIPgKrSZ-fV86z3yeY35/view?usp=sharing). ### Swashbuckler ***SCAG*** (p.135), or ***XGE*** (p.47). ### Thief ***PHB*** (p.97). ## Sorcerers ## Sorcerous Origins Sorcerers in Hubmiiran have the following subclass options. ### Additional Metamagic options for
Sorcerers The following new options for the Metamagic feature are available to Sorcerers in addition to those offered in the Players Handbook. #### Antipodal Spell When you cast a spell, you may spend 1 Sorcery Point to reverse the damage types of the spell. Slashing, Piercing, and Bludgeoning damage are unaffected.
**Fire** ↔ **Cold**
**Force** ↔ **Psychic**
**Necrotic** ↔ **Radiant**
**Lightning** ↔ **Thunder**
**Acid** ↔ **Poison**
You can use Antipodal Spell even if you have already used a different Metamagic option during the casting of the spell. #### Bend Spell You may ignore any line of sight requirements when you cast a spell with a single target, as long as you have seen the target once since the end of you last turn and the target is within range of the spell. Spend 1 sorcery point per bend or curve the spell must take to reach the target. #### Chain Spell When you cast a damaging, non-touch, non-self spell with a single target you may spend 3 sorcery points to cause the spell to arc to secondary targets equal to your charisma modifier (minimum of 1), all secondary targets must be within 30ft of the primary target. Spells deal 1/2x damage to secondary targets. ### Divine Soul ***XGE*** (p.50). ### Draconic Bloodline ***PHB*** (p.102). ### Fey Touched [***HH***](https://drive.google.com/file/d/1hqBW_nrwtzuTmp9yTuA600DDOvOf1FtG/view?usp=sharing).
CLASSES & ARCHETYPES
\pagebreakNum ### Nilbog [***HH***](https://drive.google.com/file/d/13uSIXVmRlH8oIUblbgfUdGNiffx10Lt4/view?usp=sharing). ___ Only Goblins can can become Nilbogs in Hub. ### Shadow Magic ***XGE*** (p.50). ### Storm Sorcery ***SCAG*** (p.137), or ***XGE*** (p.51). ### Wild Magic ***PHB*** (p.103). ___ *The following modifications have been made to the WIld Magic Sorcerous Origin for balance or flavor purposes.* #### Wild magic Surge Once per turn, roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1 or 2, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration. #### Tides of Chaos You regain the use of this feature after resolving a Wild Magic Surge. #### Spell Bombardment Do this for all dice that roll max. ## Warlocks ## Intellectual Pacts Depending on their choice of patron, some warlocks have the choice to use Intelligence as their spellcasting ability. If you choose *The Fiend*, *The Great Old One*, or *The Undying* as your patron, you may replace all mentions of **"Charisma"** in the class and subclass features with **"Intelligence"** (This includes MultiClassing requirements). ## Pact Boon Changes ### Additional Pact of the Chain
Familiars You can choose one of the usual pact of the chain familiars or one of the following special forms: Crawling Claw (MM page 44), Gazer (VGM page 126), Holy Mote ([SGH page 20](#p20)), Oblex Spawn (MTOF page 217). \columnbreak ___ > ## Holy Mote >*Tiny celestial, lawful good* > ___ > - **Armor Class** 12 > - **Hit Points** 10 (3d4+3) > - **Speed** 5 ft., fly 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-5)|14 (+2)|14 (+2)|10 (+0)|15 (+2)|12 (+1)| >___ > - **Skills** Insight +4, Perception +4 Religion +2 > - **Damage Resistances** radiant; bludgeoning, piercing, and slashing from non magical weapons > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** darkvision 120 ft., passive Perception 15 > - **Languages** Celestial, Common > - **Challenge** 1 (200 XP) > ___ >**Angelic Sight(1/day).** The holy mote can use its action to cast the *detect evil and good* spell. > >**Divine Nimbus.** The holy mote emits bright light in a 5- 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The holy mote can alter the radius as a bonus action. > >**Magic Resistance.** The holy mote has advantage on saving throws against spells and other magical effects. > > ### Actions > ***Holy Ray.*** *Ranged Spell Attack:* +4 to hit, range 10ft., one target. Hit 4 (1d4+2) radiant damage. > >**Invisibility.** The holy mote and its light magically become invisible until it attacks, or until its concentration ends (as if concentrating on a spell).
## Otherworldly Patrons Warlocks in Hubmiiran have the following subclass options. ### The Archfey ***PHB*** (p.108). ___ See the *Player's Handbook page 108*, or *Sword Coast Adventures Guide page 138* for a list of possible Archfey patrons. ### The Celestial ***XGE*** (p.54). ___ See *Xanathar's Guide to Everything* for a list of possible Celestial patrons.
CLASSES & ARCHETYPES
\pagebreakNum ### The Fiend ***PHB*** (p.109). ___ See the *Player's Handbook page 108*, or *Sword Coast Adventures Guide page 138* for a list of possible Fiend patrons. ### The Great Old One ***PHB*** (p.109). ___ See the *Player's Handbook page 108*, or *Sword Coast Adventures Guide page 138* for a list of possible Great Old One patrons. ### The Hexblade ***XGE*** (p.55). ___ Yevris, The first weapon crafted by Apohr, is the source of a Hexblade Warlocks power in Hub. ### The Tribal Ancestors [***HH***](https://drive.google.com/file/d/1NHpbCBQNAtxRKks5MobkEbqLo5AalxFS/view?usp=sharing) ___ See the document for a description of who the Tribal Ancestors are. ___ **Only kobolds can be warlocks of the Tribal Ancestors.** ### The Undying ***SCAG*** (p.139). ___ In Hub, Undying patrons include Nirra The Never Dying, and *The Blood Lord*, an ancient undead entity from Hubmiiran that survived The Transference. ### Alternative Pact Boons The following is a list of additional pact boon options available to warlocks when they gain the Pact Boon feature at 3rd level. #### Pact of the Fang You can use your bonus action to grow fangs and claws. While your fangs and are extended you may use your action to make a bite or claw attack as if you had cast ***Primal Savagery*** as a warlock spell, dealing *necrotic* damage instead of *acid* damage. Additionally, when you bite a creature you may choose to regain a number of hit points equal to the amount of *necrotic* damage taken by the creature from your bite attack. You may only regain hit points in this manner a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest. You may only use this attack on living creatures that have blood. \columnbreak
##### Restriction: Blood Lord patron only Only the vampire known as The Blood Lord can gift a servant with the Pact of the Fang. The Blood Lord can be the patron of any Great Old One, Hexblade, or Undying warlock, and does not ask for much of those he gifts with power: Only servitude unto eternity if called upon, and their adherence to a few simple rules: - Keep your patrons identity (and existence) a secret. - Burn **all** creatures that die as a result of your bite. - Refrain from leaving a creature you have bitten alive unless absolutely necessary. - Do not enter a lawful residence without permission (explicit or implicit) from a resident or the owner. - Do not speak or reveal yourself to be a vampire while in a church (or similar holy place) of the gods of light or life.
#### Pact of the Talisman You can perform a ritual over the course of an hour to create a magical talisman symbolic of your patron. You can summon this talisman back to your hand as a bonus action if it is on the same plane of existence. While on the same plane, you always know the distance and direction between you and your talisman. Acting as a conduit for your eldritch power, you can cast any of your known warlock spells through your talisman. Your talisman serves as an arcane focus, and when you cast a spell through it, the spell's range is determined from its location instead of your own. You can target the spell's effects as normal if the target is within your line of sight. Otherwise, any spell cast through your talisman without any targets within your line of sight will be unguided, and will instead be cast at a valid target or area nearest to the talisman following the spell's behavior, or at the DM's discretion. If an unguided spell has no valid targets, the spell is wasted. Your talisman can be subjected to a direct attack if it isn't being worn or carried. It has an AC equal to twice your proficiency bonus + your Charisma Modifier, hit points equal to twice your warlock level + your Charisma Modifier, and immunity to poison and psychic damage. Your talisman is also immune to all damage from spells you cast through it. A creature trying to pick up or move your talisman against your will must first succeed on a Charisma check vs your spell save DC. ## Expanded Eldritch
Invocations The following is an expanded list of eldritch invocations available to warlocks in addition to those offered in the Player's Handbook, and Xanathar's Guide to Everything. As with other invocations, if an eldritch invocation listed here has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites.
CLASSES & ARCHETYPES
\pagebreakNum #### Baleful Herald *Prerequisite: 9th level, Pact of the Chain feature* ___ When you cast a cantrip, your familiar can deliver it as if it had cast the cantrip itself. Your familiar must be within 30 feet of you, and it must use its reaction to deliver the spell when you cast it. If the cantrip requires an attack roll, you use your own attack modifier for the roll. #### Branded Mount *Prerequisite: 5th level, Pact of the Chain feature* ___ You can cast *find steed* as a ritual. You can't do so again until you finish a short or Long Rest. #### Chain of Eyes *Prerequisite: Pact of the Chain feature* ___ Looking through your familiar’s eyes can now be instigated as a bonus action, and persists as long as you maintain concentration. When looking through your familiar’s eyes, you retain the simultaneous use of your own senses and are no longer blind and deaf to your surroundings. #### Dancing Blades *Prerequisite: Pact of the Blade feature* ___ Summoning your pact weapon now takes a bonus action instead of an action, and when you summon your pact weapon, if it is one handed, you may create a second pact weapon in your empty off-hand at the same time. The second weapon is a separate weapon from the first, and does not need to be the same type of weapon. All two-weapon fighting rules and limitations apply; otherwise the second weapon follows the pact weapon rules, and benefits from applicable features and invocations. #### Dark Seal *Prerequisite: 5th level, Pact of the Talisman feature* ___ You can cast the glyph of warding spell at your warlock spell slot level on your talisman without expending a spell slot, however the casting time is reduced to 1 minute. The spell will end if it is triggered, if you move your talisman or if it is used to cast another spell before it is triggered. Once you use this feature, you can't use it again until you finish a long rest. #### Demicognition *Prerequisite: 5th level, Pact of the Chain feature* ___ Other creatures have disadvantage on opportunity attack rolls against your familiar. Additionally, your familiar cannot be surprised and can move and act as normal in the first round of combat. (You can still be surprised, even if your familiar is not.) #### Eldritch Beacon *Prerequisites: Pact of the Talisman feature* ___ You are always aware of the nature of creatures within 5 feet of your talisman as if it were under the effect of the detect evil and good spell. In addition, any creature carrying your talisman is always visible to you if they are within your line of sight, regardless of invisibility, darkness or fog. #### Eldritch Caress *Prerequisite: eldritch blast cantrip* ___ You may choose to cast *eldritch blast* with a range of touch. When you do so, you must make melee spell attacks in place of the ranged spell attacks normally made with the spell. #### Elemental Blast *Prerequisite: eldritch blast cantrip* ___ You may channel an element though your eldritch blast. When you cast *Eldritch Blast*, it no longer does force damage; instead you must choose for it to deal either Fire, Cold, Acid, or Lightning damage. #### Encyclopedia Arcana *Prerequisite: 5th level, Pact of the Tome feature* ___ You can now inscribe 1st-level spells in your Book of Shadows. Choose one 1st-level spell from any class’s spell list. The spell appears in the book and doesn’t count against the number of spells you know. On your adventures, you can add other 1st-level spells to your Book of Shadows. When you find such a spell, you can add it to the book if you can spare the time to transcribe the spell using the rules for adding spells to a spellbook (see [Acquiring New Spells](#p7)). With your Book of Shadows in hand, you can cast any 1st-level spell inscribed in the book using a warlock spell slot (Including rituals learned from the Book of Ancient Secrets invocation). #### Eye of the Fetish *Prerequisites: 5th level, Pact of the Talisman feature* ___ As an action, you can project your senses through your talisman, allowing you to perceive creatures and objects up to 30 feet from its location until the end of your next turn, as long as you would be capable of perceiving them . #### Facsimile of Life *Prerequisite: Pact of the Chain Feature* ___ Your familiar gains temporary hit points equal to twice your warlock level when you finish a short or long rest. #### Immortal Fortitude *Prerequisite: Pact of the Fang Feature* ___ You now die on your fourth failed death saving throw instead of your third. Additionally, when you are stabilized you regain 1 hit point after 1 hour instead of 1d4 hours. #### Opus Magnum *Prerequisite: Pact of the Blade feature* ___ The weapon you conjure as your pact weapon can be a firearm (excluding Revolver, Bad News, and Hand Mortar).
Additionally, when summoned your pact weapon appears fully loaded, you may reload your pact weapon as a bonus action, it does not need to be repaired after it misfires, ranged attacks with your pact weapon deal force damage, and can benefit from any invocation feature that affects eldritch blast (*including Agonizing Blast*).
CLASSES & ARCHETYPES
\pagebreakNum #### Shroud of the Deceiver *Prerequisites: 9th level, Pact of the Talisman feature* ___ You can cast *nystul's magic aura* from your talisman at will, without expending a spell slot or material components. Both concealing the talisman's magical aura and affecting any creature or object that is wearing or touching it. #### Spider Climb *Prerequisite: 5th level, Pact of the Fang Feature* ___ You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. #### Suspicious Augury *Prerequisite: Pact of the Chain feature* ___ Your familiar can cast one of the following spells: *comprehend languages*, *detect evil and good*, *detect magic*, *detect poison and disease*, *find traps*, or *speak with animals*.
It can’t do so again until you finish a short or long rest. #### Totemic Barrier *Prerequisite: Pact of the Talisman feature* ___ You can use your reaction to cast shield on a creature you can see that is holding your talisman without expending a spell slot. Once you use this feature you can't do so again until you finish a short or long rest. #### Trickster's Step *Prerequisites: 5th level, Pact of the Talisman feature* ___ You can use your bonus action to swap places with your talisman, as long as it is within 60 feet of you. Alternatively, you can use this feature to swap places with a willing creature holding your talisman within this range (if you do so, the talisman stays in the possession of the other creature). Once you use this feature, you can't do so again until you finish a short or long rest. #### Vampiric Resilience *Prerequisite: Pact of the Fang Feature* ___ You may now use Charisma in place of Dexterity when calculating your AC. #### Wisp of Shadow *Prerequisite: 5th level* ___ You can use your reaction when you fall to reduce any falling damage you take by an amount up to three times your warlock level. You may use your Charisma score in place of your Strength score to calculate Long Jumps and high jumps, and standing from prone takes only 5 feet of movement. #### Zyrapher's Aegis *Prerequisite: Pact of the Blade feature* ___ When you conjure your pact weapon, you may choose to also create a pact shield in your empty offhand. You are proficient with it while you wield it. Your pact shield disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss it (no action required), if you dismiss your pact weapon, or if you die. You can transform one magic shield into your pact shield in the same manner as you would a pact weapon (all the same rules apply). ## Wizard: ## Arcane Traditions Wizards in Hubmiiran have the following subclass options. ### Bladesinging ***SCAG*** (p.141). ___ Bladesingers are an ancient, exclusive sect of Elven warrior mages. Bladesongs are a living magic, when an apprentice learns their masters song, the master forgets everything but a vague recollection of the tune, and is no longer able to use the magic. Because of this, bladesongs have become akin to family heirlooms, passed from parent to child. ___ Only Elves and Half-Elves can become Bladesingers in Hub. ___ (You must have direct permission from discodecepticon to play a Bladesinger Wizard.) ### School of Abjuration ***PHB*** (p.115). ### School of Conjuration ***PHB*** (p.116). ### School of Divination ***PHB*** (p.116). ### School of Enchantment ***PHB*** (p.117). ### School of Evocation ***PHB*** (p.117). ### School of Illusion ***PHB*** (p.118). ### School of Necromancy ***PHB*** (p.118). ### School of Transmutation ***PHB*** (p.119). ### War Magic ***XGE*** (p.59).
CLASSES & ARCHETYPES
\pagebreakNum # Feats ___ Feats may be chosen from the Core Books, from [XGE Bonus - Expanded Racial Feats](https://drive.google.com/file/d/1jnnh1N-xfy2SD-WxKOqXEaHkOUCTTf1O/view?usp=sharing), [UA-SkillFeats](https://media.wizards.com/2017/dnd/downloads/UA-SkillFeats.pdf), and from this document. *All edited and changed feats in this document supersede any from other sources.* ## Feat Revisions ### Brawler *This feat replaces the core Grappler and Tavern brawler feats* ___ *Prerequisite: Strength 13 or higher* ___ Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits: - You can attempt to grapple a creature one size larger than normal. - You have advantage on attack rolls against a creature you are grappling. - You are proficient with improvised weapons. - Your unarmed strike uses a d4 for damage. - When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. ### Charger If you move at least 15 feet in a straight line immediately before making an attack, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove prone and you succeed). ### Crossbow Expert Thanks to extensive practice with the crossbow, you gain the following benefits: - You ignore the loading quality of crossbows with which you are proficient. - Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. - When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a one handed ranged weapon you are holding. ### Defensive Duelist *Prerequisite: Dexterity 13 or higher* ___ Once per round, when you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. You regain the ability to use this feature at the beginning of your next turn. You can use this feature again before regaining the ability to do so, but it requires your reaction \columnbreak ### Dual Wielder You master fighting with two weapons, gaining the following benefits: - You gain a +1 bonus to AC while you are wielding a separate weapon in each hand. - You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. - When you make a melee attack on your turn, you can use your reaction to distract your target with your other hand, giving yourself advantage on the attack. - You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. ### Dungeon Delver Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits: - You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors. - You have advantage on saving throws made to avoid or resist traps. - You have resistance to the damage dealt by traps. - Traveling at a fast pace does not impose the normal −5 penalty on your passive Wisdom (Perception) score. - You gain darkvision to a distance of 30 feet. If you already have darkvision, the range is increased by 30 feet instead. ### Durable Hardy and resilient, you gain the following benefits: - Increase your Constitution score by 1, to a maximum of 20. - When you roll a Hit Die to regain hit points, regain double the amount rolled. ### Great Weapon Master *Prerequisite: level 6* ___ You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits: - On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. - Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add 1d6+4 to the attack’s damage.
FEATS
\pagebreakNum ### Healer You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits: - When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point. - As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + your proficiency bonus hit points to it, plus additional hit points equal to the creature's maximum number of hit dice. A creature can only benefit from the feature a number of times equal to half your proficiency bonus (rounded down) per short or long rest. ### Heavy Armor Master *Prerequisite: Proficiency with heavy armor* ___ You can use your armor to deflect strikes that would kill others. You gain the following benefits: - Increase your Strength score by 1, to a maximum of 20. - You don and doff heavy armor in half the time it would normally take. - While you are wearing heavy armor, all non- magical bludgeoning, piercing, and slashing damage that you take is reduced by an amount equal to your proficiency bonus. ### Linguist *Prerequisites: Intelligence 13 or higher* ___ You have studied languages and codes, gaining the following benefits: - Increase your Intelligence score by 1, to a maximum of 20. - You learn two languages of your choice plus a number of additional languages equal to your intelligence modifier. Whenever your intelligence modifier increases, you can choose to learn another language. - You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it. - You can add your Intelligence modifier to all Charisma checks made while conversing with a creature in its native tongue. ### Mage Slayer You have practiced techniques useful in melee combat against spell casters, gaining the following benefits: - When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. - When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. - You have advantage on saving throws against spells cast by creatures within 5 feet of you, and creatures within 5 feet of you have disadvantage on spell attacks made against you. \columnbreak ### Martial Adept You have martial training that allows you to perform special combat maneuvers. You gain the following benefits: * You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). * You gain two superiority die, which a d6s (these dice are added to any superiority dice you have from another source). These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. ### Medium Armor Master *Prerequisite: proficiency with medium armor* ___ You have practiced moving in medium armor to gain the following benefits: - Increase your Strength or Dexterity score by 1, to a maximum of 20. - Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks. - When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. ### Mounted Combatant You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits: - You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. - You can force an attack targeted at your mount to target you instead. - If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. - If you successfully hit a creature with a melee weapon attack while mounted, you can command your mount to make one attack against the same creature as a bonus action.
FEATS
\pagebreakNum ### Polearm Master You can keep your enemies at bay with reach weapons. You gain the following benefits: - When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear you can use a bonus action to make a melee attack with the opposite end of the weapon if you are not holding a shield. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. You cannot add your ability score modifier to this damage without the two weapon fighting style. - While you are wielding a glaive, halberd, pike, quarterstaff, or spear you can use your reaction to make a single melee weapon attack when a creature enters your reach. ### Savage Attacker - Increase your Strength score by 1, to a maximum of 20. - Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total. ### Sharpshooter *Prerequisite: level 6* ___ You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits: - Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. - Your ranged weapon attacks ignore half cover and three-quarters cover. - Before you make an attack with a ranged weapon or thrown weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add 1d6+4 to the attack’s damage. ### Skilled - Increase an ability score of your choice by 1, to a maximum of 20. - You gain proficiency in 3 skills of your choice, or 2 skills of your choice and any combination of 2 tools, or languages of your choice. ### Skulker *Prerequisite: Dexterity 13 or higher* ___ You are expert at slinking through shadows. You gain the following benefits: - You can try to hide when you are lightly obscured from the creature from which you are hiding. - When you are heavily obscured, you have advantage on Dexterity (stealth) checks made to hide. - When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. - Dim light doesn't impose disadvantage on your attack rolls or Wisdom (Perception) checks relying on sight. \columnbreak ### Weapon Master You have practiced extensively with a variety of weapons, gaining the following benefits: - You gain proficiency with four simple or martial weapons of your choice, alternatively you can gain . - You learn 1 fighting style of your choice from the fighter class. You can't choose a Fighting Style twice, regardless of where you gain it from.
FEATS
\pagebreakNum ## New Feats ### Cheap Shot You are adept at hitting targets without regard for the traditional customs of combat. You gain the following benefits: - You no longer gain disadvantage on attack rolls against a prone creature farther than 5 feet from you. - Your ranged weapons have an effective reach of 15 feet. If you are holding a ranged weapon and a hostile creature that you can see moves out of your reach you can use your reaction to make an opportunity attack with that weapon against the creature. - You may use your reaction to make an attack against a creature that you can see that is standing up from prone. ### Firearm Master You have practiced extensively with a variety of firearms, gaining the following benefits: - You have advantage on Tinker’s Tools checks you make to repair mechanical objects such as firearms and constructs when outside of combat. - When a hostile creature within your range would provoke an Attack of Opportunity from a friendly creature, you may use your reaction to make a ranged attack with an equipped firearm against the hostile creature. ### Intricate Arcana *Prerequisite: level 6 and the ability to cast at least one spell* ___ You have learned to push your magic to its utmost, extracting every drop of power possible from the Weave. - When you roll a 1 or 2 on a damage die for an attack you make with a spell, you can reroll the die and must use the new roll. - Before you make a spell attack with a spell, you can choose to take a -5 penalty to the attack roll. If the spell hits, you add 1d6+4 to its damage. ### Iron Will *Prerequisite: Wisdom 13 or higher* ___ You have strengthened your mind, and you can overcome obstacles through sheer willpower. - Your Wisdom score increases by 1, to a maximum of 20. - You gain resistance to psychic damage. - You gain advantage on saving throws against being charmed, frightened, or commanded to make an action by any means magical or non-magical. \columnbreak ### Light Armor Master *Prerequisite: Proficiency with light armor* ___ You are harder to hit when an opponent has not thought through their attack While wearing light armor: - Attacks made against you as part of a reaction have disadvantage - On a successful saving throw against a spell or other harmful effect that targets an area, you may use your reaction to move up to 10ft away from the center of the effect. If you completely escape the area, you suffer none of the effects of the spell. You must be able to react to use this ability. If another creature would also benefit from this ability due to being on your person, it must succeed on its own saving throw or be left behind. ### Residual Power *Prerequisite: the ability to cast at least one spell* ___ You've learned to recycle residual arcane force for use in your attacks. You gain the following benefits: - Increase your spellcasting ability score by 1, to a maximum of 20. If you have multiple, you choose which one to increase. - When you cast a spell, the next time you hit a creature with a melee attack before the end of your next turn, you deal an additional amount of force damage equal to 2x the spells level (Minimum of 2). *This effect does **not** stack.*
FEATS
\pagebreakNum # Items & Equipment ## Trading Characters may not trade items between each other or NPCs ### Purchasing Items Make a post in the #market-place channel on discord **See Pinned messages in channel for example** ### Selling Items Characters are not entitled to sell items they find on adventures or equipment they purchase with their personal funds. Weapons, armor, and other gear used by enemies are considered too damaged to have any monetary value. ___ Characters may convert treasure (Gems/Jewels, Art) into money (Gold / Silver... etc). ## Magic Items ### Magic Shards We are using a magic shard system for magical items. ___ Magic items are bound to their owners When an enemy with a magical item is killed, their magical items are destroyed or fall with the corpse (DMs discretion). A character must pay the shard cost #### Acquiring Shards Characters primarily gain magic shards in the following ways. - Common shards can be crafted into basic shards using down time. - Basic shards can be crafted into common shards using down time. - You may purchase uncommon magic Shards for your character with **Midari**. - One basic shard at every level including 1st. - One shard of your Tier when you enter a new Tier above **Tier Zero**. - One additional uncommon shard at 12th level. ##### Shards per Level
| Level | Shards | |:---|:-----------| | 1st **-** | 1 Basic | | 2nd **-** | 1 Basic | | 3rd **-** | 1 Basic & 1 Common | | 4th **-** | 1 Basic | | 5th **-** | 1 Basic & 1 Uncommon | | 6th **-** | 1 Basic | | 7th **-** | 1 Basic | | 8th **-** | 1 Basic | | 9th **-** | 1 Basic & rare | | 10th **-** | 1 Basic | | Level | Shards | |:---|:-----------| | 11th **-** | 1 Basic & Uncommon | | 12th **-** | 1 Basic | | 13th **-** | 1 Basic & 1 Very Rare| | 14th **-** | 1 Basic | | 15th **-** | 1 Basic & 1 Rare| | 16th **-** | 1 Basic | | 17th **-** | 1 Basic & 1 Legendary | | 18th **-** | 1 Basic | | 19th **-** | 1 Basic | | 20th **-** | 1 Basic |
\columnbreak #### Purchasing Magic Items Taking a shard to the Godforge NPC in the adventures guild (see @discodecepticon) will allow PCs to purchase magic items. ___ For non-consumable magic items it costs an amount of gold **and** a shard equal to the rarity of the item to have it crafted ___ If the item is a weapon or armor, the mundane item being enchanted or the cost of that item must be supplied by the character in addition to the price of the enchantment. - See the [Magical Item Tables](#p35) for magic item prices. **Items not listed on the tables cannot be purchased** After its been determined what magic item you will be getting as well as the cost, make a post in the #market-place channel on discord **See Pinned messages in channel for example** #### Buying Consumable Magic Items Consumable magic items like potions and scrolls can be purchased from the #godforge. See the [Magical Item Tables](#p35) for magic item prices. ___ Shard cost equals 1 Basic Shard for common consumables, 2 Basic shards for Uncommon, 3 Basic shards for Rare, 4 Basic shards for Very Rare, **Legendary consumables CANNOT be purchased**. ___ After it has been determined what magic item you will be getting as well as the cost, make a post in the #market-place channel on discord **See Pinned messages in channel for example** #### Custom Magic Items +1 and +2 enchantments can be added to existing magical items (and vice versa). The cost of both enchantments must be paid. ___ *Like enchantments do not stack (ie +1 can not be applied to an item that already has +1, +2 or +3)*
ITEMS & EQUIPMENT
\pagebreakNum ## Currency Characters may convert "normal" currency freely while in Hubmiiran **Midari Pieces(mp)** cannot be converted in this way. (Use the PHB Coinage rules(page 143) for conversion rates ) ### Midari Once the primary currency of the old world, the midari piece(mp) is now used exclusively by the adventures guild as an internal currency. | Item | Cost | |:---|---:| | 250gp | 1mp | | DM Inspiration | 3mp | | Basic magic shard | 3mp | | 1750gp | 6mp | | Common magic shard | 6mp | | Uncommon magic shard | 24mp | | 1 Downtime Day | 100mp | #### Acquiring Midari Midari is a reward for contributing to the server. You receive 6mp for a #scribes-guild entry that follows guild rules. See the [Hub DM Guidelines](#p42) for rewards for running a game. ___ *Only World Masters can give out Midari* ##### If you would like to contribute to the server in a unique way not listed above. Contact Discodecepticon
ITEMS & EQUIPMENT
\pagebreakNum ## Armor, Weapons & Gear ### Firearms Firearms were common in the old world and can be readily found in Hubmiiran. #### Ammunition Firearms require ammunition to make an attack, due to its advanced and rare nature, ammunition is impossible to find or purchase outside the walls of Hubmiiran. ##### Ammo Cost | Item | Amount | Cost | |:----|----:|---:| | Flintlock Ammo | (20) | 2gp | | Pistol Ammo | (20) | 4gp | | Sleevegun Ammo | (20) | 3gp | | Musket Ammo | (20) | 5gp | | Pepperbox Ammo | (20) | 4gp | | Blunderbuss Ammo | (5) | 5gp | | Revolver Ammo | (20) | 5gp | | Bad News Ammo | (5) | 5gp | | Hand Mortar Ammo | (1) | 5gp | #### Gunsmith Any character may use Tinker's Tools to repair firearms they are proficient with. ### Hub Weapon Properties Some weapons in Hub have properties that are unique to this world. **Covert** You can extend or retract this weapon as a bonus action each turn, and while retracted you have advantage on checks to conceal this weapon. Weapons with the covert property takes the same time to Don or Doff as a shield. **Expert.** This weapon can only be used by the the classes or subclasses specified. - **GK** = Way of the Gun Kata (Monastic Tradition) - **GS** = Gunslinger Martial Archetype (Fighter Archetype) **Explosive.** Hit or miss, everything within 5 ft of the target (including the target) must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. **Reload.** The firearm can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm. **Misfire.** Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon's Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker's Tools (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be repaired out of combat at half the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 2. **Scatter.** Firearms with the scatter property have two types of damage, a regular damage roll and a scatter damage roll. When you hit a creature with a firearm that has the scatter property, creatures within 5 feet of the target take 1d4 piercing damage if the attack would hit them. The original target does not take this damage. Scatter damage does not benefit from critical hits, or features that improve damage. You have resistance to the scatter damage dealt from your own firearm attacks. #### Special Item Properties Additional items with special rules are described here. **Grenade.** If you roll 3 or less on your attack roll, the grenade falls at your feet or explodes in your hand dealing 3d8 fire damage to you and all creatures within 5 feet of you. **Pocket Sand.** A large or smaller creature with eyes that is hit with the sand has disadvantage on their next attack, and must make a DC 12 Dexterity, or Constitution save or be blinded for 1 minute. The creature may spend an action or bonus action to end the effect. **Tower Shield.** You may use a bonus action to gain an additional +2 AC until the beginning of your next turn, and when you are the target of a spell or effect that requires you to make a dexterity saving throw, you may use your reaction to gain advantage on the save. ### Adventuring Gear Changes #### Magic Item Changes ##### Bag of Holding You can only remove items from the Bag of Holding when outside of combat. ### Additional Magic Items #### Elyorn's Appendage *Wondrous item, common (requires attunement)* ___ This artificial arm, or leg replaces a real one that was lost or removed. While the *elyorn's appendage* is attached to the stump of your missing appendage, it can't be removed by anyone other than you, and the appendage functions as if it were a normal arm, or leg.
ITEMS & EQUIPMENT
\pagebreakNum
### Hub Armor | Name | Cost | AC | Strength | Stealth | Properties | Weight | | :--- | ---: | :--- |:--- | :--- |:--- | ---:| | *Shields* | | Tower Shield | 50gp | +2 | Str 18 | Disadvantage | Special | 12 lb. |
### Hub Weapons | Name | Cost | Damage | Weight || Properties | | :--- | ---: | :--- | ---: |-| :--- | | *Simple Ranged Weapons* | | Pocket Sand | 1sp | ── | .2 lbs || Finesse, special, thrown (range 10/10) | | *Martial Melee Weapons* | | Concealed Blade | 40gp | 1d4 piercing | 2 lbs || Covert, finesse, light | | *Martial Ranged Weapons* | | Grenade | 20gp | 2d6 fire | 1 lb || Expert (**GS**), explosive, thrown (range 30/60), special | | *Firearms* | | Flintlock | 50gp | 1d8 piercing | 3 lbs || Light, misfire 1, reload 1 (range 40/160) | | Pistol | 150gp | 1d10 piercing | 3 lbs || Misfire 1, reload 4 (range 60/240) | | Sleevegun | 200gp | 1d6 piercing | 2 lbs || Covert, light, misfire 2, reload 1 (range 30/150) | | Musket | 300gp | 1d12 piercing | 8 lbs || Misfire 2, reload 1, two-handed (range 120/480) | | Pepperbox | 250gp | 1d10 piercing | 4 lbs || Misfire 2, reload 6 (range 80/320) | | Blunderbuss | 500gp | 1d10 piercing | 8 lbs || Misfire 2, reload 1 (range 15/60), scatter, two-handed | | Shotgun | 1000gp| 2d6 piercing | 8 lbs || Misfire 2, reload 2 (range 20/60), scatter, two-handed | | Revolver | 2000gp | 2d6 piercing | 5 lbs || Expert(**GS**, **GK**), misfire 2, reload 6 (range 80/320) | | Bad News | 2500gp | 2d12 piercing | 15 lbs || Expert(**GS**), two-handed, misfire 3, reload 1 (range 200/800) | | Hand Mortar | 1500gp | 2d8 fire | 10 lbs || Expert(**GS**), explosive, misfire 3, reload 1 (range 30/60) |
ITEMS & EQUIPMENT
\pagebreakNum # Appendix A:
Misc. Changes & Additions ## Inspiration Rules for inspiration are detailed in the DMG(page 125) - A character can not hold Inspiration from one adventure into another. ___ (A DM or higher may award you Inspiration at any time during a game, for ANY reason.) ### MVP At the end of an adventure your party should vote for a character to be MVP. The MVP is awarded inspiration for the next game they participate in (Follow all other Inspiration rules) ## Fates Favor A Fates Favor (also known as Rimbris's Blessing) allows a player to pass a roll that their character would otherwise fail. If a player fails a dice roll (check, save, attack) the player may spend a Fates Favor (if they have one) to change the result of the roll to the lowest possible outcome needed to succeed. *Fates Favor is a player resource **not** a character resource and does not expire between sessions.* ___ (Only World Masters may give out Fates Favor) ## Improvised Weapons An improvised weapon uses the damage dice of the weapon it is similar to *if* you are proficient with the like weapon, but you do not add your proficiency bonus to attacks unless you are proficient with improvised weapons. \columnbreak ## Spell Changes ### Eldritch Blast *Eldritch Blast* **cannot** be quickened. ### Good Berry The spell *Good berry* consumes the material components. *Mistletoe costs 1gp PHB (p.105)* ### Healing Spirit A creature can be healed no higher than %50 of its maximum hit points by this spell. ### Simulacrum Simulacrum can **NOT** cast 9th level spells. ### Wish **All** Wishes beyond the basics outlined in the spell **must** go through discodecepticon. The player should make the wish to the DM running the session, then the DM must write the wish down **AS WORDED** and message discodecepticon for arbitration.
APPENDIX A | MISCELLANEOUS CHANGES
\pagebreakNum # Appendix B:
Wild Shape Tables ## Local Beasts Tables ##### Local Beasts CR 0 | Beast|Size|Fly/Swim|Source| | :---|:---:|:---:|---:| | Badger|Tiny|──|MM(p.318)| | Bat|Tiny|Fly|MM(p.318)| | Cat|Tiny|──|MM(p.320)| | Crab|Tiny|Swim|MM(p.320)| | Deer|Medium|──|MM(p.321)| | Eagle|Small|Fly|MM(p.322)| | Frog|Tiny|Swim|MM(p.322)| | Goat|Medium|──|MM(p.330)| | Hawk|Tiny|Fly|MM(p.330)| | jackal|Small|──|MM(p.331)| | Lemming|Tiny|──|MO(p.148)| | Lizard|Tiny|──|MM(p.332)| | Owl|Tiny|Fly|MM(p.333)| | Rat|Tiny|──|MM(p.335)| | Raven|Tiny|Fly|MM(p.335)| | Scorpion|Tiny|──|MM(p.337)| | Spider|Tiny|──|MM(p.337)| | Vulture|Medium|Fly|MM(p.339)| | Weasel|Tiny|──|MM(p.340)| ##### Local Beasts CR 1/8 | Beast|Size|Fly/Swim|Source| | :---|:---:|:---:|---:| | Blood Hawk|Small|Fly|MM(p.319) | Giant Crab|Medium|Swim|MM(p.324)| | Giant Rat|Small|──|MM(p.327)| | Giant Weasel|Medium|──|MM(p.329)| | Mastiff|Medium|──|MM(p.332)| | Mule|Medium|──|MM(p.333)| | Pony|Medium|──|MM(p.335)| | Red Fox|Medium|──|MO(p.148)| ##### Local Beasts CR 1/4 | Beast|Size|Fly/Swim|Source| | :---|:---:|:---:|---:| | Boar|Medium|──|MM(p.319)| | Cow / Ox|Large|──|VGM(p.207)| | Draft Horse|Large|──|MM(p.321)| | Elk|Large|──|MM(p.322)| | Giant Lizard|Large|──|MM(p.326)| | Riding Horse|Large|──|MM(p.336)| | Wolf|Medium|──|MM(p.341)| ##### Local Beasts CR 1/2 |Beast|Size|Fly/Swim|Source| |:---|:---:|:---:|---:| |Black Bear|Medium|──|MM(p.318)| |Shar Pei|Medium|──|MO(p.149)| |Warhorse|Large|──|MM(p.340)| ##### Local Beasts CR 1 |Beast|Size|Fly/Swim|Source| |:---|:---:|:---:|---:| |Brown Bear|Large|──|MM(p.313)| |Honey Badger|Small|──|MO(p.147)| ##### Local Beasts CR 2 |Beast|Size|Fly/Swim|Source| |:---|:---:|:---:|---:| |Aurochs|Large|──|VGM(p.207)| |Yak|Large|──|MO(p.149)| ## Exotic Beasts Tables ##### Exotic Beasts CR 0 |Beast|Size|Fly/Swim|Source| |:---|:---:|:---:|---:| |Baboon|Small|──|MM(p.318)| |Fennec Fox|Tiny|──|MO(p.145)| |Giant Fire Beetle|Small|──|MM(p.325)| | Hyena|Medium|──|MM(p.331)| |Loris|Tiny|──|MO(p.148)| |Octopus|Small|Swim|MM(p.333)| |Pika|Tiny|──|MO(p.148)| |Pufferfish|Tiny|Swim|MO(p.148)| |Quipper|Tiny|Swim|MM(p.335)| |Seahorse|Tiny|Swim|MM(p.337)| |White Fox|Small|──|MO(p.150)| ##### Exotic Beasts CR 1/8 |Beast|Size|Fly/Swim|Source| |:---|:---:|:---:|---:| |Bharal|Medium|──|MO(p.145)| |Camel|Large|──|MM(p.320)| |Dhole|Small|Swim|MO(p.145)| |Dolphin|Medium|Swim|VGM(p.208)| |Flying Snake|Tiny|Fly|MM(p.322)| |Poisonous Snake|Tiny|Swim|MM(p.334)| |Red Panda|Small|──|MO(p.148)| |Stirge|Tiny|Fly|MM(p.284)|
Appendix B | WILD SHAPE TABLES
\pagebreakNum ##### Exotic Beasts CR 1/4 |Beast|Size|Fly/Swim|Source| |:---|:---:|:---:|---:| |Axe Beak|Large|──|MM(p.317)| |Constrictor Snake|Large|Swim|MM(p.320)| |Dimetrodon|Medium|Swim|VGM(p.139)| |Giant Badger|Medium|──|MM(p.323)| |Giant Centipede|Small|──|MM(p.323)| |Giant Frog|Medium|Swim|MM(p.325)| |Giant Owl|Large|Fly|MM(p.327)| |Giant Poisonous Snake|Medium|Swim|MM(p.327)| |Giant Wolf Spider|Medium|──|MM(p.330)| |Hadrosaurus|Large|──|VGM(p.140)| |Panther / Leopard|Medium|──|MM(p.333)| |Pteranodon|Medium|Fly|MM(p.80)| |Velociraptor|Tiny|──|VGM(p.140)| ##### Exotic Beasts CR 1/2 |Beast|Size|Fly/Swim|Source| |:---|:---:|:---:|---:| |Ape|Medium|──|MM(p.317)| |Crocodile|Large|Swim|MM(p.320)| |Giant Goat|Large|──|MM(p.326)| |Giant Sea Horse|Large|Swim|MM(p.328)| |Giant Wasp|Medium|Fly|MM(p.329)| ##### Exotic Beasts CR 1 |Beast|Size|Fly/Swim|Source| |:---|:---:|:---:|---:| |Black Piper|Tiny|──|MO(p.145)| |Deinonychus|Medium|──|VGM(p.139)| |Dire Wolf|Large|──|MM(p.321)| |Giant Eagle|Large|Fly|MM(p.324)| |Giant Hyena|Large|──|MM(p.326)| |Giant Octopus|Large|Swim|MM(p.326)| |Giant Panda|Medium|──|MO(p.147)| |Giant Spider|Large|──|MM(p.328)| |Giant Toad|Large|Swim|MM(p.329)| |Giant Turtle|Large|Swim|MO(p.147)| |Giant Vulture|Large|Fly|MM(p.329)| |Lion|Large|──|MM(p.331)| |Tiger|Large|──|MM(p.196)| \columnbreak ##### Exotic Beasts CR 2 |Beast|Size|Fly/Swim|Source| |:---|:---:|:---:|---:| |Allosaurus|Large|──|MM(p.79)| |Giant Boar|Large|──|MM(p.323)| |Giant Constrictor Snake|H|Swim|MM(p.324)| |Giant Elk|H|──|MM(p.325)| |Hunter Shark|Large|Swim|MM(p.330)| |Plesiosaurus|Large|Swim|MM(p.80)| |Polar Bear|Large|Swim|MM(p.334)| |Quetzalcoatlus|H|Fly|VGM(p.140)| |Rhinoceros|Large|──|MM(p.336)| |Saber-Toothed Tiger|Large|──|MM(p.336)| |Shadowlands Jellyfish|Small|Swim|MO(p.149)| ##### Exotic Beasts CR 3 |Beast|Size|Fly/Swim|Source| |:---|:---:|:---:|---:| |Ankylosaurus|H|──|MM(p.79)| |Giant Scorpion|Large|──|MM(p.327)| |Killer Whale|H|Swim|MM(p.331)| ##### Exotic Beasts CR 4 |Beast|Size|Fly/Swim|Source| |:---|:---:|:---:|---:| |Elephant|H|──|MM(p.322)| |Stegosaurus|H|──|VGM(p.140)| ##### Exotic Beasts CR 5 |Beast|Size|Fly/Swim|Source| |:---|:---:|:---:|---:| |Brontosaurus|G|──|VGM(p.139)| |Giant Crocodile|H|Swim|MM(p.324)| |Giant Shark|H|Swim|MM(p.328)| |Triceratops|H|──|MM(p.80)| ##### Exotic Beasts CR 6 |Beast|Size|Fly/Swim|Source| |:---|:---:|:---:|---:| |Giant Honey Badger|Large|──|MO(p.146)| |Mammoth|H|──|MM(p.332)|
Appendix B | WILD SHAPE TABLES
\pagebreakNum # Appendix C:
Hubmiiran Deities ## Gods of Midar In the old world, like the real world, the existence of the gods was heavily debatable. Unlike our world, seemingly any cleric with enough faith could draw forth and use divine power, whether other clerics agreed with their views of the god or not. ## The Pantheon of the New
World The gods of Tiarmar take a more *active* role in their world, manipulating mortals and gifting divine power to any they deem worthy. #### Alous /ɑ-lau̇s/ ___ ***Portfolio:** Revelry, Art, Harvest, Lies.*
**Trickery Domain.** #### Apohr /ap-ō-r/ ___ ***Portfolio:** Tools, Weapons, Forge, Restlessness.*
**Forge Domain.** #### Datos /dā-tōs/ ___ ***Portfolio:** Sun, Light, Beginnings.*
**Light Domain.** #### Diara /dē-är-ɑ/ ___ ***Portfolio:** Forest, Beasts, Hunting, Silence.*
**Nature Domain.** #### Tunglaru /tən-glär-u/ ___ ***Portfolio:** Sky, Night, Travel, Change.*
**Arcana Domain.** #### Quelduan /kwel-du̇-an/ ___ ***Portfolio:** Secrets, Knowledge, Strategy, Numbers.*
**Knowledge Domain.** \columnbreak
#### Rimbris /rim-bris/ ___ ***Portfolio:** Fate, Mortality, Luck, Rivers.*
**Grave Domain.** #### Syphahany /saɪ-fä-anē/ ___ ***Portfolio:** Love, Wealth, Beauty, Dreams.*
**Life Domain.** #### Vammir /va-mir/ ___ **Portfolio:** Slaughter, Victory, Games, Alliances.
**War Domain.** #### Velara /ve-lar-ɑ/ ___ ***Portfolio:** Sea, Ships, Underworld, Storms.*
**Tempest Domain.** #### Zephion /ze-f-ē-ən/ ___ ***Portfolio:** Civilization, Trade, Justice, Mirrors.*
**Order Domain.**
APPENDIX C | Hubmiiran Deities
\pagebreakNum # Appendix D:
Magical Item Tables ___ *[See page 28](#p28) for rules on purchasing magic items* **The mundane item being enchanted or the cost of that item must be supplied by the character in addition to the price of the enchantment.* ## Magic Consumable Items ##### Common Consumable Items | Name | Source | Price | Shard | |:---- | :---:| ---: |---: | | Bead of Nourishment | XGE(p.136) | 2gp | 1 Basic | | Bead of Refreshment | XGE(p.136) | 2gp | 1 Basic | | Candle of the Deep | XGE(p.136) | 1gp | 1 Basic | | Mystery Key | XGE(p.138) | 20gp | 1 Basic | | Perfume of Bewitching | XGE(p.138) | 200gp | 1 Basic | | Potion of Climbing | DMG(p.187) | 180gp | 1 Basic | | Potion of Healing | DMG(p.187) | 50gp | 1 Basic | | Spell Scroll Level 0 | DMG(p.200) | 10gp | 1 Basic | | Spell Scroll Level 1 | DMG(p.200) | 60gp | 1 Basic | | Walloping Ammunition (*each*) | XGE(p.139) | 25gp | 1 Basic | ##### Uncommon Consumable Items | Name | Source | Price | Shard | |:---- | :---:| ---: |---: | | Ammunition +1(*each*) | DMG(p.150) | 25gp | 2 Basic | | Deck of Illusions | DMG(p.161) | 6120gp | 2 Basic | | Dust of Disappearance | DMG(p.166) | 300gp | 2 Basic | | Dust of Dryness(*1 pellet*) | DMG(p.166) | 120gp | 2 Basic | | Dust of Sneezing and Choking | DMG(p.166) | 480gp | 2 Basic | | Elemental Gem | DMG(p.167) | 960gp | 2 Basic | | Gem of Brightness | DMG(p.171) | 5000gp | 2 Basic | | Keoghtom's Ointment(*per dose*) | DMG(p.179) | 120gp | 2 Basic | | Oil of Slipperiness | DMG(p.184) | 480gp | 2 Basic | | Philter of Love | DMG(p.184) | 90gp | 2 Basic | | Potion of Animal Friendship | DMG(p.187) | 200gp | 2 Basic | | Potion of Fire Breath | DMG(p.187) | 150gp | 2 Basic | | Potion of Greater Healing | DMG(p.187) | 150gp | 2 Basic | | Potion of Growth | DMG(p.187) | 270gp | 2 Basic | | Potion of Poison | DMG(p.188) | 100gp | 2 Basic | | Potion of Resistance | DMG(p.188) | 300gp | 2 Basic | | Potion of Water Breathing | DMG(p.188) | 180gp | 2 Basic | | Spell Scroll Level 2 | DMG(p.200) | 120gp | 2 Basic | | Spell Scroll Level 3 | DMG(p.200) | 200gp | 2 Basic | \columnbreak ##### Rare Consumable Items | Name | Source | Price | Shard | |:---- | :---:| ---: |---: | | Ammunition +2(*each*) | DMG(p.150) | 100gp | 3 Basic | | Bead of Force | DMG(p.154) | 960gp | 3 Basic | | Chime of Opening | DMG(p.158) | 1500gp | 3 Basic | | Elixir of Health | DMG(p.168) | 120gp | 3 Basic | | Horn of Blasting | DMG(p.174) | 450gp | 3 Basic | | Necklace of Fireballs(*One bead*) | DMG(p.182) | 300gp | 3 Basic | | Necklace of Fireballs(*Two beads*) | DMG(p.182) | 480gp | 3 Basic | | Necklace of Fireballs(*Three beads*) | DMG(p.182) | 960gp | 3 Basic | | Necklace of Fireballs(*Four beads*) | DMG(p.182) | 1600gp | 3 Basic | | Necklace of Fireballs(*Five beads*) | DMG(p.182) | 3840gp | 3 Basic | | Necklace of Fireballs(*Six beads*) | DMG(p.182) | 7680gp | 3 Basic | | Oil of Etherealness | DMG (p.183) | 1920gp | 3 Basic | | Potion of Clairvoyance | DMG(p.187) | 960gp | 3 Basic | | Potion of Diminution | DMG(p.187) | 270gp | 3 Basic | | Potion of Gaseous Form | DMG(p.187) | 300gp | 3 Basic | | Potion of Heroism | DMG(p.188) | 180gp | 3 Basic | | Potion of Invulnerability | DMG(p.188) | 3840gp | 3 Basic | | Potion of Mind Reading | DMG(p.188) | 180gp | 3 Basic | | Quaal's Feather Token Anchor | DMG(p.188) | 50gp | 3 Basic | | Quaal's Feather Token Bird | DMG(p.188) | 3000gp | 3 Basic | | Quaal's Feather Token Fan | DMG(p.188) | 250gp | 3 Basic | | Quaal's Feather Token Swan Boat | DMG(p.188) | 3000gp | 3 Basic | | Quaal's Feather Token Whip | DMG(p.188) | 250gp | 3 Basic | | Scroll of Protection | DMG(p.199) | 180gp | 3 Basic | | Spell Scroll Level 4 | DMG(p.200) | 320gp | 3 Basic | | Spell Scroll Level 5 | DMG(p.200) | 640gp | 3 Basic | ##### Very Rare Consumable Items | Name | Source | Price | Shard | |:---- | :---:| ---: |---: | | Ammunition +3(*each*) | DMG(p.150) | 400gp | 4 Basic | | Arrow of Slaying(*each*) | DMG(p.152) | 600gp | 4 Basic | | Ioun Stone Absorption | DMG(p.177) | 2400gp | 4 Basic | | Nolzur's Marvelous Pigments | DMG(p.183) | 200gp | 4 Basic | | Oil of Sharpness | DMG(p.184) | 3200gp | 4 Basic | | Potion of Flying | DMG(p.187) | 500gp | 4 Basic | | Potion of Invisibility | DMG(p.188) | 180gp | 4 Basic | | Potion of Speed | DMG(p.188) | 400gp | 4 Basic | | Potion of Superior Healing | DMG(p.187) | 450gp | 4 Basic | | Potion of Supreme Healing | DMG(p.187) | 1350gp | 4 Basic | | Potion of Vitality | DMG(p.188) | 960gp | 4 Basic |
Appendix D | Magical Item Tables
\pagebreakNum ##### Very Rare Consumable Items (Cont.) | Name | Source | Price | Shard | |:---- | :---:| ---: |---: | | Rod of Absorption | DMG(p.195) | 50000gp | 4 Basic | | Spell Scroll Level 6 | DMG(p.200) | 1280gp | 4 Basic | | Spell Scroll Level 7 | DMG(p.200) | 2560gp | 4 Basic | | Spell Scroll Level 8 | DMG(p.200) | 5120gp | 4 Basic | ## Magic Combat Items ##### Common Combat Items | Name | Source | Price | Shard | |:---- | :---:| ---: |---: | | Adamantine Weapon |XGE(p.78) | *500gp | Common | | Clockwork Amulet | XGE(p.137) | 150gp | Common | | Dark Shard Amulet | XGE(p.137) | 500gp | Common | | Endearing Spellbook | XGE(p.137) | 250gp | Common | | Hat of Wizardry | XGE(p.137) | 500gp | Common | | Moon-Touched Sword | XGE(p.138) | *500gp | Common | | Ruby of the War Mage | XGE(p.138) | 200gp | Common | ##### Uncommon Combat Items | Name | Source | Price | Shard | |:---- | :---:| ---: |---: | | +1 Weapon | DMG(p.213) | *1500gp | Uncommon | | Adamantine Armor | DMG(p.150) | *1000gp | Uncommon | | Bracers of Archery | DMG(p.156) | 1500gp | Uncommon | | Brooch of Shielding | DMG(p.156) | 7500gp | Uncommon | | Circlet of Blasting | DMG(p.158) | 1500gp | Uncommon | | Cloak of Protection | DMG(p.159) | 3500gp | Uncommon | | Gauntlets of Ogre Power | DMG(p.171) | 10000gp | Uncommon | | Gloves of Missile Snaring | DMG(p.172) | 3000gp | Uncommon | | Headband of Intellect | DMG(p.173) | 10000gp | Uncommon | | Instrument of the Bards -
Doss Lute | DMG(p.176) | 28500gp | Uncommon | | Instrument of the Bards -
Fochulan Bandlore | DMG(p.176) | 26500gp | Uncommon | | Instrument of the Bards -
Mac-Fuirmidh Cittern | DMG(p.176) | 27000gp | Uncommon | | Javelin of Lightning | DMG(p.178) | 1500gp | Uncommon | | Luckstone | DMG(p.205) | 4200gp | Uncommon | | Mithral Armor | DMG(p.182) | *1000gp | Uncommon | | Pearl of Power | DMG(p.184) | 6000gp | Uncommon | | Periapt of Wound Closure | DMG(p.184) | 5000gp | Uncommon | | Pipes of Haunting | DMG(p.185) | 6000gp | Uncommon | | Pipes of the Sewers | DMG(p.185) | 2000gp | Uncommon | | Saddle of the Cavalier | DMG(p.199) | 2000gp | Uncommon | | Sentinel Shield | DMG(p.199) | *20000gp | Uncommon | | Staff of the Adder | DMG(p.203) | 1800gp | Uncommon | | Wand of Magic Missiles | DMG(p.211) | 8000gp | Uncommon | \columnbreak ##### Uncommon Combat Items (Cont.) | Name | Source | Price | Shard | |:---- | :---:| ---: |---: | | Wand of the War Mage +1 | DMG(p.212) | 2000gp | Uncommon | | Wand of Web | DMG(p.212) | 8000gp | Uncommon | | Weapon of Warning | DMG(p.213) | *60000gp | Uncommon | | Wind Fan | DMG(p.213) | 1500gp | Uncommon | ##### Rare Combat Items | Name | Source | Price | Shard | |:---- | :---:| ---: |---: | | +1 Armor | DMG(p.152) | *4000gp | Rare | | +2 Weapon | DMG(p.213) | *4000gp | Rare | | Amulet of Health | DMG(p.150) | 8000gp | Rare | | Arrow-Catching Shield | DMG(p.152) | *6000gp | Rare | | Belt of Dwarvenkind | DMG(p.155) | 6000gp | Rare | | Boots of Speed | DMG(p.155) | 4000gp | Rare | | Bracers of Defense | DMG(p.156) | 6000gp | Rare | | Cloak of Displacement | DMG(p.158) | 60000gp | Rare | | Dagger of Venom | DMG(p.160) | *3000gp | Rare | | Elven Chain | DMG(p.168) | *4500gp | Rare | | Flame Tongue | DMG(p.170) | *5000gp | Rare | | Giant Slayer | DMG(p.172) | *7500gp | Rare | | Glamoured Studded Leather | DMG(p.172) | *2500gp | Rare | | Instrument of the Bards -
Canaith Mandolin | DMG(p.176) | 30000gp | Rare | | Instrument of the Bards -
Cli Lyre | DMG(p.176) | 35000gp | Rare | | Ioun Stone Awareness | DMG(p.177) | 12000gp | Rare | | Ioun Stone Protection | DMG(p.177) | 1200gp | Rare | | Ioun Stone Reserve | DMG(p.177) | 6000gp | Rare | | Iron Bands of Bilarro | DMG(p.177) | 4000gp | Rare | | Mace of Disruption | DMG(p.179) | *8000gp | Rare | | Mace of Smiting | DMG(p.179) | *7500gp | Rare | | Mace of Terror | DMG(p.180) | *8000gp | Rare | | Mantle of Spell Resistance | DMG(p.180) | 30000gp | Rare | | Prayer Bead - Bless | DMG(p.182) | 2000gp | Rare | | Prayer Bead - Curing | DMG(p.182) | 4000gp | Rare | | Prayer Bead - Favor | DMG(p.182) | 32000gp | Rare | | Prayer Bead - Smiting | DMG(p.182) | 1500gp | Rare | | Prayer Bead - Summons | DMG(p.182) | 128000gp | Rare | | Prayer Bead - Wind Walking | DMG(p.182) | 96000gp | Rare | | Ring of Evasion | DMG(p.191) | 5000gp | Rare | | Ring of Free Action | DMG(p.191) | 20000gp | Rare | | Ring of Protection | DMG(p.191) | 3500gp | Rare | | Ring of Resistance | DMG(p.192) | 6000gp | Rare | | Ring of Spell Storing | DMG(p.192) | 24000gp | Rare | | Ring of the Ram | DMG(p.193) | 5000gp | Rare |
Appendix D | Magical Item Tables
\pagebreakNum ##### Rare Combat Items (Cont.) | Name | Source | Price | Shard | |:---- | :---:| ---: |---: | | Rod of the Pact Keeper +1 | DMG(p.197) | 12000gp | Rare | | Rod of the Pact Keeper +2 | DMG(p.197) | 20000gp | Rare | | Rope of Entanglement | DMG(p.197) | 4000gp | Rare | | Shield of Missile Attraction | DMG(p.200) | *6000gp | Rare | | Staff of Charming | DMG(p.201) | 12000gp | Rare | | Staff of Healing | DMG(p.202) | 13000gp | Rare | | Staff of Swarming Insects | DMG(p.203) | 16000gp | Rare | | Staff of the Woodlands | DMG(p.204) | 44000gp | Rare | | Staff of Withering | DMG(p.205) | 3000gp | Rare | | Sunblade | DMG(p.205) | *12000gp | Rare | | Sword of Life-Stealing | DMG(p.206) | *1200gp | Rare | | Sword of Sharpness | DMG(p.206) | *2000gp | Rare | | Sword of Wounding | DMG(p.207) | *2500gp | Rare | | Tentacle Rod | DMG(p.208) | 5000gp | Rare | | Vicious Weapon | DMG(p.209) | *500gp | Rare | | Wand of Binding | DMG(p.209) | 10000gp | Rare | | Wand of Enemy Detection | DMG(p.210) | 4000gp | Rare | | Wand of Fear | DMG(p.210) | 10000gp | Rare | | Wand of Fireballs | DMG(p.210) | 32000gp | Rare | | Wand of Lightning Bolts | DMG(p.211) | 32000gp | Rare | | Wand of Paralysis | DMG(p.211) | 16000gp | Rare | | Wand of the War Mage +2 | DMG(p.212) | 6000gp | Rare | ##### Very Rare Combat Items | Name | Source | Price | Shard | |:---- | :---:| ---: |---: | | +2 Armor | DMG(p.152) | *16000gp | Very Rare | | +3 Weapon | DMG(p.213) | *16000gp | Very Rare | | Animated Shield | DMG(p.151) | *6000gp | Very Rare | | Dancing Sword | DMG(p.160) | *2500gp | Very Rare | | Dwarven Thrower | DMG(p.167) | *18000gp | Very Rare | | Frost Brand | DMG(p.171) | 2200gp | Very Rare | | Instrument of the Bards -
Anstruth Harp | DMG(p.176) | 109000gp | Very Rare | | Ioun Stone Agility | DMG(p.177) | 3000gp | Very Rare | | Ioun Stone Fortitude | DMG(p.177) | 3000gp | Very Rare | | Ioun Stone Insight | DMG(p.177) | 3000gp | Very Rare | | Ioun Stone Intellect | DMG(p.177) | 3000gp | Very Rare | | Ioun Stone Leadership | DMG(p.177) | 3000gp | Very Rare | | Ioun Stone Strength | DMG(p.177) | 3000gp | Very Rare | | Nine Lives Stealer
(Fully Charged) | DMG(p.183) | *10000gp | Very Rare | | Oathbow | DMG(p.183) | *3500gp | Very Rare | | Ring of Shooting Stars | DMG(p.192) | 14000gp | Very Rare | | Robe of Scintillating Colors | DMG(p.194) | 6000gp | Very Rare | | Robe of Stars | DMG(p.194) | 60000gp | Very Rare | \columnbreak ##### Very Rare Combat Items (Cont.) | Name | Source | Price | Shard | |:---- | :---:| ---: |---: | | Rod of Alertness | DMG(p.195) | 25000gp | Very Rare | | Rod of the Pact Keeper +3 | DMG(p.197) | 40000gp | Very Rare | | Scimitar of Speed | DMG(p.199) | *7000gp | Very Rare | | Spellguard Shield | DMG(p.201) | *50000gp | Very Rare | | Staff of Fire | DMG(p.201) | 16000gp | Very Rare | | Staff of Frost | DMG(p.201) | 26000gp | Very Rare | | Staff of Striking | DMG(p.203) | 21000gp | Very Rare | | Staff of Thunder
and Lightning | DMG(p.204) | 10000gp | Very Rare | | Wand of Polymorph | DMG(p.211) | 32000gp | Very Rare | | Wand of the War Mage +3 | DMG(p.212) | 19200gp | Very Rare | ##### Legendary Combat Items | Name | Source | Price | Shard | |:---- | :---:| ---: |---: | | Hammer of Thunderbolts | DMG(p.173) | *16000gp | Legendary | | Holy Avenger | DMG(p.174) | *165000gp | Legendary | | Instrument of the Bards -
Ollamh Harp | DMG(p.176) | 125000gp | Legendary | | Ioun Stone Mastery | DMG(p.177) | 15000gp | Legendary | | Ioun Stone Regeneration | DMG(p.177) | 4000gp | Legendary | | Ring of Fire Elemental
Command | DMG(p.190) | 17000gp | Legendary | | Ring of Spell Turning | DMG(p.193) | 30000gp | Legendary | | Ring of Water Elemental
Command | DMG(p.191) | 25000gp | Legendary | | Rod of Lordly Might | DMG(p.195) | 28000gp | Legendary | | Scarab of Protection | DMG(p.199) | 36000gp | Legendary | | Vorpal Sword | DMG(p.209) | *24000gp | Legendary | ## Magic Non Combat Items ##### Common Non Combat Items | Name | Source | Price | Shard | |:---- | :---:| ---: |---: | | Armor of Gleaming | XGE(p.136) | *150gp | Common | | Cast-Off Armor | XGE(p.136) | *150gp | Common | | Boots of False Tracks | XGE(p.136) | 150gp | Common | | Charlatan's Die | XGE(p.136) | 150gp | Common | | Cloak of Billowing | XGE(p.136) | 150gp | Common | | Cloak of Many Fashions | XGE(p.136) | 500gp | Common | | Clothes of Mending | XGE(p.137) | 150gp | Common | | Dead Helm | XGE(p.137) | 150gp | Common | | Ear Horn of Hearing | XGE(p.137) | 150gp | Common | | Elyorn's Appendage | [SGH(p.29)](#p29) | 150gp | Common | | Ersatz Eye | XGE(p.137) | 150gp | Common | | Heward's Handy Spice Pouch | XGE(p.137) | 100gp | Common |
Appendix D | Magical Item Tables
\pagebreakNum ##### Common Non Combat Items (Cont.) | Name | Source | Price | Shard | |:---- | :---:| ---: |---: | | Horn of Silent Alarm | XGE(p.137) | 150gp | Common | | Instrument of Illusions | XGE(p.137) | 150gp | Common | | Instrument of Scribing | XGE(p.138) | 150gp | Common | | Lock of Trickery | XGE(p.138) | 150gp | Common | | Orb of Direction | XGE(p.138) | 100gp | Common | | Orb of Time | XGE(p.138) | 100gp | Common | | Pipe of Smoke Monsters | XGE(p.138) | 100gp | Common | | Pole of Angling | XGE(p.138) | 100gp | Common | | Pole of Collapsing | XGE(p.138) | 100gp | Common | | Rope of Mending | XGE(p.138) | 100gp | Common | | Shield of Expression | XGE(p.139) | *100gp | Common | | Smoldering Armor | XGE(p.139) | *150gp | Common | | Staff of Adornment | XGE(p.139) | 100gp | Common | | Staff of Birdcalls | XGE(p.139) | 100gp | Common | | Staff of Flowers | XGE(p.139) | 100gp | Common | | Talking Doll | XGE(p.139) | 100gp | Common | | Tankard of Sobriety | XGE(p.139) | 100gp | Common | | Wand of Conducting | XGE(p.140) | 100gp | Common | | Wand of Pyrotechnics | XGE(p.140) | 100gp | Common | | Wand of Scowls | XGE(p.140) | 100gp | Common | | Wand of Smiles | XGE(p.140) | 100gp | Common | ##### Uncommon Non Combat Items | Name | Source | Price | Shard | |:---- | :---:| ---: |---: | | Amulet of Proof Against
Detection and Location | DMG(p.150) | 20000gp | Uncommon | | Bag of Holding | DMG(p.153) | 4000gp | Uncommon | | Boots of Elvenkind | DMG(p.155) | 2500gp | Uncommon | | Boots of Striding and
Springing | DMG(p.156) | 5000gp | Uncommon | | Boots of the Winterlands | DMG(p.156) | 10000gp | Uncommon | | Cap of Water Breathing | DMG(p.157) | 1000gp | Uncommon | | Cloak of Elvenkind | DMG(p.158) | 5000gp | Uncommon | | Cloak of the Manta Ray | DMG(p.159) | 6000gp | Uncommon | | Driftglobe | DMG(p.166) | 750gp | Uncommon | | Eversmoking Bottle | DMG(p.168) | 1000gp | Uncommon | | Eyes of Charming | DMG(p.168) | 3000gp | Uncommon | | Eyes of Minute Seeing | DMG(p.168) | 2500gp | Uncommon | | Eyes of the Eagle | DMG(p.168) | 2500gp | Uncommon | | Gloves of Swimming
and Climbing | DMG(p.172) | 2000gp | Uncommon | | Gloves of Thievery | DMG(p.172) | 5000gp | Uncommon | | Goggles of Night | DMG(p.172) | 1500gp | Uncommon | | Hat of Disguise | DMG(p.173) | 5000gp | Uncommon | | Helm of Comprehend
Languages | DMG(p.173) | 500gp | Uncommon | \columnbreak ##### Uncommon Non Combat Items (Cont.) | Name | Source | Price | Shard | |:---- | :---:| ---: | ---: | | Helm of Telepathy | DMG(p.174) | 12000gp | Uncommon | | Immovable Rod | DMG(p.175) | 5000gp | Uncommon | | Lantern of Revealing | DMG(p.179) | 5000gp | Uncommon | | Mariner's Armor | DMG(p.181) | 1500gp* | Uncommon | | Medallion of Thoughts | DMG(p.181) | 3000gp | Uncommon | | Necklace of Adaption | DMG(p.182) | 1500gp | Uncommon | | Periapt of Health | DMG(p.184) | 5000gp | Uncommon | | Quiver of Ehlonna | DMG(p.189) | 1000gp | Uncommon | | Ring of Jumping | DMG(p.191) | 2500gp | Uncommon | | Ring of Mind Shielding | DMG(p.191) | 16000gp | Uncommon | | Ring of Swimming | DMG(p.193) | 3000gp | Uncommon | | Ring of Warmth | DMG(p.193) | 1000gp | Uncommon | | Ring of Water Walking | DMG(p.193) | 1500gp | Uncommon | | Rope of Climbing | DMG(p.197) | 2000gp | Uncommon | | Sending Stones | DMG(p.199) | 2500gp | Uncommon | | Slippers of Spider Climbing | DMG(p.200) | 5000gp | Uncommon | | Trident of Fish Command | DMG(p.209) | *800gp | Uncommon | | Wand of Magic Detection | DMG(p.211) | 1500gp | Uncommon | | Wand of Secrets | DMG(p.211) | 1500gp | Uncommon | ##### Rare Non Combat Items | Name | Source | Price | Shard | |:---- | :---:| ---: |---: | | Boots of Levitation | DMG(p.155) | 4000gp | Rare | | Cape of the Mountebank | DMG(p.157) | 8000gp | Rare | | Cloak of the Bat | DMG(p.159) | 6000gp | Rare | | Cube of Force | DMG(p.159) | 16000gp | Rare | | Dimensional Shackles | DMG(p.165) | 3000gp | Rare | | Folding Boat | DMG(p.170) | 10000gp | Rare | | Gem of Seeing | DMG(p.172) | 32000gp | Rare | | Heward's Handy Haversack | DMG(p.174) | 2000gp | Rare | | Horseshoes of Speed | DMG(p.175) | 5000gp | Rare | | Ioun Stone Sustenance | DMG(p.177) | 1000gp | Rare | | Periapt of Proof Against Poison | DMG(p.184) | 5000gp | Rare | | Portable Hole | DMG(p.185) | 8000gp | Rare | | Ring of Animal Influence | DMG(p.189) | 4000gp | Rare | | Ring of Feather Falling | DMG(p.191) | 2000gp | Rare | | Ring of X-Ray Vision | DMG(p.193) | 6000gp | Rare | | Robe of Eyes | DMG(p.193) | 30000gp | Rare | | Rod of Rulership | DMG(p.197) | 16000gp | Rare | ##### Very Rare Non Combat Items | Name | Source | Price | Shard | |:---- | :---:| ---: |---: | |Cloak of Arachnida | DMG(p.158) | 5000gp | Very Rare | |Horseshoes of the Zephyr | DMG(p.175) | 1500gp | Very Rare | |Mirror of Life Trapping | DMG(p.181) | 18000gp | Very Rare |
Appendix D | Magical Item Tables
\pagebreakNum ##### Legendary Non Combat Items | Name | Source | Price | Shard | |:---- | :---:| ---: |---: | | Apparatus of Kwalish | DMG(p.151) | 10000gp | 1 Legendary | Plate Armor of Etherealness | DMG(p.185) | 48000gp* | 1 Legendary | Ring of Invisibility | DMG(p.191) | 10000gp | 1 Legendary ## Magic Summoning Items ##### Common Summoning Items | Name | Source | Price | Shard | |:---- | :---:| ---: |---: | | Hat of Vermin | XGE(p.137) | 150gp | Common ##### Uncommon Summoning Items | Name | Source | Price | Shard | |:---- | :---:| ---: |---: | | Silver Raven | DMG(p.170) | 5000gp | Uncommon | | Staff of the Python | DMG(p.204) | 2000gp | Uncommon | ##### Rare Summoning Items | Name | Source | Price | Shard | |:---- | :---:| ---: |---: | | Bowl of Commanding
Water Elementals | DMG(p.156) | 8000gp | Rare | | Brass Horn of Valhalla | DMG(p.175) | 8400gp | Rare | | Brazier of Commanding
Fire Elementals | DMG(p.156) | 8000gp | Rare | | Censer of Controlling
Air Elementals | DMG(p.158) | 8000gp | Rare | | Golden Lion(*each*) | DMG(p.169) | 600gp | Rare | | Ivory Goat(Terror) | DMG(p.169) | 20000gp | Rare | | Ivory Goat(Travail) | DMG(p.169) | 400gp | Rare | | Ivory Goat(Traveling) | DMG(p.169) | 1000gp | Rare | | Marble Elephant | DMG(p.170) | 6000gp | Rare | | Onyx Dog | DMG(p.170) | 3000gp | Rare | | Silver Horn of Valhalla | DMG(p.175) | 5600gp | Rare | | Stone of Controlling
Earth Elementals | DMG(p.205) | 8000gp | Rare | ##### Very Rare Summoning Items | Name | Source | Price | Shard | |:---- | :---:| ---: |---: | | Bronze Horn of Valhalla | DMG(p.175) | 11200gp | Very Rare | ##### Legendary Summoning Items | Name | Source | Price | Shard | |:---- | :---:| ---: |---: | | Iron Horn of Valhalla | DMG(p.175) | 14000gp | Legendary |
Appendix D | Magical Item Tables
\pagebreakNum # Appendix E:
Deprecated Content ___ You may not use deprecated content in new character creation, but may keep a character that already exists and has the following features. If content has been changed but has not been added as deprecated content, you must either change the feature to the new version, or choose a like feature that fits your character. ## Deprecated Races - Half-Dwarves - Batfolk - Molefolk ## Deprecated Feats ### Tenacious *This feat replaces the core Durable and Tough feats* ___ Hardy and resilient, you gain the following benefits: - When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2). - Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. ### Wrestler You prefer to grapple, and wrestle your foes. - Increase your Strength or Dexterity score by 1, to a maximum of 20. ___ Choose one of the following: ___ **Airborne Hero:** You have advantage on skill and ability checks to climb and hold onto objects and creatures. While being grappled by you, falling creatures receive 1d6 of fall damage for every 5 feet fallen instead of 10 feet. Your fall damage calculation remains unchanged. If the creature is released from grapple during the fall, subsequent fall damage dice calculation will revert to normal fall calculation. ___ **Stable Bastion:** You have advantage on checks against being knocked prone, and you do not incur disadvantage on attacks while prone and you may use your bonus action to attempt to shove a creature Additionally when you shove a creature you are grappling, you can choose to force it to move up to 15 feet away if you have moved 15 feet towards the direction before shoving the creature. *Attempts to shove the grappled creature using this feature will release the grapple whether you succeed with the shove or not.*
APPENDIX E | Deprecated Content
\pagebreakNum # Appendix F:
Hub DM Guidelines ## DMing in Hub To become a DM, ask on the discord. - You must have read the Dungeon Master's Guide, Player's Handbook, and this document. - You must run at least one session a month. - Your adventure **must** make sense within the world. - Follow all DMs guidelines. ___ **ALL** quests and rewards must be approved in the #quest-approval channel before being presented to players. *Use [this document](https://docs.google.com/document/d/1mvHDBUlugjcj5Q1I5pc5cb2SOh_KtNFshblyU2OPJQQ/edit) for quest-approval submissions* ___ Create a post in the #rumor-board channel, describing the adventure to find players. Check the #looking-for-group channel for players trying to find an adventure. ## Rewards & Treasure #### Gold Limit the value of treasure that you award during a quest. (This value includes art objects, Armor, Potions, weapons, gems, loose coins(ect).) ___ Use this [Calculator](http://roll1d1.com/xp) to determine the total value of all loot given to players. *For example: If the party consists of 4 level 4 characters in an adventure that consists of 2 medium (600xp & 950xp) and one hard encounter (1200xp), the overall maximum gold that the party can earn is 2,090gp* ___ When awarding non- monetary treasure items, deduct their value from the reward total. **Total value of non-GP treasure items (armor, weapons, potions, Painting, Gems (ect).) is not to exceed %20 of the max gold reward for the adventure** ### Experience *ALL enemies must have a 5e CR.* ___ Players get a full share of XP for every encounter they are a **Full Participants** in, and a half share for each encounter they are a **Partial Participant** in. (not present / conscious for more than half of (at DMs discretion.) If a player actively hinders the party, or they are not present for over half of the encounter (at DMs discretion) they receive no share of the XP ___ Use this [Calculator](http://roll1d1.com/xp) ___ ***Players should get XP for ALL creatures the party kills or otherwise defeats / deals with.** ie- If a party stumble upon a group of 5 goblins, and they talk their way out of the fight, the party should receive 250 xp for the encounter, whether or not the receives gold for the encounter is at the DMs discretion.* **Characters that die still get a share of the XP.** ### Magic Items DMs and WMs can't give out magic items. If your players need unorthodox items for the quest, find a way to give the players access to the needed items **Within** the adventure. ie. If the adventure is under the ocean: Have a local village give the players magic pearl chokers... But the party must return them after the adventure. Only do this for times the characters could not be reasonably expected to have made proper preparations. (*Characters may die if a party leaves Hub without a healer or healing potions. Characters should be aware of this fact.*) #### Awarding Shards If they choose, DMs may award players with up to one **Basic** or **Common** Shard per adventure (not per session). #### Awarding Inspiration Give Inspiration often. Anytime a Player plays their backstory, plays cleverly, or does something fun or cool. ### After the Adventure - Have the players vote for MVP. - A Player **MUST** make a scribes guild post detailing the adventure (if more than one person wants the job, take a vote). If a player does not make a post then the DM must submit the scribes guild entry, and the characters receive **NO** rewards. ## DM Rewards DMs deserve a reward for contributing to our server. When you run an adventure, you get 2 midari for each hour the adventure takes place (maximum of 8mp), and you may choose to gain the equivalent of one full share of the XP from that adventure, The XP may only be claimed by a character of equal tier or higher than the adventure the XP was rewarded for. ___ For example, If you run a four hour long **Tier Two** game and give out 1200 XP as a full share of the XP, you get 1200 XP for a level 5 or higher character and 6 midari.
APPENDIX F | HUB DM GUIDELINES
\pagebreakNum ## Suggested Rules The following rules are optional... Use them, or don't. ### ESCAPE When you take the Escape action, you attempt to withdraw from combat and move up to your speed. If before the start of your next turn you come within the reach of a creature that wants to stop you, it can attempt to grapple you as an opportunity attack. At the start of your next turn if you can move and your distance away from any hostile creature is greater than its speed, you escape from combat and are removed from the initiative order. If any enemies try and pursue you, you become the quarry in a chase following the rules in chapter 10 of the *Dungeon Masters Guide.* > ##### ESCAPING > You can attempt to escape from most combat encounters, but the DM might decide that it's impossible to escape from certain situations. > > You can't escape while a hostile creature has you within its reach, and if you move within reach of a hostile creature it can try and stop you. An invisible creature can always try and escape as long as it is not restrained. Signs of its passage might still be noticed, however, and it can still be pursued. > > In combat, most creatures stay alert for enemies feeing, and if you withdraw from the area around it, a creature usually tries to stop you. However, under certain circumstances such as if a creature is distracted, the Dungeon Master might allow you to gain advantage on the contested roll made as part of the escape. ### Flanking Use the optional rule for flanking from the DMG (p.251) but in place of advantage the flanking characters gain +2 to hit.
APPENDIX F | HUB DM GUIDELINES
\pagebreakNum ## Credits Written by Discodecepticon (Eric Mitchell) ### Map - Soph - Disco ### Feats - WotC - Dawnforgedcast ### Inspiration - Matt Colville - Matt Mercer - Mike Mearles - WotC ### Special thanks - Doug Howard (For introducing me to all things nerdy.) - Nytohan (For being the most capable, hardest working guy I know.) - Soph (For helping out so much.) - Lime (For directing his autism toward improving this thing I love.) - Rabz (For knowing magic users... so I don't have to.) - Antonio (For being my first DM, and for about 70% of our members) - Pig (For stepping up and being our first moderator when we needed one most.) - My CMs (For listening, and letting me bounce ideas off of them.) - Dalas N (For putting my backstory into words.) - The Players (Without you guys this is nothing.) - **Patrons:** - Kim - XanaX - Greg - Nilebane - Kyinight - Rabz - Nogurnot - Dragon Redux - MilknWilk - Deadfox89 - Raddish ### Art In order of appearance. **Cover [(page 1)](#p1):** [Tigaer](https://www.deviantart.com/tigaer/art/WISH-YOU-WERE-HERE-130632883) **Hub Mab [(page 4)](#p4):** Discodecepticon, & Soph. **Tavern Background [(page 13)](#p13):** Dragon Age Origins **DnD Group [(page 13)](#p13):** [u/and_nobody_cares](https://www.reddit.com/r/characterdrawing/comments/7h31vr/rf_dnd_group_commission/) \columnbreak ### Talisman Pact/Invocation Credits ##### Creator: **[u/PeanutJayGee](https://www.reddit.com/user/PeanutJayGee)** ##### Original: **[Pact of the Talisman](https://www.gmbinder.com/share/-L2gby7ppDHJr-ZOuMKg)**
CREDITS
\pagebreakNum
Will you survive the wilds?
Lost in an unknown world, Hubmiiran is a city of adventurers, heroes and rogues. The *Survivors Guide to Hubmiiran* is an essential resource for Dungeon Masters and players of the Westmarches Hubmiiran, with all the rules and information needed to survive the wilderness.
For use with the fifth edition Core Books, [Discord](https://discord.gg/k6Y8xhk), and a Virtual Table Top of your choice. I don't know if its evident of not, but this document (and Hubmiiran as a whole) takes a ton of time and effort to produce.
If you like what we've done, please consider supporting us on [Patreon](https://www.patreon.com/discodecepticon_1d1)
[WWW.ROLL1D1.COM](http://www.roll1d1.com)
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