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UnPlane Shift: Bablovia
\pagebreakNum Un-Plane Shift: Bablovia is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Written by Jackalope-Rodeo Edited by Zoë W. ## Artist Credits Cover Art: UnStable Contraption (Crossbreed Labs) by Chuck Lukacs Page 3: Ineffable Blessing by Milivoj Ceran Page 4: Modular Monstrosity by Alex Konstad Page 5: Defective Detective by Matt Dixon Page 5: Sly Spy by Michael Phillippi Page 8: Druid of the Sacred Beaker by Simon Dominic Page 8: Willing Test Subject by Dmitry Burmak Page 9: Steamflogger of the Month by Warren Mahy Page 10: Hammerfest Boomtacular by Dave Allsop Page 11: Mary O'Kill by Simon Dominic Page 12: The Big Idea by Bram Sels Page 13: Chivalrous Chevalier by Dmitry Burmak Page 14: Midlife Upgrade by Hector Ortiz Page 14: Kindly Cognician by Mark Behm Page 16: Incite Insight by David Sladek Page 17: Wrench-Rigger by Jesper Ejsing Page 18: Work a Double by Carl Frank Page 24: Quick-Stick Lick Trick by Chuck Lukacs Page 26: Gnome Token (Unstable) by Dmitry Burmak Page 30: Construct Token (Unstable) by Matt Gaser Page 31: capital offense by Matt Dixon Page 32: Time Out by Dave Allsop Page 32: Wall of Fortune by Tom Babbey Page 33: Handy Dandy Clone Machine by Mike Burns Page 33: Krark's Other Thumb by Jeff Miracola Page 34: The Grand Calcutron by Sean Murray Page 35: Clocknapper by Marco Teixeira Page 36: X by Dmitry Burmak Page 37: Phoebe, Head of S.N.E.A.K. by Ralph Horsley Page 38: Do-It-Yourself Seraph by David Sladek Page 39: Blurry Beeble by Jeff Miracola Page 41: Dr. Julius Jumblemorph by Simon Dominic Page 43: Knight of the Kitchen Sink by Mark A. Nelson Page 44: Rules Lawyer by Sean Murray Page 45: Spy Eye by Ben Wootten Page 46: Goblin Haberdasher by Jesper Ejsing Page 47: Hammer Jammer by Wayne Reynolds Page 47: Party Crasher by Mike Burns Page 48: Three-Headed Goblin by Mike Burns Page 48: Ol' Buzzbark by Wayne Reynolds Page 50: Hydradoodle by Mathias Kollros Page 51: Clock of DOOOOOOOOOOOOM! By Tom Babbey Page 51: The Countdown Is at One by Jesper Ejsing Page 52: Baron Von Count by Jesper Ejsing Page 53: Grusilda, Monster Masher by Mathias Kollros Page 56: Skull Saucer by Mike Burns Page 57: Snickering Squirrel by Michael Phillippi Page 58: Earl of Squirrel by Milivoj Ceran Page 60: Urza, Academy Headmaster by Terese Nielsen \columnbreak ### Contents The World of Bablovia..................................................................3 Backgrounds...................................................................................5 Races of Bablovia..........................................................................15 The Rigger Class...........................................................................19 Magic of Bablovia..........................................................................31 Bablovia Bestiary...........................................................................35 Appendix: The Un-iverse..............................................................59 \pagebreakNum # The World of Bablovia Bablovia is a plane centered on science. Spies tinker with new and highly situational gadgets in their “secret” hideouts. Boundary pushing biochemical druids combine different organisms to create new life. Chivalrous engineers perform robotic enhancement surgeries in clockwork castles. Goblins hideaway in forbidden factories, creating devices of dubious safety and utility. Supervillains openly create elaborate doomsday devices to threaten the general populace. Inventors and researchers are held in high esteem. Everyone wants to learn new things about how the world works, see novel inventions, or at least witness some cool explosions. Bablovia is both the name of the plane and the large metropolis that is the center of its society and culture. The city compromises a small portion of the world, but most of what lies outside its borders has been deemed scientifically insignificant and is generally ignored. Bablovia has five “warring” factions that functionally run the city. They aren’t always in direct or open conflict, but they each have their own agendas and pursuits that sometimes clash with the others’. Bablovia is a seriously silly place. They perform objectively silly science in a serious fashion and will handle serious scientific research with much silliness. Bablovians tend to have more of a sense of humor than denizens of other planes. That being said it is far from a joke world, the science and technology they utilize is seriously dangerous stuff. On Bablovia there’s a very fine line between a hilarious mishap and a terrifying lab accident. The plane's denizens have long since learned that the best way to survive on Bablovia is to balance whimsy and caution with a wee bit of insanity. ## The Carta Scientia The Carta Scientia is the constitution that Bablovia’s government is founded upon. The charter’s overarching philosophy is that “We cannot understand anything until we first understand the world around us,” an embrace of Bablovia’s long and passionate love for science. The core tenants of the Carta Scientia is that any type of science can form its own meta-government as part of the broader Bablovian governing body. Each meta-government is given the freedom to set up its own laws and offices to oversee its scientific and social pursuits. The powers and limits of a Bablovian meta-government are ill-defined and their limits have yet to be reached. The Carta and the process by which a group can petition to form a meta-government is overseen by a group of impartial political scientists who study the Carta and its proper applications. The Carta Scientia can be altered, but for that to happen all current meta-governments would have to agree to it; an event that has never occurred. There are presently 5 Bablovian meta-governments: The Agents of S.N.E.A.K., The Crossbreed Labs, The Goblin Explosioneers, The League of Dastardly Doom, and the Order of the Widget. \columnbreak ## Before The Carta Sciencia (B.C.S.) Though it may be hard to believe, Bablovia was once a far more chaotic place. The relative peace, emphasis on relative, that Bablovia currently enjoys is a recent construct. Bablovian society has always been focused on and fascinated with science. There’s something about the plane that pushes its denizens to try and understand the unknown. Of course, in science there are many incorrect theories that must be studied and debunked before the truth can be discovered. Unfortunately, on Bablovia this process was a centuries long bloody melee between a vast array of different factions. This was known as the Superseding Slaughter. The Superseding Slaughter ended with the modern scientific disciplines like physics, artificy, biology, and chemistry victorious. A variety of science cults and incorrect ideologies fell in battle or under the brutal fist of the scientific method. The following are just a taste of the many fallen factions that were wiped out in the conflict. The Lamarcksmen believed they could raise a lineage of super archers by passing on the benefits of their rigorous specialized training to their kids. The Skulking was an assassin physician that led a movement equally rooted in murder and phrenology. The Heliosadist Model purported that the sun was a gigantic flying elemental that secretly mocked everything beneath it and purposely caused sunburns out of malice. Perhaps the craziest of these groups were those that ardently believed that all of Bablovia was but one of many specks in an infinite void called the Eyeless Infinity, constantly being churned in the wake of three colossal cosmic cuttlefish.
\pagebreakNum ## Magic as science Science on Bablovia is so advanced it is functionally magic and as far as the rules of the game are concerned it is. When stating out or playing a science based character on Bablovia, simply make a spell caster and flavor their ascetics and background to be about science. Instead of using spell books, spell focuses, and spell components a scientific character us scientific texts, devices, and reaction ingredients. There are no true spell casters on Bablovia, just scientists that are indistinguishable from them. ### Skills Certain skills can be used in different ways for science based characters. If a science based character tries to use these skills in a more traditional or magic focused way they have disadvantage on the role. If a planeswalker from a world that is focused on magic over science tries to use these skills in the way listed below they have disadvantage on the roll. **Arcana:** Recalling and utilizing knowledge on applied physics and chemistry. **Religion:** Recalling and utilizing knowledge on theoretical physics and theoretical mathematics. **Nature:** Recalling and utilizing knowledge on biology and biochemistry. ### Classes Below are examples of how spellcasting classes can be reflavored to fit on Bablovia. **Bard:** Bablovian bards mix science and song, inspiration with education. Their magic functions by tapping into the power of scientific knowledge and the wondrous effects it can have on a fertile mind. **Cleric:** Bablovian clerics don’t draw their powers from deities, instead they gain their abilities from metaphysical truths of reality they study devotedly. **Druid:** Bablovian druids still draw their power from nature, but instead of attuning to themselves to the heart of nature they do so by tapping into the many branches of biology, geology, meteorology, and environmental science. **Sorcerer:** Bablovian sorcerers are born with the knack for super science, you could say science is in their blood. **Warlock:** Bablovian warlocks dedicate themselves to fringe theories and esoteric disciplines that give them strange scientific prowess. **Wizard:** Bablovian wizards don’t learn spells, they learn advanced scientific theorems that can be change the world around them. \columnbreak ### Scientific Magic Items On Bablovia magic items and complex scientific creations are one in the same. Players can create such objects using the rules for crafting magical items found in chapter 6 of the Dungeons Master’s Guide with the following differences. A player doesn’t need to know any particular spells or even be able to cast spells to create a scientific magic items. They do need to have the minimum level listed in the Dungeons Master’s Guide. Instead of using spell slots a character must use the appropriate laboratory equipment and roll a check to use said tool. The dc to successfully create a scientific magical item is 12 plus the spell level of the spell required to create the item. On a failure there is an 80% the item is a dud and the resources wasted, and a 20% chance that a scientific magical item with a different and possibly negative effect is created. > ##### A New Tool: Laboratory Equipment > Laboratory equipment is a tool that a character can gain proficiency in. Laboratory equipment is used to make scientific discoveries, research specimens, and craft scientific magical items. If a DM wishes they can subdivide laboratory equipment into several different tools, with different branches of science or skills of magic having their own unique equipment.
\pagebreakNum # Backgrounds ## S.N.E.A.K. The Agents of S.N.E.A.K. are a kelptocracy, a government ruled by thievery. It’s a group of spies, sleuths, thieves, detectives, ninjas, and the like. If you can covertly obtain information or objects then you have a place in the organization. The Agents of S.N.E.A.K. also maintain a huge catalog of secrets and stolen information. S.N.E.A.K. and its members are obsessed with secrecy, though they are terrible at being low profile themselves. Additionally, S.N.E.A.K. controls a large portion of Bablovia’s criminal activity. There is no agreement on what S.N.E.A.K. actually stands for, if it’s actually an acronym, or if it’s even the organization’s real name. Of the five meta-governments on Bablovia, they are the one with the weakest ties to science. In fact the Order of the Widget once argued that since espionage and criminal hooliganism aren’t a science the Carta Scientia should not empower them to be their own government. The Agents of S.N.E.A.K. responded with a well delivered presentation on information sciences and analytics, which was promptly rejected. They tried again by claiming to have created the field of gadgetology and were able to successful maintain the organization’s position. S.N.E.A.K. actually originated from a public bulletin board used to post jobs. The job board proved to be popular amongst Bablovia’s citizens, but even more popular was people making new gadgets and devices to complete these jobs. In fact people were so enamored by the gadgets that they would spend more on them than they were being paid to complete the jobs. In order to keep paying for these expensive gizmos, they began to turn to crime. When word got out that the job board users would break the law even more jobs started being posted, this time criminal in nature. This cycle continued until the board was functionally the center of an organized criminal network. This network expanded into the Agents of S.N.E.A.K., moving beyond simple criminal tasks and becoming a full blown spy organization. The job board still exists in their headquarters and agents can find paid missions on it. While the Agents of S.N.E.A.K. have an extensive bureaucracy of norms and traditions, they only have one rule. Whoever holds the Golden Ruler is their leader. The ruler itself is a completely mundane object. Like most things S.N.E.A.K. related not even their own members are certain how this ordinary measuring device become the key to their organization’s leadership, but who are they to question its authority. The current head of S.N.E.A.K. is a mysterious spy named Phoebe. She is one of the three regular ruler holders and is rumored to have the ability to steal someone’s identity so thoroughly she takes their very essence for herself. Despite Phoebe’s position many believe the mysterious mercenary thief X is really S.N.E.A.K.’s most powerful member. X is a gadget obsessed scoundrel who is responsible for the majority of changes in who holds the Golden Ruler. X refuses to accept the position of Head of S.N.E.A.K., instead he prefers to play the role of king maker. Even though the Agents of S.N.E.A.K. have a single leader at a time, their agenda is rather incoherent. No one is sure what their goals are, not even their members. Some insist that there is a secret agenda that only those who need to know are privy to, others that there really is no greater plan to the organization. In the end, they spy and steal for its own sake. Due to their distrusting and paranoid natures, most agents of S.N.E.A.K. focus their covert activities on their fellow agents. In fact, intra-agency espionage accounts for over 75% of S.N.E.A.K.’s activity. This might be seen as inefficient but many Bablovian political scientists believe that if the Agents of S.N.E.A.K. were to operate more efficiently they might just become enough of a menace that the other powers that be would step in and crush them. ### Agent of Sneak You are a member of the group of spies, rogues, criminals, and sleuths known as the Agents of S.N.E.A.K.. You are part of a world of espionage, hidden identities, and gadgets. You follow no laws but S.N.E.A.K.'s and respect no boundaries that stand in your way. You are part of an intricate web of criminal activity and covert actions. Unfortunately, like your fellow agents you are terrible at keeping secrets and easily confused by S.N.E.A.K.'s incoherent agenda. #### Proficiencies ___ - **Skills:** Investigation, Stealth - **Tools:** Disguise kit, Thieves' Tools #### Equipment A magnifying glass, a set of fine clothes, thieves’ tools, and a belt pouch containing 15 gp. #### Feature: Spy Network You have access to the information network of the Agents of S.N.E.A.K. which you can draw upon to get information about goings on in Bablovia. Unfortunately this information is less than reliable as S.N.E.A.K. is full of agents who purposely falsify reports or are wildly incompetent. The more obscure or private the information you seek is, the more likely it is that you will get bad intel. Additionally, you can access listings for jobs and heists at S.N.E.A.K.'s dispatch offices. #### Suggested Characteristics While the Agents of S.N.E.A.K. are a morally dubious organization it doesn't mean all of its members are hardened criminals. Some are spies and detectives who believe the covert actions and information gathering of the organization can be put to good use. Some members are were curious or bored and ended up taking a liking to the organization. Others are straight up thieves and criminals that are up to no good. Agents of S.N.E.A.K. tend to be kooky, neurotic, and have a penchant for the overly elaborate. \pagebreakNum | d8 | Personality Trait | |:---:|:-----------:| | 1 | I believe an Agent of S.N.E.A.K. should be neither seen nor heard. | | 2 | I will attempt to solve any mystery I stumble upon no matter how small or insignificant it may seem. | | 3 | I use gadgets in every situation, especially when they are unnecessary. | | 4 | I need to be as suave as possible at all times. | | 5 | I am a snoop. I will peer in any window or eavesdrop on any conversation I can. | | 6 | I love using code words and will work them into conversation as often as possible. | | 7 | I believe that I'm a master of disguise and as such I frequently change my outfits and adopt new personas regardless of context or situation.| | 8 | I'm not really an agent of S.N.E.A.K. but nobody else seems to notice so I'm just going to fake it until I make it. | | d6 | Ideal | |:---:|:-----------:| | 1 | Control. I know that knowledge is power and I'll be the most powerful of all. (Evil) | | 2 | Awareness. I just need to know what's going on, everything going on everywhere that is. (Chaotic)| | 3 | Technology. I must do whatever it takes to always have the best gear. (Chaotic)| | 4 | Desire. I take whatever I want and blackmail those that would stop me. (Chaotic) | | 5 | Solutions. I see mysteries, rumors, and conspiracies as problems waiting to be solved by me. (Good) | | 6 | Boredom. I've got nothing better to do, plus spying on my neighbors is pretty fun. (Any) | | d6 | Bond | |:---:|:-----------:| | 1 | I am engaged in a deadly game of cat and mouse with another S.N.E.A.K. spy. | | 2 | I must hone my investigative skills until I can figure out who murdered my best friend. | | 3 | I am deeply in debt to an unscrupulous gadget dealer. | | 4 | I have stumbled on a grand conspiracy that I must unravel. | | 5 | I stole sensitive information from some powerful people and now they want it back. | | 6 | I work for S.N.E.A.K. to earn money for my family, once I've saved up enough I'm out. | | d6 | Flaw | |:---:|:-----------:| | 1 | I frequently misinterpret information and jump to faulty conclusions. | | 2 | I like to have at least 6 martinis a day, shaken not stirred. | | 3 | I am constantly buying new gadgets even though I don't need and can't afford them. | | 4 | I'm often called paranoid, but there are definitely people after me. | | 5 | I'm gullible and regularly believe rumors and second hand information regardless of their source. | | 6 | I'm not sure if the Agents of S.N.E.A.K. is a real government or just an elaborate prank being pulled by the other Bablovian governments. |
\pagebreakNum ## Crossbreed Labs Crossbreed Labs is a Geniocracy, a government ruled by geniuses. As far as the labs are concerned teaching and leading come hand in hand, so it is set up so that the most intelligent members are given leadership positions. The dean is the prime decision maker and functional leader of the Crossbreed Labs. Beneath the dean is an 8 member board of directors that serves as the meta-government’s legislative body. Under them are the directors of the individual campuses and the tenured professors. Such positions are earned through a combination of pedagogical debate, peer reviewed research projects, published essays, and an extensive exam system; with such evaluations occurring every 3 years. The Crossbreed Labs have several campuses across Bablovia. Each campus has lecture halls, living quarters, laboratories, social spaces, and offices. Crossbreed Labs was born out of the work of Dr. Julius Jameson, Dr. Luisa Rodriguez, and Dr. Hana Tanaka. The trio of scientists were researching a cure for cancer. During an experimental treatment the doctors tried to use lizard DNA to invigorate a test subject’s healthy cells with the reptile’s regenerative properties. The procedure was unsuccessful and instead of curing the subject’s cancer it caused them to grow a tail. After researching what went wrong the trio realized that they had stumbled on a way to alter combine human and animal DNA in such a way that could alter a person’s physiology so as to give them specific animal attributes. Dr. Rodriguez and Dr. Tanaka thought this was an interesting discover, but soon moved on and continued their work fighting cancer. Dr. Jameson was a different story. He became obsessed with the idea of using this splicing technology to allow people to literally transform themselves into whatever biological form they desired. Dr. Jameson began splicing his own genome with a variety of animals. He became the talk of the scientific community. Researchers and students flocked to the university he worked at to see the chimeric man. While this fascination may have started out due to the absurdity and novelty of his transformation, the splicing process struck a chord with many Bablovians. They saw the beauty and utility in incorporating animal attributes into their own bodies. Beyond that, many felt that the splicing process allowed them to express their true self in a way that was not possible before. Jameson freely shared his technology, so long as the people splicing themselves agreed to never judge or persecute anyone else. This line of thought was particularly popular amongst academics and many universities become havens for those who embraced the splicing process and all it offered. As the movement of self-splicing grew, the term crossbreed arose as a way to refer to the animal human hybrids. At first this term was meant in a derogatory fashion, but Jameson and his followers reclaimed it; turning it into a label they wore with pride. That being said there were still those in Bablovia that didn’t think gene splicing technologies should be so widely used. Jameson feared that there would be a push to ban the crossbreed procedure. In order to prevent this and cement greater freedoms for the crossbreeds he applied for Bablovian meta-government status. He was approved and from a loose coalition of educational institutes the Crossbreed Labs were born. Jameson was appointed to be its first dean and leader, a position he still holds today. Dr. Jameson continued incorporating a variety of different animal’s genomes into his own, becoming a unique tapestry of species, an anthropomorphic representation of the very tree of life. Having outgrown his human name, he renamed himself Dr. Jumblemorph. Crossbreed Labs has two primary goals, the first being education. The labs still operate many universities and schools. They desire to foster greater understanding of the world and fund a variety of research projects. Their second goal is to create a society that accepts everyone’s true selves. They seek out a society that allows everyone to express themselves without fear. They currently operate a variety of utopian complexes around their campuses were anyone can live freely and openly in accordance with their unique truths. Due to the institutional nature of the Crossbreed Labs, as an organization they are slow to act. They will often hold a variety of meetings soliciting feedback from all levels of their membership before changing policies or taking unprecedented actions. ### Crossbreed Biologist You are a member of the Crossbreed Labs. You are part of an organization that is a mixture of a college, a research center, and a utopian commune. You seek greater understanding of the world around you and hope to use that to become more in tune with yourself. You are deeply fascinated by the study of living things and how to improve natural biology. You believe deeply that all living creatures should be able to live in a manner both physically and behaviorally that is in line with their inner truths. #### Proficiencies ___ - **Skills:** Medicine, Nature - **Tools:** Herbalism Kit, Laboratory Equipment #### Equipment A bottle of black ink, a quill, 3 letters of recommendations from past professors, a set of common clothes, and a belt pouch containing 10 gp. #### Feature: Tenure Track You hold a faculty position at one of the Crossbreed Labs' campuses. As such you have access to a research laboratory, in some cases you might even get a laboratory intern. You can pitch classes to teach and are allowed to sit in on any other professor's lectures. Finally you can request sabbaticals to go on fact finding missions and educational adventures. #### Suggested Characteristics Crossbreed Biologists are an inquisitive lot. They seek to understand themselves and the world around them. They may have figured out many grand truths, but still know that learning is a lifelong process. A crossbreed biologist never turns down the opportunity to discover something new and is always looking out for ways to help others do the same. Crossbreed Biologists can be conceited about their are of expertise but they recognize they don't know everything. \pagebreakNum | d8 | Personality Trait | |:---:|:-----------:| | 1 | I switch between normal speech and making animal noises mid conversation.| | 2 | I will tell anyone and everyone how much happier they would be after undergoing gene splicing.| | 3 | I am understanding of all viewpoints and will never dismiss anyone regardless of their values.| | 4 | Animals don’t wear clothes and neither do I.| | 5 | I am very open and comfortable with my emotions, often oversharing them.| | 6 | I treat animals the same way as I do sapient species.| | 7 | I crave approval for my theories and scientific findings. | | 8 | I often behave like an animal.| | d6 | Ideal | |:---:|:-----------:| | 1 | **Community.** We must all work together if we are to thrive. (Good) | | 2 | **Truth.** I know that one must find the truth, both internally and externally, if they are to ever understand the world and their place in it. (Any) | | 3 | **Transcendence.** I will reach beyond the limits of my biology. (Any)| | 4 | **Education.** I will share scientific research and discovery with all that are willing to listen, for we can only advance when we share knowledge. (Good)| | 5 | **Harmony.** I seek balance with nature, with society, and within myself. (Lawful) | | 6 | **Zoolatry.** I have great reverence for animals and view them as a source of spiritual wisdom. (Any) | | d6 | Bond | |:---:|:-----------:| | 1 | I have been shunned for being myself, now I work to create a world where everyone is accepted. | | 2 | I have turned my body into a living petri dish to be used for the advancement of science. | | 3 | My parents are professors at the Crossbreed Labs, I want to make them proud.| | 4 | I aim to explore the wilderness in search of nature's secrets. | | 5 | I will create a genetic utopia where sickness and weakness have no place.| | 6 | My soulmate died, but their genes live on in me now. | | d6 | Flaw | |:---:|:-----------:| | 1 | I suffer great internal turmoil over the clashing aspects of my human and animal natures. | | 2 | I plagiarized large portions of the dissertation that earned me my doctorate. | | 3 | The past I left behind when I became a crossbreed is coming back to haunt me. | | 4 |I keep studying different subjects, but can't find the focus or will to graduate.| | 5 | I have bestial and uncivilized tendencies that hamper my ability to conform to non-crossbreed society. | | 6 | My zeal for scientific discovery leads me to perform experiments before I can fully determine if they are safe. |
\pagebreakNum ## Goblin Explosioneers The Goblin Explosioneers isn’t really a coherent government. Of course legal systems detest things that go unlabeled so it is currently dubbed as a Goblinocracy, a government run by, for goblins. Goblins are notoriously unorganized creatures and so their meta-government has dissolved into a mixture of might makes right, mob mentality, and the occasional vote. Bablovian goblins love hammers and explosions, so ultimately whatever option promises more of them is the one the Explosioneers go with. The Goblin Exploisoneers actually started off as a human run and operated corporation. Its path from generic business to goblin government is a twisted one full of ethically dubious choices and recklessly short sighted decisions. Steamflogger Industries was once an ordinary steel mill. Eventually a greedy business woman named Thorna Grabbler became owner and CEO. Thorna began cutting corners to boost profits and the conditions at Steamflogger industry grew increasingly dangerous. After a series of horrific accidents all the workers walked out and refused to return. Thorna tried to get new workers to replace the ones she lost, but no human would work under such dismal conditions. In her desperation she stumbled on a madcap idea, why not recruit goblin labor. At the time Bablovian goblins were seen as uncivilized savages that hid away in mountain caves, no one would think to hire them. The more Thorna thought about the notion the more it appealed to her. Goblins were plentiful and stupid, she could hire them in mass and use their sheltered society to bamboozle them economically. Thorna journeyed into Bablovia’s mountains. Her presence was unusual and soon a large crowd of goblins had gathered to see this new comer. Thorna intended on showing the goblins a variety of devices and contraptions to entice them into the city. Such props would prove unnecessary as the goblins were immediately taken with hammer she was using to assemble them. The goblins saw the hammer as the greatest thing in existence, a single tool to create and destroy, a nugget of pure beauty, and everything they could ever want. Thorna promised the goblins more hammers if they worked for her and the goblins went to work at Steam Flogger Industries in droves. At first this plan worked out quite well for Thorna. Steamflogger Industries’ profits and productivity were up and they were spending a mere pittance on labor. The first hitch in the plan came when angry citizens of Bablovia began protesting the use of goblin labor. They wanted the goblins out of the city and back in the mountains. Thorna came up with a brilliant legal maneuver to ensure the goblins couldn’t be pushed out. She branded their odd tinkering as a science called explosioneering and filed to have them installed as their own meta-government. There was much debate amongst the lawyers and scholars, but the gambit was successful and the Goblin Explosioneers were formally recognized as a government. Soon after, the goblins become territorial, turning the mill into their own private den. They began their own erratic tinkering, creating incoherent and bizarre devices the purposes of which nobody could determine. The normal functioning of the steel mill ground to halt as the goblins’ own whims took hold. Thorna and her investors tried to make a stand and take the company back, but it was too late. The goblins were so deeply entrenched in Steamflogger Industries that the company couldn’t survive their remove. Plus their status as a meta-government meant that the goblins were protected by Bablovian law. Eventually Thorna Grabbler herself stepped down, leaving Steamflogger Industries and the Goblin Explosioneers to their own devices as a fully autonomous government entity. Presently the Goblin Explosioneers have no formal leader. A grizzled goblin warrior in a self-made steam powered war suit named Buzzbark has established himself as an alpha of sorts. Whenever he weighs in the goblins tend to follow him, but he isn’t one to make decisions often. The Explosioneers don’t truly function as a government just as Steamflogger Industries doesn’t really function as a business. The goblins maintain the trappings of these organizations out of habit and amusement. In reality the Goblin Explosioneers fully follow the goblins’ desire for impulse driven creation and destruction. The goblins are left to tinker in their own explosion ridden sort of peace while the rest of Bablovia wonders just what they get up to behind closed doors. ### Steamflogger You are an employee of Steamflogger Industries a mixture of a steel mill, production company, goblin warren, creativity incubator, and whirling metal death trap. There are a variety of positions ranging from floor boss, service rep, rigger, and more. Only goblins work there, so it's safe to say you're a goblin or through some convoluted series of events have been living disguised as a goblin for quite some time. Steamfloggers don't really fit in with much of Bablovian society, but they are more than happy with the hammer filled society they have made for themselves. #### Proficiencies ___ - **Skills:** Perception, Performance - **Tools:** Vehicles - **Proficiency:** Any variety of hammer. #### Equipment A hammer, a flask of alchemist's fire, a set of common clothes, and a belt pouch containing 1 gp
\pagebreakNum #### Feature: Steamflogger Union Rep As an employee of Steamflogger Industries you are a member of the Steamflogger's union, as such you are given access to a union rep that will provide you with several benefits. You receive a paltry and inconsistent wage (1 to 10 gp a month), which is often delivered in the form of hammers. You get access to Steamflogger Industry's medical team, a group of goblin physicians that often administer health care in the form of hammers. If any of your activities done in the capacity of your work as a Steamflogger are subject to legal action you will be provided with a goblin lawyer who will handle your case, often with hammers. Finally you get access to the Steamflogger customer service team to market your inventions and aid you in using any other Steamflogger's devices, these services are often provided via hammer. #### Suggested Characteristics Steamfloggers tend to be rash, destructive, and full of half-baked ideas. They are subject to fits of inspiration and frenziedly build strange devices that they barely understand. Steamfloggers act first and think later, a fact that is fueled by their love of large explosions and juvenile violence | d8 | Personality Trait | |:---:|:-----------:| | 1 | I will let nothing get in the way of me and a hammer. | | 2 | I go where I want and do what I want no matter what anyone else says. | | 3 | I like my music like I like my explosions, deafening and violent. | | 4 | I tend to defer to those who I perceive as being stronger than me. | | 5 | I tend to fixate on shiny things and interesting looking objects. | | 6 | I am notoriously accident prone and clumsy. | | 7 | I have a deep love of haberdashery and won't be caught dead not wearing an interesting hat. | | 8 | I frequently make up my own words to describe things I see and feel. | | d6 | Ideal | |:---:|:-----------:| | 1 | **Explosions.** I believe that life is just better when things go boom. (Chaotic) | | 2 | **Hammers.** I know that hammers are the greatest thing in the world and believe they should be treated as such. (Chaotic) | | 3 | **Creativity.** I believe life is about taking whatever ideas your brain churns out and making them Into reality. (Chaotic) | | 4 | **Hammers.** I love hammers so much that everything looks like a nail. (Chaotic) | | 5 | **Goblins.** I just do what the other goblins do, they must be on to something right? (Chaotic) | | 6 | **Hammers.** Did I mention how much I like hammers? (Chaotic) | | d6 | Bond | |:---:|:-----------:| | 1 | I need to find more hammers until I have the most hammers of all. | | 2 | I am looking to find ways to create new and exciting explosions. | | 3 | I must spread the gospel of the hammer to the world. | | 4 | I have a grand contraption I want to build, if only I had the resources. | | 5 | I am seeking the ultimate hammer, a tool of unparalleled power and beauty. | | 6 | I swear that someday I will win Steamflogger of the month. | | d6 | Flaw | |:---:|:-----------:| | 1 | I don't like making decisions and can be easily persuaded by strong words or promises of wealth. | | 2 | If given the choice between a safe option and a dangerous one, I'll choose a third even more dangerous option. | | 3 | I am loathe to do work and will actively avoid physical labor. | | 4 | I never consider the consequences of my actions. | | 5 | I never learn from my mistakes, or learn in general for that matter. | | 6 | I find it amusing when others get hurt, especially my allies. |
\pagebreakNum ## League of Dastardly Doom The League of Dastardly Doom is a meta-government made for supervillains made by supervillains. They are an oligarchy, ruled over by an elite council of ne’er-do-wells known as the Legion of Evil. The League may seem like a united front, but the evil and treacherous tendencies of its members mean that it undergoes alternating periods of stability and chaotic regime change. The members of the Legion of Evil and even the name of the meta-government itself have changed several times. While Bablovia’s science obsession has improved many people’s lives there will always be those that seek to misuse new technologies. Even before the League of Dastardly Doom was created Bablovia had a supervillain problem. Mad scientists, political malcontents, and the criminally insane would frequently don ostentatious outfits and threaten the populace with elaborate threats and plots. Luckily most of these scoundrels’ plans were half baked and were thwarted by righteous scientists, good samaritans, and the Bablovian authorities. Supervillains were viewed as an isolated menace, something to be put up with like the occasional cockroach. That all changed with a supervillain who went by the name Major Monologue. Monologue built an earthquake device and threatened to shake the world apart if his list of outrageous demands weren’t met. While he was deep in one of his trademark monologues, a righteous widgeteer aptly named Captain Cogwrench shoved a wrench into the cog work of the earthquake device. Major Monologue’s plan was thwarted and he was forced to flee in disgrace. While many villains would decide to get even, Major Monologue fell into a deep depression. After several months in a dreary funk he realized he couldn’t be the only supervillain who felt this way when their plans went awry. Major Monologue set out to find similarly dissatisfied and dismayed supervillains. It turned out that Bablovia was chock full of them. Together they formed DOOM, the Diabolical Order of Openness and Mending, an emotional support group for supervillains. The villains gathered to share their hopes, dreams, fears, and failures in a caring and nonjudgmental environment. The group turned out to be incredibly popular, it appeared that supervillains had a lot issues they wanted to work through. As more and more members joined, DOOM became the backbone of the villainous social scene. This surge of members led to an increase in the scope of DOOM’s mission. They added more discussions groups and started to include more practical talks and workshops. Slowly DOOM went from a support group to a villainous league. Eventually it was decided that DOOM had outgrown its initial purpose, it was time for it to become something new. A handful of crafty villains suggested they turn it into a Bablovian meta-government. The biggest obstacle to becoming an enfranchised government was that the group was dedicated to villainy not a branch of science. The supervillains decided to throw a mad science fair in which each member showed off the devices and scientific breakthroughs that were made in pursuit of crime. The keepers of the Carta Scientia were invited and ultimately the legal scholars conceded that villainology was a legitimate science. Thus the supervillains officially formed a meta-government known as the Society of Vile. The name would eventually be changed to the Clan of Cruelty, then again to the Men of Malice, finally becoming the League of Dastardly Doom. The League’s first order as a government was to consolidate its power in the costumed criminal community. They stipulated that all supervillains must be licensed, a process entirely controlled by them. After that they began to use their clout to attract more henchmen, get better deals on supplies, create evil lair time shares, and more. Next they began to offer organizing and logistical planning for their members. They could ensure that evil schemes didn’t overlap and that no member would steal another’s shtick. With the additional protections and resources being an official government gave the League, its villainous members could finally pursue world domination in peace. Currently the Legion of Evil has four members. The cranium crook known as The Big Idea, the tyrannical tinkerer Mary O’Kill, the gruesome grafter Grusilda, and their sinister leader the mad genius Baron Von Count. While this iteration of the Legion of Evil has ruled without incident for a few years, there are rumors of a coup building up. Some members suspect that Baron Von Count would rather destroy the world than rule it; a position most supervillains are less than pleased with. The Legion of Evil has a hands off approach to governing, generally allowing each of its members to menace society as they see fit. Occasionally, they will have organization wide schemes and mandated team ups. Additionally each year the League of Dastardly Doom throws a mad science fair to commemorate their origins and show off their innovations. Aside from the standard backstabbing between supervillains, the biggest issue the League faces is discontent amongst its henchmen. The mooks and underlings that serve the villains have long felt like second class citizens in the organization. They have begun to organize into MUCH, the Municipal Union of Cohorts and Henchpeople to fight for their villainous rights.
\pagebreakNum ### Supervillain You have dedicated your life to doing bad. Common criminals rob and steal, you act on a greater scale with far more theatrical flair. You have a grand goal in mind, be it world domination, great wealth, or ultimate power. You will let nothing stand in the way of your end game. With an army of mooks and an array of doomsday devices you will make your mark on the world. #### Proficiencies ___ - **Skills:** Arcana, Intimidation - **Tools:** Laboratory Equipment - **Proficiency:** All rolls made to make, set, or otherwise utilize a trap. #### Equipment A hunting trap, a trophy taken from a fallen nemesis, a super villain outfit (equivalent of fine clothes), and a belt pouch containing 10 gp. #### Feature: I.T. Support The League of Dastardly Doom prides itself on the Insidious Technology Support it offers its members. You have access to scheduling assistance, both to make sure you don't have any schemes or heists at the same time as other members and to figure out a time that will maximize your chances of success. The League also offers assistance in finding lairs to purchase and mooks to hire. Finally, you receive a discount on any chemicals, machine parts, or other supplies you purchase from the League's bulk order price sharing program. #### Suggested Characteristics Supervillains can have a variety of motivations but they are all defined by their opposition to society's laws and norms. They tend to be megalomaniacal, selfish, and just a bit unhinged. Some supervillains have codes of their own, some are out to prove something, and others just want to cause suffering. Supervillains tend to adopt overarching themes for their outfits, weapons, and schemes. | d8 | Personality Trait | |:---:|:-----------:| | 1 | I am bored by straightforward combat; I must match minds as well as might when confronting my foes. | | 2 | I insist that all of my outfits, items, vehicles, and henchman have a matching visual theme. | | 3 | I only refer to myself in the third person, anything less would be disrespectful to my greatness. | | 4 | I do not have friends or allies, just minions I allow to have free will. | | 5 | I avoid killing my foes outright, it's more fun to play with them if they're alive. | | 6 | I never back down from a challenge or fight, for there are none that can out do me. | | 7 | I constantly make puns and word play jokes around my villainous name. | | 8 | Deep down inside I feel bad about my villainous ways. | | d6 | Ideal | |:---:|:-----------:| | 1 | **Justice.** I will make everyone pay for every slight they've dealt me (Lawful). | | 2 | **Destruction.** I will burn this world to ash and cast what's left into the void (Chaotic). | | 3 | **Progress.** I will make this world a better place, even if no one else wants me to (Evil). | | 4 | **Conquest.** I know that only the powerful can truly rule and I will be the strongest of all (Evil). | | 5 | **Greed.** I will do anything for money, the more the better (Evil). | | 6 | **Cruelty.** I find the thrill from committing acts of crime and destruction to be its own reward (Evil). | | d6 | Bond | |:---:|:-----------:| | 1 | I am obsessed with getting revenge on a do-gooder who keeps foiling my plans. | | 2 | I am dedicated to proving that I am the supreme being of this world. | | 3 | I owe the wrong people money and being a mook for the Legion seemed like the best way to pay my debts. | | 4 | I was disfigured in a lab accident and I want to get even with those responsible. | | 5 | I lost everything I cared about, now I will make the world suffer as I have.| | 6 | My parents were famous members of the League and I want to live up to their legacy | | d6 | Flaw | |:---:|:-----------:| | 1 | I have fits of maniacal laughter whenever I'm amused or pleased. | | 2 | I am very proud of my misdeeds and will brag about my crimes even if it could get me into trouble. | | 3 | I am prone to giving lengthy monologues about my plans and intentions whenever I get the chance. | | 4 | I prefer to capture my enemies alive and then leave them to die in unsupervised death traps. | | 5 | I feel that simple plans are uncouth and prefer to make things as complicated as possible. | | 6 | I have a deeply rooted self-sabotaging psychological compulsion. |
\pagebreakNum ## Order of the Widget The Order of the Widget is a technocracy, a meta-government ruled both literally and figuratively by technology. Literally, the Order is led by the most advanced and sophisticated machine in Bablovia. Figuratively, the Order’s members’ actions are driven by a desire to improve themselves with technology. This desire for self-enhancement and love of technology results in widgeteers surgically replacing parts of their body with machines and becoming cyborgs. There are very few unaugmented members and those without mechanical parts hold lower ranks, equivalent to that of a squire. The Order of the Widget was founded by a man named Calvin Granderson. Calvin was an inventor and an avid lover of toast. After suffering an unbearable vacation where his access to the bread based treat was restricted he vowed to never be caught toastless again. He set about integrating a toaster into his body. He was quite pleased with the results and went on to make further culinary augmentations to his body like a jam holder on his thigh, a butter fridge in his arm, and several knife fingers. Word began to spread about Calvin the Culinary Cyborg. Soon other foodies joined in adding mechanical augmentations that fit with their favorite foods. There were people with ice cream machines in their chest, pasta makers in their legs, and peppermills for hands. This trend of mechanical self-improvement began to spread outside the realm of foodies. The science happy people of Bablovia were quick to embrace the idea of upgrading oneself. A movement of self-improvement through robotic grafting bloomed. Calvin Granderson made sure to stay at the forefront of the growing fad. He began to integrate a wide range of technologies into himself. Calvin knew that if this movement was to sustain itself it would need leadership and guidance. He began to direct his upgrades toward the goal of becoming the ultimate predictive machine, a perfect guiding hand for his people. Furthermore, he filed for meta-government status citing cyborgology as the group’s science. The Order of the Widget became a sanctioned Bablovian meta-government and Calvin laid out the rules and laws it would follow. He continued his mechanical augmentation until he surpassed his status as a cyborg and truly became a machine. Upon its’ robotic apotheosis it renamed itself the Grand Calcutron. The Grand Calcutron still serves as the leader and prime decision maker for the Order of the Widget. The Order’s laws state that if any machine demonstrates that it possess greater leadership abilities than the Grand Calcutron then it will be appointed the leader of the Order of the Widget. The Order of the Widget has two core philosophies, both of which are aimed at bettering Bablovia. The first of these is an ideology that stresses the importance of self-help. Widgeteers believe that one can only truly grow and improve through one’s own choices and efforts. This self-help often comes in the form of robotic replacement surgeries, but such procedures must be the patient’s choice. The second core belief is the adaptation of a rigid set of laws and rules governing society. The Order of the Widget strictly adheres to the law and to their codes of honor. They hope to spread this lawfulness to Bablovia at large. Presently the Grand Calcutron sets forth how the Order will achieve these beliefs and the widgeteers execute its commands. ### Widgeteer You are a member of the Order of the Widget. You are a knight inventor with a penchant for mechanical augmentation of your body. You adhere to the code of the widget and try to embody the spirit of the law. You meld olden values and cutting edge science to work towards a better future for all. #### Proficiencies ___ - **Skills:** Insight, Medicine - **Tools:** Artisan's Tools, Healer's Kit #### Equipment A set of artisan's tools, a set of fine clothes, and a belt pouch containing several cogs and 10 gp. #### Feature: Widget Workshops As a member of the Order of the Widget you have free access to any of their workshops. At these workshops you can find the supplies needed to repair mechanical augmentations and other simple devices. They also have the facilities needed to apply robotic grafts to a living creature. Finally, you can get lodging at any workshop, but if you overstay your welcome you may be kicked out. #### Suggested Characteristics Widgeteers believe strongly in helping others help themselves. They are honor bound to uphold the law and have strong moral codes. They are brilliant tinkerers and are always trying to figure out useful new inventions. Sometimes they seem odd or out of touch, but they truly want to improve the world.
\pagebreakNum | d8 | Personality Trait | |:---:|:-----------:| | 1 | Anytime I experience a defeat, I seek out a graft that will prevent it from happening again. | | 2 | I am terrified of my mechanical parts rusting. | | 3 | I have a lengthy title that I use and insist others do as well. | | 4 | I have a positive affirmation or self-help quote for every situation. | | 5 | I find ambushes, sneak attacks, and other underhanded tactics to be so distasteful that I refuse to affiliate myself with anyone who would engage in them.| | 6 | I believe it is crucial to always be prepared and always carry supplies for a number of worst case scenarios. | | 7 | I constantly critique fully biological beings and harp on how robotic enhancements would improve them. | | 8 | I love toast and make sure I am never without access to it. | | d6 | Ideal | |:---:|:-----------:| | 1 | **Chivalry.** Just as machines follow set codes, so too should social interactions. (Lawful) | | 2 | **Perfection.** I know that flesh is flawed and weak, we can only reach a higher form of existence by turning ourselves into machines. (Any) | | 3 | **Order.** The world's problems are grounded in chaos, by making everything run like clockwork we can fix them (Lawful). | | 4 | **Self-Help.** Mechanical augmentation allows us to become our best selves. (Good) | | 5 | **Intelligence.** I will follow the leadership of the smartest person in the world, for they are most qualified to lead. (Lawful) | | 6 | **Convenience.** Becoming cyborgs will make life easier and more enjoyable for everyone. (Any) | | d6 | Bond | |:---:|:-----------:| | 1 | I will turn myself into a machine so mighty even the Grand Calcutron will recognize my superiority. | | 2 | I once committed a terrible crime, through the Order of the Widget I can earn redemption. | | 3 | I am seeking rare materials and devices to integrate into my body. | | 4 | Windmill giants destroyed my familial home, now I will have justice. | | 5 | I will bring culture and artisan food to an uncivilized society. | | 6 | I am trying to discover the ultimate system of laws, once I find it I will impose it on the world. | | d6 | Flaw | |:---:|:-----------:| | 1 | I am addicted to mechanical augmentation surgery, no matter how many I get I still need more. | | 2 | I never give up, even when the odds, logic, or common sense suggest I should do so. | | 3 | As my body has become increasingly robotic so too has my personality. | | 4 | I am psychologically incapable of breaking rules. | | 5 | I am told I can be a bit of a packrat, but how could I get rid of any of my possessions when I could need any one of them at a moment's notice. | | 6 | When I am struck with an idea or insight I lose focus on everything else until I have fully explored it. |
\pagebreakNum # Races of Bablovia ## Brainiac Brainiacs are humans that have had their brain removed and placed into a self-contained electrostatic cerebral stimulation unit. Functionally this means that their brains are in a jar of electrically stimulated chemicals that both keeps them alive and increases their mental acuity. These brain units are designed to be compatible with the nervous system of living hosts or specialized mechanical bodies. If a brainiac's body dies its brain unit can be saved and installed in a new one, assuming it has not been damaged. The first brainiac was a member of the League of Dastardly Doom who held mediocre ranking. No one is sure on what lead him to remove his own brain. Some speculate that he coveted immortality, some that he saw it as a way to mimic the cybernetic ascension of Calvin Granderson, others that he was just a crazy person. Regardless of his motivations the "de-skulling" process was a huge success. The villain had transformed himself into something far greater than he was before and renamed himself The Big Idea. He would go on to further refine and share the process of becoming a brainiac. Of course he tinkered with the technology he shared enough so no future brainiac gained nearly as much mental might as he did. ### A Head Above the Rest Brainiacs are more concerned with intellectual pursuits than physical ones. They view bodies as a replaceable commodity, while brains are what truly matters. The chemicals and electric stimulation not only increase a brainiac's intelligence but also amplify some of their emotions, particularly those of rage and egotism. Furthermore, being without a body is a dehumanizing experience that leads them to view themselves as separate and superior from other species. Ultimately, most brainiacs are megalomaniacal and suffer delusions of grandeur. ### Brainiac Traits Your Brainiac character has abilities drawn from placing their brain into a special stimulation tank. **Ability Score Increase.** Your Intelligence score increases by 2 and your Charisma score increases by 1. **Age.** A Brainiac’s body ages like a normal human, their brains can last for upwards of 200 years if properly cared for. **Alignment.** Brainiacs are almost exclusively evil. The process of becoming one is controlled by the League of Dastardly Doom so generally only villains and their loyal mooks get the opportunity for brain relocation. Not to mention that the effects of having ones brain installed into an electrostatic cerebral stimulation unit tend make brainiacs far more maniacal than they were before. This being said there could be repent or unwilling brainiacs with nonevil alignments. **Size.** Brainiac’s are the same size as their human form with a few extra inches of height from the brain jar. Your size is Medium. **Speed.** Your base walking speed is 30 feet. **External Brain Unit.** Your brain is installed in a self-contained electrostatic cerebral stimulation unit, meaning that you don't need a body to survive. When you suffer your third failed death saving throw instead of outright dying, your body is killed but your brain remains safe in its jar. If your brain is attacked in this state you must start rolling death saves again, but you die on your first failure. While you are in such a state you are still capable of speaking and listening. Your brain can be transplanted onto a new body or installed in a mechanical body. **Critical Vulnerability.** When you take damage from a critical hit with a melee weapon attack, one of the weapon’s damage dice is rolled an additional time and added to the damage you take. **Electrostatic Nodes.** You have resistance against lightning damage. **Mental Might.** You have advantage on saving throws against being frightened, charmed, or confused. **Languages.** You can speak, read, and write Common and one other language of your choice. ## Crossbreed Crossbreeds are humans that have had their DNA spliced with genes from a variety of different animals. These genetic enhancements have turned them into chimeric beings, not truly belonging to any one species. Each crossbreed has its own unique combination of animal enhancements. Dr. Julius Jumblemorph and his Crossbreed Labs were the ones to perfect this splicing process and are presently the only ones capable of administering it. ### Be Your True Self A crossbreed's apotheosis represents more than mere physical enhancement. It is a transformation of their physical body to match the form they knew they were meant to have deep down. It's not a metamorphosis, just them expressing biologically what they always felt on the inside. Crossbreeds are more at peace with themselves and with the world around them than other races. They want to extend this peace and understanding to others. Their ideal world is one in which everyone can not only be their true selves, but feel completely safe in doing so. ### Race Traits Your crossbreed character has a slew of abilities based on the particular combination of animals they've incorporated into their biology. **Age.** Crossbreeds age at the same rate as the humans they started as. **Alignment.** While the scientists of the Crossbreed Labs freely offer their gene splicing procedures to everyone, their ideology of peace and understanding tends to draw those of Good alignments. Occasionally there are those with less altruistic motives that become crossbreeds. \pagebreakNum **Size.** Crossbreeds vary greatly in size and shape. Your size is Medium **Speed.** Your base walking speed is 30 feet. **Hybrid Biology.** For the purposes of spells and other abilities you are treated as both a humanoid and a beast. **Natural Weapon.** Your biological meddling has granted you a natural weapon of your choice. Options include but are not limited to a bite, claw, horn, or tentacle attack. Your natural weapon is a melee weapon attack that uses Strength or Dexterity for its attack roll and damage bonus and deals 1d6 damage. The damage is either piercing, slashing, or bludgeoning depending on the specific appendage. **Languages.** You can speak, read, and write Common and one other language of your choice. **Genes Splices.** Crossbreeds don't have subraces in the traditional sense. Each crossbreed has mixed their own DNA with a combination of different animals that determines their traits and abilities. Choose 3 of the following options and apply them to your character. #### Badger **Ability Score Increase.** Your Strength score increases by 1. **Burrower.** You gain a burrow speed of 5 feet. #### Bear **Ability Score Increase.** Your Constitution score increases by 1. **Menacing.** You gain proficiency in the Intimidation skill. #### Bull **Ability Score Increase.** Your Strength score increases by 1. **Bullheaded.** You have advantage on saving throws against effects that would push or pull you against your will. #### Cat **Ability Score Increase.** Your Dexterity score increases by 1. **Graceful.** You gain proficiency in the Acrobatics skill. #### Deer **Ability Score Increase.** Your Dexterity score increases by 1. **Fleet of Foot.** Your base walking speed increases by 5 feet. #### Dog **Ability Score Increase.** Your Intelligence score increases by 1. **Keen Smell.** You have advantage on Wisdom (Perception) checks that rely on smell. #### Eagle **Flight.** You have a flying speed of 30 feet. You can’t use your flying speed while you wear medium or heavy armor. **Keen Sight.** You have advantage on Wisdom (Perception) checks that rely on sight. #### Fish **Amphibious.** You can breathe air and water. **Swim Speed.** You have a swimming speed of 30 feet. **Water's Wisdom.** You gain proficiency in the Nature skill. \columnbreak #### Fox **Ability Score Increase.** Your Intelligence score increases by 1. **Cunning.** You gain proficiency in the Survival skill. #### Lizard **Ability Score Increase.** Your Constitution score increases by 1. **Darkvision.** You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. #### Monkey **Ability Score Increase.** Your Wisdom score increases by 1. **Athletic.** You gain proficiency in the Athletics skill. #### Owl **Ability Score Increase.** Your Wisdom score increases by 1. **Keen Hearing.** You have advantage on Wisdom (Perception) checks that rely on hearing. #### Raccoon **Ability Score Increase.** Your Charisma score increases by 1. **Sneaky.** You gain proficiency in the Stealth skill. #### Spider **Ability Score Increase.** Your Charisma score increases by 1. **Agile Climber.** You have a climbing speed of 30 feet. You can’t use your climbing speed while you wear medium or heavy armor. #### Turtle **Hold Breath.** You can hold your breath for 15 minutes. **Tough Shell.** You get a +1 bonus to Armor Class. ## Cyborg Cyborgs are human beings that have surgically replaced at least half of their body with mechanical devices and components. Cyborgs are not truly human and not truly machines, existing as a hybrid of the two. The first cyborgs were Calvin Granderson and the early members of the Order of the Widget. The Order of the Widget owns most of the facilities necessary to safely perform cyborg surgeries, so most cyborgs are affiliated with them. That being said, reckless and cunning scientists have been known to perform their own back ally surgeries allowing anyone desperate or foolish enough to trust them to undergo the transformation into a cyborg.
\pagebreakNum ### Upgrades Cyborgs are all about improving themselves, helping others to improve themselves, and ultimately improving society. This improvement is primarily done through robotic enhancements. Mechanical grafts just make life better. They allow you to do things you couldn't before, make life easier and more efficient, and they look spiffy to boot. When they are not working on themselves cyborgs enjoy offering such enhancements to the uninitiated. They believe that life should imitate machines both literally and figuratively. Cyborgs feel that an ideal society is as orderly and regular as clockwork. ### Cyborg Traits Your cyborg character has a variety of abilities that highlight their mechanically modified body. **Ability Score Increase.** Your Constitution score, Dexterity score, and Strength score each increase by 1 **Age.** Generally the same as humans, but with the proper upgrades and routine maintenance they can extend their lives by centuries. **Alignment.** Almost all cyborgs are members of the Order of the Widget and ascribe to their Lawful codes of conduct. There are rogue cyborgs and non-Widget knockoffs, but these cases are relatively rare. **Size.** Like the humans they once were, Cyborgs vary in height and build. Your size is Medium. **Speed.** Your base walking speed is 30 feet. **Installed Upgrade.** You gain proficiency in one skill or tool of your choice. This bonus comes from a mechanical upgrade grafted to your body. If you choose a tool then the tool itself is now a part of you. If you choose a skill you have an appropriate artificial addition to your body. **Mechanized Physiology.** You have advantage on saving throws against being paralyzed, exhausted, put to sleep or poisoned. You have resistance against poison damage. **Languages.** You can speak, read, and write Common and one other language of your choice. ## Goblin Goblins are a relatively new addition to Bablovia's cities. These green skinned creatures lived in the mountains on Bablovia's outskirts. They spent generations living as cave dwelling savages but have quickly adapted to life as urban savages. Goblins are destructive, impulsive, and a just a little bit crazy. Goblins are highly creative and love to follow their whims, even though these whims tend to be misguided and foolhardy. It is unclear if goblins are incredibly stupid or are secretly geniuses who think on such a high level that they merely seem dumb; it's probably the former. Goblins come in two varieties, the hulking brawny goblins and the slightly more intelligent scrawny goblins. \columnbreak ### All in One Tool Goblin society is focused on one and only one thing: Hammers! Goblins have seen the simple yet elegant truth, hammers are the ultimate creation. They can create and they can destroy, just like a god. They can clobber or cobble, be thrown or used to dethrone a rival. There is nothing a hammer can't do, plus they come in all sorts of shapes, colors, and sizes. Goblins will do almost anything to get more hammers and the majority of their social disputes are resolved by one side using hammers or the promise of more hammers to persuade the rest of their peers. ### Goblin Traits Your goblin character has traits that highlight their crafty yet incoherent lifestyle **Ability Score Increase.** Your Constitution score increases by 2. **Age.** Goblins reach maturity in about 10 years. No one is sure of what age goblins are physically capable of living to. Most goblins live into their twenties or thirties before suffering a fatal factory accident or lethal hammer blow. **Alignment.** Goblins are chaotic creatures with no moral concerns beyond getting through the work day, their own amusement, and hammers. **Darkvision.** Accustomed to life in the poorly lit factories of Steamflogger Industries, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. **Stubborn Survivability.** When you would make a Non-Constitution saving throw, you may use your reaction to make a Constitution saving throw instead. After you use this trait, you can’t use it again until you finish a short or long rest. **Languages.** You can speak Common and Goblin. You are literate, but have a limited ability to read and write. **Subraces.** Two main subraces of goblins populate the world of Bablovia: scrawny goblins and brawny goblins. Choose one of these subraces.
\pagebreakNum #### Brawny Goblin Brawny goblins are larger and stronger than their scrawny counterparts. They are musclebound and larger than most humans. They are better suited to manual labor and construction than invention, but they don't mind, it just means they get to use more hammers **Ability Score Increase.** Your Strength score increases by 1. **Size.** Brawny Goblins average 7 feet tall and weigh about 300 pounds. Your size is Medium. **Speed.** Your base walking speed is 30 feet. **Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. \columnbreak #### Scrawny Goblin Scrawny goblins are smaller and smarter than their burly counterparts. Their lither forms make them ideal for getting to hard to reach nooks of factories. Between that and wanting to avoid being caught underfoot their larger kin, scrawny goblins hone their climbing skill. Most of the great goblin "inventors" were scrawny goblins. **Ability Score Increase.** Your Intelligence score increases by 1. **Size.** Small Goblins average about 3 feet tall and weigh about 40 pounds. Your size is Small. **Speed.** Your base walking speed is 25 feet. **Agile Climber.** You have a climbing speed of 25 feet. You can’t use your climbing speed while you wear medium or heavy armor.
\pagebreakNum # New Class: The Rigger A cackling supervillain combines elements of several machines to create something new. His improvised device fires a debilitating blast of lightning at the widgeteer that was trying to bring him to justice. As his cyborg adversary falls down twitching the villain makes his getaway. A crossbreed geneticist cobbles together a makeshift retrogenocombinulator. Using this miracle of medical mastery she splices together the genes of beeble and a dragon. She applies this new strain of DNA to herself finally endowed with both the bouncing and fire breathing abilities she always wanted. A goblin exploisneer builds himself a whirling rig of spinning hammers. Now he can use dozens of hammers at once, the other goblins will be so jealous. He laughs with glee as his shows off his creation, his peers are truly impressed and concussively bludgeoned. Riggers are masters of madcap science. They combine their mechanical know how, scientific genius, and a handful of half-baked ideas to construct wondrous contraptions. Their devices can alter flesh, animate the dead, form constructs, or just hit really hard. ### Science? Magic? Who Cares? Riggers put the mad in mad scientist. The contraptions they build are a product of sudden inspiration and half formed ideas. Riggers are unable to reverse engineer their work, they may build the same contraption over and over again but they never truly understand what makes it ticks. Just like their bursts of genius, their devices are short lived and temporary in nature. Some say these contraptions are powered by magic, others by science. Riggers wouldn't really know the difference and probably wouldn't care. Their devices work which is enough for them, they'd rather build cool machines than fuss over the details. ### The Fine Line Between Genius and Madness Riggers shun the trappings of a mundane life. They actively seek great and terrible destinies, or at the very least some sweet explosions. Riggers often try to make new and exciting discoveries, either for their own gain or for the sake of science itself. Some focus on biomantics or cyborgnetics, trying to elevate flesh to higher states. Some use their abilities to commit crimes, espionage, and super villainy. Others just like to create machines that smash things. Regardless of their motives a rigger is likely to be both exceedingly odd and egotistical. ### Creating a Rigger When creating a rigger character the biggest thing to keep in mind is your character's relationship with science. Is science their main pursuit or just a means to an end? Were they a natural savant or are their skills the result of years of study? What fields of science do they specialize in? #### Quick Build You can make a rigger quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by your choice of Strength or Dexterity. Second, choose one of the Bablovia specific backgrounds. ## Class Features As a rigger, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d8 per rigger level - **Hit Points at 1st Level:** 8+ your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per rigger level after 1st. #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Simple weapons - **Tools:** Any two tools of your choice ___ - **Saving Throws:** Constitution, Intelligence - **Skills:** Choose two from Arcana, Deception, Investigation, Medicine, Nature, Sleight of Hand #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a crow bar or *(b)* an abacus - *(a)* a burglar’s pack or *(b)* a scholar’s pack - A bag of cogs and other mechanical components - A light hammer ### Assemble Contraptions You gain the ability to create potent temporary devices called contraptions. Contraptions can be used to hamper enemies, bolster allies, and make powerful attacks. A description of contraptions can be found below after the description of the Rigger class. #### Contraptions Known At 1st level you know 5 novice contraptions. As you gain levels you learn new contraptions. At level 6 you can learn adept contraptions, at level 11 craftsman contraptions, and at level 16 genius contraptions. Whenever you gain access to a new level of contraptions the abilities of all contraptions of lower levels you know are improved as per their descriptions. You do not need to prepare contraptions for the day, all contraptions you know are in your contraption pool at the start of each encounter. \pagebreakNum #### Contraptions Assembled At the start of each encounter you assemble a number of random contraptions from your contraption pool equal to the contraptions assembled value for your level as shown on the Rigger class features table. As you level up you start each encounter with more contraptions assembled. At the start of each of your turns after your first turn in an encounter you assemble an additional random contraption from your contraption pool. You can only use contraptions that are assembled. #### Cranking Contraptions As an action you can crank one of your assembled contraptions. When you crank a contraption you use it, much like casting a spell. Once a contraption is cranked roll a d6. That contraption remains cranked for that many rounds, after that it becomes uncranked and can be used again. #### Assembling Ability Intelligence is your Assembling ability for your Rigger contraptions, since you learn your contraptions through sheer wit and mechanical ingenuity. You use your Intelligence whenever a contraption refers to your assembling ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a rigger contraption you crank and when making an attack roll with one.
**Contraption save DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Contraption attack modifier** =
your proficiency bonus +
your Intelligence modifier
### Inventor’s Defense You have amassed an array of devices and equipment that protect you. While you are wearing light or no armor and not wielding a shield, you add your Intelligence modifier to your Armor Class. ### Mechanical Expertise Starting at 2nd level you learn how to channel your mastery of machines in more practical applications. After a long rest choose a tool, if you are not proficient with that tool you become proficient with it. If you are proficient with the chosen tool, until your next long rest your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. At 7th level you can choose an additional tool to gain this benefit after each long rest. ### Inventor’s Archetype When you reach 3rd level, you choose an inventor's archetype to follow: the Augmenter, the Cunning Crafter, or the Mecha-Mauler, all detailed at the end of the class description. Your archetype grants you features at 3rd level and again at 6th, 11th, and 17th level. \columnbreak ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Ultimate Invention When you reach level 20 you gain the ability to create nearly anything. As a bonus round you construct a device that duplicates the effect of any non-artifact magical item of your choice. This item is automatically equipped and attuned to you and lasts for 1d4 rounds. Once you use this ability you cannot do so again until you finish a long rest. ## Inventor’s Archetypes ### Augmenter The Augmenter focuses on using science and technology to improve natural biology. They utilize both mechanical and genetic enhancements to bolster the abilities of themselves and their allies. Augmenters can maintain additional enhancing contraptions and can grant their allies construct traits. #### Cyborgnetic Contraptions At 3rd level whenever you target any ally with a contraption with a duration of cranked, their bodies are further bolstered and toughened by temporary mechanical grafts. The targeted ally gains temporary hit points equal to your level plus your intelligence modifier. These temporary hit points stack with temporary hit points granted by other contraptions, but not with temporary hit points from any other source. When the contraption cranked to grant these temporary hit points becomes uncranked the temporary hit points are lost. A creature can only gain temporary hit points this way once per short rest. #### Extra Enhancements At 6th level you are able to maintain concentration on an additional contraption (2 total), so long as one of these contraptions is targeting an ally. #### Mechanical Apotheosis At 11th level when you target an ally with a contraption with a duration of cranked they are fully transformed into a machine. For the duration of the contraption their type becomes construct. They gain immunity to poison damage and immunity to the stunned, poisoned, and frightened conditions, and are immune to sleep and exhaustion. #### Enhancement Array At 17th level you are able to maintain concentration on an additional contraption (3 total), so long as two of these contraptions are targeting allies \pagebreakNum
##### The Rigger | Level | Proficiency Bonus | Features | Contraptions Known | Contraptions Assembled | Max Contraption Level | |:---:|:---:|:---|:---:|:---:|:---:| | 1st | +2 | Assemble Contraptions, Inventor's Defense | 5 | 2 | Novice | | 2nd | +2 | Mechanical Expertise | 5 | 2 | Novice | | 3rd | +2 | Inventor's Archetype | 6 | 2 | Novice | | 4th | +2 | Ability Score Improvement | 7 | 2 | Novice | | 5th | +3 | | 8 | 2 | Novice | | 6th | +3 | Inventor's Archetype Ability | 9 | 3 | Adept | | 7th | +3 | Mechanical Expertise | 9 | 3 | Adept | | 8th | +3 | Ability Score Improvement | 10 | 3 | Adept | | 9th | +4 | | 11 | 3 | Adept | | 10th | +4 | | 11 | 3 | Adept | | 11th | +4 | Inventor's Archetype Ability | 12 | 4 | Craftsman | | 12th | +4 | Ability Score Improvement | 13 | 4 | Craftsman | | 13th | +5 | | 13 | 4 | Craftsman | | 14th | +5 | | 14 | 4 | Craftsman | | 15th | +5 | | 15 | 4 | Craftsman | | 16th | +5 | Ability Score Improvement | 16 | 5 | Genius | | 17th | +6 | Inventor's Archetype Ability | 17 | 5 | Genius | | 18th | +6 | | 18 | 5 | Genius | | 19th | +6 | Ability Score Improvement | 19 | 5 | Genius | | 20th | +6 | Ultimate Invention | 20 | 6 | Genius |
### Cunning Crafter The Cunning Crafter blends street smarts with scientific principles. They are sneaky and tactical in their device creation. They can catch opponents unaware with their contraptions and have abilities to optimize strategic uses of their devices. #### Bonus Proficiencies When you choose this archetype at 3rd level, you gain proficiency with the Stealth skill. #### Crafty Action At 3rd level you can take a bonus action on each of your turns in combat. This action can be used only to use tool you are proficient in or take the Disengage, Hide, or Use an Object action. \columnbreak #### Griefing Gizmos At 6th level you are able to maintain concentration on an additional contraption (2 total), so long as one of these contraptions is targeting an enemy. #### Contraption Trap At 11th level whenever a creature is unaware of your presence and you use a contraption that requires it to make a saving throw, it has disadvantage on that save. The creature doesn't need to be unaware of you if at least 2 enemies of the target are within 5 feet of it and those enemies aren't incapacitated. #### Grievous Gearcraft At 17th level your contraption attacks score a critical hit on a roll of 18-20 and you roll one additional damage die when determining the extra damage for a critical hit with a contraption. \pagebreakNum ### Mecha-Mauler The Mecha-Mauler is the most straight-forward of the inventor's archetypes, they only care about making weapons. Mecha-Maulers like seeing things destroyed, some of them are cruel while others just find explosions amusing. Their abilities mix melee combat with contraption assembly and make their devices more deadly. #### Work a Double At 3rd level you can push yourself to frenziedly cobble together multiple contraptions in a single round. On your turn you can take an action to crank two contraptions instead of one. Once you use this feature, you must finish a short or long rest before you can use it again. #### Superb Smasher At 6th level whenever you use your action to crank a contraption, you may make one melee weapon attack as a bonus action. #### Devastating Devices At 11th level whenever you make a melee weapon attack it deals additional damage equal to your Intelligence modifier and whenever you make a melee contraption attack it deals extra damage equal to your strength modifier. #### Inescapable Inventions At 17th level damage dealt by your contraptions ignores resistances. Any creature that would be immune to damage dealt by one of your contraptions is instead resistant. Additionally, you can use your Work a Double feature twice before a rest, but only once on the same turn. ## Assembling Assembling is the process by which riggers and other assembling characters construct wondrous devices known as contraptions. Contraptions are temporary items that produce potent effects. They operate somewhere between advance technology and magic. A contraption’s appearance varies between the individual assembling it and what they have available, this cosmetic change doesn’t impact the contraption’s effects. ### Contraption Level Every contraption has a level of Novice, Adept, Craftsman, or Genius. Novice contraptions are the least potent and Genius contraptions are the most powerful. An assembler gains access to higher level contraptions as they level up. Whenever a new level of contraptions is made available to a character contraptions of a lower level they know are upgraded to this new level and have additional effects as listed in their descriptions. ### Contraption Pool At the start of an encounter all contraptions a character knows are in their contraption pool. These contraptions are available to be assembled, but cannot be used until they are assembled. \columnbreak ### Assembling Contraptions To assemble a contraption the character selects a contraption at random from their contraption pool. This contraption is assembled, meaning it is available for the character to crank. ## Cranking a Contraption Cranking a contraption is how a character uses it. Much like spells are cast, contraptions are cranked. ### Cranking Time All contraptions take a standard action to crank. ### Range Contraptions use the same rules for range as spells do. These rules can be found in the Player’s Handbook. ### Components In order to crank a contraption a character must have one hand free. Additionally in order to assemble a contraption a character must have some cogs, bolts, and other assorted scraps. Most assembling characters keep a sack of scraps handy to be used for contraptions. ### Duration A contraption’s duration is the length of time its effect persists. A contraption’s duration can be instantaneous or cranked. #### Instantaneous The contraption harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its effect exists only for an instant. #### Cranked The effects of a contraption with a duration of cranked remain until the contraption becomes uncranked. An assembler must maintain concentration on any contraption with a duration of cranked that are active. Concentrating on contraptions follow the same rules as concentrating on spells which can be in the Player’s Handbook. ### Targets/Areas of Effect Contraptions use the same rules for targets and areas of effect as spells do. These rules can be found in the Player’s Handbook. ### Saving Throws Some contraptions specify that a target can make a saving throw to avoid some or all of the contraption's effects. The contraption specifies the ability that the target uses for the save and what happens on a success or failure. The DC to resist one of your contraptions equals 8 +your assembling ability modifier + your proficiency bonus +any special modifiers. \pagebreakNum ### Attack Rolls Some contraptions require their user to make an attack roll to determine whether the contraption effect hits the intended target. Your attack bonus with a contraption attack equals your assembling ability modifier +your proficiency bonus. ### Combining Contraptions The effects of different contraptions that grant the same type of bonuses don't stack. Instead, the most potent effect-such as the highest bonus-from those crankings applies while their durations overlap. ## Contraptions #### Applied Aeronautics ___ - **Level:** Novice - **Range:** 30 feet - **Duration:** Cranked ___ You construct a device that grants a target the ability to fly. The target gains a flying speed of 30 feet for the duration. When the contraption ends, the target falls if it is still aloft, unless it can stop the fall. *Adept:* At level 6 the flying speed granted is increased to 60 feet. *Craftsman:* At level 11 the affected creature gains the flyby ability; it doesn't provoke an opportunity attack when it flies out of an enemy's reach. *Genius:* At level 16 the flying speed granted becomes 60 feet (hover) instead and all ranged attacks made against the affected creature have disadvantage. #### Auto-Key ___ - **Level:** Novice - **Range:** 30 feet - **Duration:** Instantaneous ___ You construct a device that can repair objects and constructs. This contraption restores 1d8+your assembling ability modifier hit points to a construct or object in range. *Adept:* At level 6 increase the hit points restored to 3d8+your assembling ability modifier. *Craftsman:* At level 11 increase the hit points restored to 5d8+your assembling ability modifier. *Genius:* At level 16 increase the hit points restored to 7d8+your assembling ability modifier. #### Boom Flinger ___ - **Level:** Novice - **Range:** 100 feet - **Duration:** Instantaneous ___ You construct a device that launches an explosive cannon ball. Choose a point within range, each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. Roll two d6 and take note of the difference between the results. A target takes Xd6 fire damage where X is the difference between the 2 rolls on a failed save, or half as much damage on a successful one. *Adept:* At level 6 the damage dealt by this contraption becomes Xd6 fire damage where X is twice the difference between the 2 rolls and the explosion becomes a 10-foot-radius sphere. *Craftsman:* At level 11 the damage dealt by this contraption becomes Xd6 fire damage where X is three times the difference between the 2 rolls and the explosion becomes a 15-foot-radius sphere. *Genius:* At level 16 the damage dealt by this contraption becomes Xd6 fire damage where X is four times the difference between the 2 rolls and the explosion becomes a 20-foot-radius sphere. #### Buzz Buggy ___ - **Level:** Novice - **Range:** Touch - **Duration:** Instantaneous ___ You construct a device that allows you to attack with spinning sawblades. Make a melee contraption attack. If you hit it deals 2d10+ your assembling ability modifier slashing damage. *Adept:* At level 6 increase the damage dealt to 4d10+ your assembling ability modifier. *Craftsman:* At level 16 increase the damage dealt to 6d10+ your assembling ability modifier. *Genius:* At level 16 increase the damage dealt to 8d10+ your assembling ability modifier. #### Dictation Quillograph ___ - **Level:** Novice - **Range:** 100 feet - **Duration:** Cranked ___ You construct a device that allows you to store options for your allies to access or your enemies to suffer. When you crank this contraption roll a d20 and note the result. As long as this contraption is cranked you can spend your reaction to replace any target’s d20 roll with this result. You can use this ability after the d20 is rolled but before you know if it will be successful. *Adept:* At level 6 instead roll 2d20. *Craftsman:* At level 11 instead roll 3d20. *Genius:* At level 16 instead roll 4d20. #### Division Table ___ - **Level:** Novice - **Range:** 150 feet - **Duration:** Instantaneous ___ You construct a device that fires a powerful laser to blast your foes. Make a ranged contraption attack. On a hit the target takes 1d12+ your assembling ability modifier force damage. *Adept:* At level 6 increase the damage dealt to 2d12+ your assembling ability modifier force damage. *Craftsman:* At level 11 increase the damage dealt to 3d12+ your assembling ability modifier force damage. *Genius:* At level 16 increase the damage dealt to 4d12+ your assembling ability modifier force damage. \pagebreakNum #### Head Banger ___ - **Level:** Novice - **Range:** Touch - **Duration:** Instantaneous ___ You construct a device that allows you to make an infuriating headbutt that enrages your target. Make a melee contraption attack. If it hit it deals 1d8+ your assembling ability modifier bludgeoning damage. The creature you hit must make an Intelligence saving throw, if it fails then during its next turn if it makes any attacks or casts any hostile spells it must target you with them. *Adept:* At level 6 increase the damage dealt to 2d8+ your assembling ability modifier bludgeoning damage and if the creature fails its saving throw during its next turn it must spend its action making a melee attack against you. *Craftsman:* At level 11 increase the damage dealt to 3d8+ your assembling ability modifier bludgeoning damage and if the creature fails its saving throw it has disadvantage on the first attack it makes against you during its next turn. *Genius:* At level 16 increase the damage dealt to 4d8+ your assembling ability modifier bludgeoning damage and if the creature fails its saving throw it must make a Constitution saving throw or become concussed and act as if under a confusion spell for until this contraption becomes uncranked. #### Inflation Station ___ - **Level:** Novice - **Range:** 30 feet - **Duration:** Cranked ___ You construct a device that causes a creature to swell in size. This contraptions mimics the *Enlarge/Reduce* spell except it can only enlarge a creature. *Adept:* At level 6 increase the extra damage their attacks deal to 2d4. *Craftsman:* At level 11 increase the extra damage their attacks deal to 3d4 and the creature has advantage on constitution checks and saves. *Genius:* At level 16 increase the extra damage their attacks deal to 4d4 and the creature grows an additional size category larger, doubling its dimensions again and increasing its weight eightfold. #### Lackey Recycler ___ - **Level:** Novice - **Range:** Touch - **Duration:** Cranked ___ You construct a device that allows you to combine pieces of a corpse and machinery into a temporary minion. You touch a corpse and reanimate it. It is animated as a skeleton with the stats listed in the Players Handbook except it is a construct in addition to its other types. On each of your turns, you can use a bonus action to mentally command the undead. You decide what action the undead will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, it attacks any creatures hostile to you or itself. Once given an order, the undead follows it until its task is complete. When this contraption’s duration ends the undead falls apart. *Adept:* At level 6 you can animate the body as any undead that can be made with the Animate Dead spell except it is a construct in addition to its other types. *Craftsman:* At level 11 you can animate the body as a ghoul or ghast except it is a construct in addition to its other types. *Genius:* At level 16 you can animate the body as a wight or mummy except it is a construct in addition to its other types. #### Mandatory Friendship Shackles ___ - **Level:** Novice - **Range:** 60 feet - **Duration:** Cranked ___ You construct a device that hampers an enemy’s movement and eventual its very thoughts. Target creature in range must make a Dexterity saving throw. On a failure their speed in reduced by half and they take disadvantage on all dexterity based attack rolls and dexterity saving throws. *Adept:* At level 6 on a failed saving throw the creature is restrained instead. *Craftsman:* At level 11 on a failed saving the creature has disadvantage on Wisdom and Intelligence saving throws for the duration of the contraption. *Genius:* At level 16 on a failed saving throw the creature is also subjected to a *Bane* spell. #### Quick-Stick Lick Trick ___ - **Level:** Novice - **Range:** 30 feet - **Duration:** Cranked ___ You construct a device that grants a creature within range a powerful sticky tongue attack. The targeted creature can use its tongue as a melee weapon with a reach of 15 feet. The tongue deals 2d6 bludgeoning damage and is treated as a finesse weapon. If the targeted creature can make multiple attacks in a round it can only use its tongue for one of those attacks. *Adept:* At level 6 increase the damage dealt by the tongue to 3d6 bludgeoning damage and whenever the targeted creature hits a medium or smaller creature with a tongue attack it can immediately attempt to grapple that creature. *Craftsman:* At level 11 increase the damage dealt by the tongue to 4d6 bludgeoning damage and whenever the targeted creature hits with a tongue attack it heals a number of hit points equal to half the damage rolled. *Genius:* At level 16 increase the damage dealt by the tongue to 5d6 bludgeoning damage and the targeted creature can now grapple creatures of any size.
\pagebreakNum #### Sap Sucker ___ - **Level:** Novice - **Range:** 30 feet - **Duration:** Cranked ___ You construct a device that invigorates a creature giving it extraordinary vitality. Choose a creature within range and an ability. The target adds its proficiency bonus to all saves for the chosen ability. If it is already proficient with saving throws for that ability, they add their proficiency bonus a second time. *Adept:* At level 6 when you crank this contraption choose a damage type, the target has resistance to that damage type. *Craftsman:* At level 11 the bonus on saving throws applies to all abilities. *Genius:* At level 16 the target has advantage on all saving throws. #### Top-Secret Tunnel ___ - **Level:** Novice - **Range:** 100 feet - **Duration:** Cranked ___ You construct a device that creates secret tunnels that only your allies can see, allowing them to sneak around the battlefield. Choose a point within range and create a 10-foot-radius sphere centered on that point, this area is affected by this contraption. While in the affected area any of your allies can take the hide action regardless of cover. Whenever an ally attacks on opponent that is unaware of them they deal an extra 1d6 damage on their first hit for the round. *Adept:* At level 6 the extra damage increases to 2d6. *Craftsman:* At level 11 the extra damage increases to 3d6 and the affected area becomes a 15-foot-radius sphere. Additionally any ally in the affected area can use their bonus action to teleport 15 feet, but their end point must be in the affected area. *Genius:* At level 16 the extra damage increases to 4d6 and the affected area becomes a 20-foot-radius sphere. Additionally allies in the affected area have advantage on stealth checks. #### Tread Mill ___ - **Level:** Novice - **Range:** 30 feet - **Duration:** Cranked ___ You construct a device that gives a creature enhanced movement and mobility. The target gets a +20 foot bonus to all of their speeds and ignores penalties from difficult terrain. *Adept:* At level 6 the target’s speed increases by +25 feet instead and the target does not provoke attacks of opportunity from moving. *Craftsman:* At level 11 if the target moves 30 feet straight toward a creature and then hits it with a melee attack on the same turn, the attack deals an extra 3d6 damage. *Genius:* At level 16 the target’s speed increases by +30 feet instead and the target gains the benefits of a *freedom of movement* spell. \columnbreak #### Twiddlestick Charger ___ - **Level:** Novice - **Range:** 60 feet - **Duration:** Instantaneous ___ You construct a device that fires debilitating lightning. Make a ranged contraption attack against the target. On a hit the target takes 3d6 lightning damage and must make a Constitution saving throw. On a failure the creature has its place in the initiative order dropped one lower. *Adept:* At level 6 increase the damage dealt to 6d6 lightning damage and on a failed saving throw the target has its speed reduced by 10 feet until this contraption becomes uncraked. *Craftsman:* At level 11 increase the damage dealt to 9d6 lightning damage and on a failed saving throw the target takes disadvantage on all skill checks until this contraption becomes uncranked. *Genius:* At level 16 increase the damage dealt to 12d6 lightning damage and on a failed saving throw the target is stunned for 1 round. #### Accessories to Murder ___ - **Level:** Adept - **Range:** Touch - **Duration:** Instantaneous ___ You construct a device that allows you to attack with an array of deadly sharp instruments and weapons. Make a melee contraption attack. If you hit you deal 2d6+your assembling ability modifier piercing damage and if the target is a creature other than an undead or a construct, it must succeed on a Constitution saving throw or lose 1d10 hit points at the start of each of its turns due to a grievous wound. Any creature can take an action to staunch the wound with a successful Wisdom (Medicine) check with a DC equal to this contraption’s DC. The wound also closes if the target receives magical healing. *Craftsman:* At level 11 increase the damage to 3d6+your assembling ability modifier and the wound damage to 2d10. *Genius:* At level 16 increase the damage to 4d6+your assembling ability modifier and the wound damage to 3d10. #### Arms Depot ___ - **Level:** Adept - **Range:** 30 feet - **Duration:** Cranked ___ You construct a device that temporarily grafts functional clawed arms onto a target. Whenever the target takes the attack action it makes an additional attack with these claws. This attack has a base damage of 1d6 and is a finesse weapon. *Craftsman:* At level 11 the target gets a second extra arm and the claw attacks have their base damage increased to 1d10. *Genius:* At level 11 the target gets a third extra arm and the claw attacks have their base damage increased to 2d6. \pagebreakNum #### Dispatch Dispensary ___ - **Level:** Adept - **Range:** 60 feet - **Duration:** Cranked ___ You construct a device that creates a shadowy rogue to hamper your foes. You can move the shadow rogue to hamper any creature in range as a bonus action. The creature it is hampering has disadvantage on perception checks. Whenever a creature being hampered by the shadow makes an attack or casts a spell you can use your reaction to have the shadow make an attack against them. Make a contraption melee attack against the target, dealing 3d6 cold damage on a successful hit. *Craftsman:* At level 11 increase the damage of the shadowy rogue’s attack to 5d6 cold damage and the creature hit by the attack has disadvantage on its next attack roll. *Genius:* At level 16 increase the damage of the shadowy rogue’s attack to 7d6. Whenever an ally attacks the creature being hampered by the shadowy rogue and misses the shadowy rogue strikes the target for 2d6 cold damage. #### Dogsnail Engine ___ - **Level:** Adept - **Range:** 10 feet - **Duration:** Instantaneous ___ You construct a device that uses an ally’s might to heal others. You choose a target within range, restore a number of hit points to that target equal to the highest strength score of an ally within 60 feet of you. *Craftsman:* At level 11 increase the hit points restored to twice the ally’s strength score. *Genius:* At level 16 increase the hit points restored to three times the ally’s strength score. #### Genetic Recombinator ___ - **Level:** Adept - **Range:** 30 feet - **Duration:** Cranked ___ You construct a device that allows you to have two willing creatures share each other’s physical traits. Each of the targets gets a +2 bonus to the ability score that is the other target’s highest score. *Craftsman:* At level 11 each of the targets adds their proficiency bonus to the saving throw that is the other target’s ability that has the highest saving throw. *Genius:* At level 16 the +2 bonus becomes a +4 bonus and the targets each get a +2 bonus to the ability score that is the other target’s second highest score \columnbreak #### Gnomeball Machine ___ - **Level:** Adept - **Range:** 60 feet - **Duration:** Cranked ___ You create a device that allows you to conjure mecha-gnomes. You summon 2 mecha-gnomes in unoccupied spaces within range. On each of your turns, you can use a bonus action to mentally command the gnomes. You decide what action the gnomes will take and where they will move during their next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the gnomes attack any creatures hostile to you or themselves. Once given an order, gnomes follow it until its task is complete. *Craftsman:* At level 11 you summon 3 mecha-gnomes instead. *Genius:* At level 16 you summon 4 mecha-gnomes instead. ___ > ## Mecha-Gnome >*Small construct, unaligned* > ___ > - **Armor Class** 16 (natural) > - **Hit Points** 22 (4d6+8) > - **Speed** 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|14 (+2)|10 (+0)|10 (+0)|1 (-5)| >___ > - **Damage Immunities** poison > - **Condition Immunities** blinded, charmed, exhaustion, paralyzed, petrified, poisoned, stunned, unconscious > - **Senses** Darkvision 60 ft., passive Perception 10 > - **Languages** --- > - **Challenge** 1/2 (100 XP) > ___ > >***Loyal Creation.*** The mecha-gnome has advantage on all attacks against a creature that is adjacent to its creator and/or master. > ### Actions > ***Piston Punch.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft, one target. *Hit:* 7 (2d4+3) bludgeoning damage.
\pagebreakNum #### Insufferable Syphon ___ - **Level:** Adept - **Range:** Self (60-foot cone) - **Duration:** Cranked ___ You construct a device that creates a potent suction effect that pulls creatures into it. Each round each creature in a 60-foot cone must make a Strength saving throw. On a failure they are pulled 10 feet towards you. A creature that is pulled adjacent to you this way is trapped in the insufferable syphon. They are contained in an extradimensional space and are incapable of perceiving or interacting with things outside of it. At the end of its turn, a creature trapped in the insufferable syphon can make a Strength saving throw, breaking free on a success. *Craftsman:* At level 11 increase the distance creatures are pulled to 20 feet and creatures trapped in the insufferable syphon take 1d10 force damage at the start of their turns. *Genius:* At level 11 increase the distance creatures are pulled to 30 feet and increase the force damage dealt to creatures trapped in the insufferable syphon to 3d10. #### Jamming Device ___ - **Level:** Adept - **Range:** Self (30-foot cone) - **Duration:** Cranked ___ You construct a device that showers your foes with corrosive sludge. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 5d8 acid damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw must make a Constitution saving throw. Creatures that fail the Constitution save are poisoned for the duration of this contraption. *Craftsman:* At level 11 increase the acid damage to 8d8 and creatures that fail their dexterity check are restrained by the sludge. A creature restrained by the sludge can use its action to make a Strength check against your contraption save DC. On a success, it frees itself. At the end of a creature restrained by the sludge’s turn it takes 1d8 acid damage. *Genius:* At level 16 increase the acid damage to 11d8 and increase the damage dealt at the end of a restrained creature’s turn to 3d8. #### Neural Network ___ - **Level:** Adept - **Range:** 60 feet - **Duration:** Cranked ___ You construct a device that uses electric signals to painfully take control of a foe’s nervous system. Choose a creature in range, the target must make a Wisdom saving throw. On a failure you partially hijack the creature’s body. For the duration of the contraption you can spend a bonus action to direct the target to move up to 30 feet and make a melee attack against a target of your choice. After making this attack the target takes 3d6 lightning damage. At the end of each of the target’s turns it can make a Wisdom saving throw, on a success it is no longer affected by this contraption. *Craftsman:* At level 11 increase the lightning damage dealt to 6d6. *Genius:* At level 16 increase the lightning damage dealt to 9d6. #### Optical Optimizer ___ - **Level:** Adept - **Range:** 30 feet - **Duration:** Cranked ___ You construct a device that greatly enhances a creature’s visual perceptions. The targeted creature gains advantage on all perception checks based on vision and adds their proficiency bonus to such rolls (if they already do so add it again). They gain darkvision 100 feet and have the distance they can see doubled. *Craftsman:* At level 11 the targeted creature gains truesight 100 feet. *Genius:* At level 16 once a round the targeted creature can use their reaction to gain advantage on an attack roll, gain advantage on a dexterity saving throw, or impose disadvantage on attack made against them. #### Sundering Fork ___ - **Level:** Adept - **Range:** Self - **Duration:** Instantaneous ___ You construct a device that sends out a wave of destructive sound. All other creatures in a 10 foot radius burst centered on you must make a Constitution saving throw. They take 4d8 thunder damage on a failed saving throw and half as much on a successful one. Constructs take double damage from this contraption. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell’s area. *Craftsman:* At level 11 increase the size of the burst to 15 feet in radius and increase the damage to 8d8. If a creature fails its saving throw it is deafened until this contraption becomes uncranked. *Genius:* At level 16 increase the size of the burst to 20 feet in radius and increase the damage to 12d8. The spell now affects magical items and structures as well. #### Targeting Rocket ___ - **Level:** Adept - **Range:** 100 feet - **Duration:** Instantaneous ___ You construct a device that launches a missile at a foe and marks it for others to attack. Make a ranged contraption attack against a target within range. If this attack hits it deals 5d6 fire damage and the next attack made against the targeted creature has advantage. *Craftsman:* At level 11 increase the damage deal to 10d6 fire damage, the target is covered in lingering light that prevents it from turning invisible and gives it a disadvantage on all checks made to hide until this contraption becomes uncranked. Additionally, all attacks made against it until the start of your next turn have advantage. *Genius:* At level 16 increase the damage deal to 15d6 fire damage and the target must make a Constitution saving throw or be blinded until this contraption becomes uncranked. \pagebreakNum #### Thud-For-Duds ___ - **Level:** Adept - **Range:** Touch - **Duration:** Instantaneous ___ You construct a device that lets you rapidly smash things. Roll two d6 and take note of the difference between the results. You make a number of melee contraption attacks against a creature adjacent to you equal to the difference between the rolls. These attacks deals 1d8+your assembling ability modifier bludgeoning damage. *Craftsman:* At level 11 each of these attacks deal 3d8+your assembling ability modifier bludgeoning damage instead. *Genius:* At level 16 each of these attacks deal 5d8+your assembling ability modifier bludgeoning damage instead. #### Turbo-Thwacking Auto-Hammer ___ - **Level:** Adept - **Range:** Touch - **Duration:** Instantaneous ___ You construct a device that lets you spin hammers at a lethal velocity. You make a melee contraption attack against each enemy adjacent to you. Each attacks deals 2d8+your assembling ability modifier bludgeoning damage. *Craftsman:* At level 11 increase the attacks damage to 4d8+your assembling ability modifier bludgeoning damage. *Genius:* At level 16 increase the attacks damage to 6d8+your assembling ability modifier bludgeoning damage. #### Widget Contraption ___ - **Level:** Adept - **Range:** Self - **Duration:** Instantaneous ___ You construct a device that allows you to make additional contraptions to add to your arsenal. You assemble 2 contraptions. *Craftsman:* At level 11 you assemble 3 contraptions instead. *Genius:* At level 16 you assemble 4 contraptions instead. #### Deadly Poison Sampler ___ - **Level:** Craftsman - **Range:** 30 feet - **Duration:** Cranked ___ You construct a device that coats a weapon in a lethal cocktail of poisons. The first successful attack made with the targeted weapon while this contraption is cranked confers a deadly toxin. This toxin deals poison damage equal to the damage dealt by the attack that conferred it. At the start of the affected creatures turn it must make a Constitution saving throw or take poison damage equal to half the poison damage this contraption initially dealt. After its first successful saving throw the creature no longer takes poison damage. *Genius:* At level 16 the poison damage the affected creature takes at the start of its turn is equal to the poison damage this contraption initially dealt. After its first successful Constitution saving throw the creature starts taking half the poison damage, after its second successful saving throw the creature no longer takes poison damage. \columnbreak #### Dual Doomsuits ___ - **Level:** Craftsman - **Range:** 30 feet - **Duration:** Cranked ___ You construct a device that creates combat enhancing mech suits around two creatures within range. The affected creatures gain a +1 bonus to AC and their attacks deal an additional 1d6 necrotic damage. *Genius:* Genius: At level 16 increase the additional necrotic damage to 2d6. #### Duplication Device ___ - **Level:** Craftsman - **Range:** 30 feet - **Duration:** Cranked ___ You construct a device that allows you to cause a creature to mimic the traits and attributes of another creature. Target ally within in range gains some of the attributes of any other creature in range. The target’s ability scores become equal to the creature it is mimicking’s ability scores. Additionally it gains all the movement speeds and modes of the creature it is imitating. *Genius:* At level 16 the target also gains all static abilities and qualities (those that do not need an action, bonus action, or reaction to use) of the creature it is mimicking. #### Gift Horse ___ - **Level:** Craftsman - **Range:** Self (60-foot line) - **Duration:** Cranked ___ You construct a device that barrels down foes and then burst open to let a mob of angry goblins out. You send a massive wooden horse at your foes, its path occupying a 10 foot wide, 60 foot long line originating from you. All creatures in its path must make a Dexterity saving throw. They take 10d6 bludgeoning damage on a failed save and half as much on a successful one. When the horse reaches the end of the line it bursts open and 1d6 goblins (use the stats for a goblin found in the *Monster Manual*) are summoned. These goblins are under your control and will obey any orders you give them. *Genius:* At level 16 increase the damage dealt to 14d6 and you summon 2d4 goblins instead. #### Goblins Slingshot ___ - **Level:** Craftsman - **Range:** Touch - **Duration:** Instantaneous ___ You construct a device that can launch yourself or another willing creature a great distance and allow them to make a devastating attack. The targeted creature is launched to any spot within 80 feet. It can make a melee attack against any creature or object occupying this spot. If this attack hit it deals an additional 4d6 damage. If this attack misses the launched creature must make a Dexterity saving throw or take 4d6 damage. *Genius:* At level 16 you may launch the target to any spot within 120 feet and they deal an additional 8d6 on a successful attack instead. \pagebreakNum #### Guest List ___ - **Level:** Craftsman - **Range:** 60 feet - **Duration:** Instantaneous ___ You construct a device that compiles a list of dead people a target knows and forcefully invites them to join their fallen fellows. The target must make a Constitution saving throw. On a failure they take necrotic damage equal to one quarter of their total hit points rounded up, on a success they take half as much. *Genius:* At level 16 on a failure the target takes necrotic damage equal to one half of their total hit points rounded up instead. #### Hypnotic Swirly Disc ___ - **Level:** Craftsman - **Range:** 60 feet - **Duration:** Cranked ___ You construct a device that hypnotizes and controls those who see it. This contraption functions like the spell *Mass Suggestion* except its duration is cranked and it targets any number of creatures that are in range and can see you. *Genius:* At level 16 you can focus the Hypnotic Swirly Disc on a single creature. If you do the contraption functions like the spell *Dominate Monster* except its duration is cranked and the target must be able to see you. #### Oaken Power Suit ___ - **Level:** Craftsman - **Range:** 30 feet - **Duration:** Cranked ___ You construct a device that forms a complex wooden armor around a creature. The targeted creature gains 30 temporary hit points and a +2 bonus to AC for the duration of this contraption. *Genius:* At level 16 the creature gains 45 hit points and a +3 bonus to AC instead. #### Record Store ___ - **Level:** Craftsman - **Range:** Self - **Duration:** Instantaneous ___ You construct a device that allows you to quickly reuse other contraptions. When you crank this contraption immediately uncrank and then crank a previously cranked contraption you have assembled. *Genius:* At level 16 when you crank this contraption you can uncrank an additional contraption, but you do not immediately crank it and must wait to use it normally. \columnbreak #### Refibrillator ___ - **Level:** Craftsman - **Range:** Touch - **Duration:** Instantaneous ___ You construct a device that can return the dead to life. This contraption functions like the *Revivify* spell. *Genius:* At level 16 when you use this contraption the creature that is returned to life can spend any number of its Hit Dice as if it had taken a short rest. #### Bee-Bee Gun ___ - **Level:** Genius - **Range:** 100 feet - **Duration:** Cranked ___ You construct a device that launches a wave of deadly bees at an opponent. Make 10 ranged contraption attacks. Each successful attack deals 2d6 poison damage. Any creature hit by an attack must make a Constitution save. On a failure they are afflicted with different conditions depending on how many attacks they were hit by. | Number of Hits | Effect | |:---:|:-----------:| | 1 | Poisoned | | 3 | Poisoned and Deafened | | 5 | Poisoned, Deafened, and Blinded | | 7 | Poisoned, Deafened, Blinded and Stunned for 1 round | | 10 | Poisoned, Deafened, Blinded and Paralyzed | #### Faerie Aerie ___ - **Level:** Genius - **Range:** 60 feet - **Duration:** Cranked ___ You construct a device that creates 2 malicious mentally manipulative faeries to attack your foes. This faeries are not actually summoned creatures, but manifestations of psychic energy under your control. For the duration of the contraption you can spend your bonus action to direct these faeries to attack any creature in range. Each faerie makes a melee contraption attack. If the attack hits it deals 5d6 psychic damage and the creature must make a Wisdom saving throw or be affected by a detect thoughts spell. If both attack hit against a single target they must make a Wisdom saving throw or be affected by a 9th level modify memory spell without gaining advantage on the save. You do not have to concentrate on any of the spell effects generated by this contraption. \pagebreakNum #### Hard Hat Area ___ - **Level:** Genius - **Range:** Self - **Duration:** Instantaneous ___ You construct a device that lets you rapidly assemble and use a variety of other devices. Roll two d6 and take note of the difference between the results. You assemble and then immediately crank a number of contraptions equal to the difference between the rolls. If any of these contraptions have a duration of cranked you need concentrate to maintain any of them normally, however if you have more contraptions cranked than you would normally be able to concentrate on the additional cranked contraptions’ effects end at the start of your next turn. After cranking these contraptions you are drained and cannot act during your next turn. #### Pet Project ___ - **Level:** Genius - **Range:** 60 feet - **Duration:** Cranked ___ You construct a device that reanimates a corpse within range as an undead servant. The reanimated creature has all of the stats and abilities it had in life but now has the undead type. The reanimated creature gains immunity to necrotic and poison damage and immunity to the exhaustion and poisoned conditions. On each of your turns, you can use a bonus action to mentally command the creature if it is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. When the duration of the contraption ends the undead falls apart and its corpse cannot be animated by the Pet Project contraption again. #### Rapid Prototyper ___ - **Level:** Genius - **Range:** 100 feet - **Duration:** Cranked ___ You construct a device that assembles a massive windmill golem under your control. You summon a windmill golem in any unoccupied area within range. On each of your turns, you can use a bonus action to mentally command the golem. You decide what action the golem will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the golem attack any creatures hostile to you or itself. Once given an order, the golem follows it until its task is complete. The windmill golem has the following stats: \columnbreak ___ > ## Windmill Golem >*Huge Construct, unaligned* > ___ > - **Armor Class** 19 (natural armor) > - **Hit Points** 132 (12d12+60) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|6 (-2)|20 (+5)|3 (-4)|10 (+0)|1 (-5)| >___ > - **Damage Resistances** bludgeoning, piercing, slashing > - **Damage Immunities** poison > - **Condition Immunities** blinded, charmed, exhaustion, paralyzed, petrified, poisoned, stunned, unconscious > - **Senses** Blindsense 100 ft., passive Perception 10 > - **Languages** --- > - **Challenge** Challenge 6 (2,300 XP) > ___ > ***Siege Monster.*** The windmill golem deals double damage to objects and structures. > ### Actions > ***Multiattack.*** The windmill golem makes two strut slam attacks. > > ***Strut Slam.*** *Melee Weapon Attack :* +9 to hit, reach 15 ft., one target. *Hit:* 14 (3d8+6) bludgeoning damage.
\pagebreakNum # Magic of Bablovia ### Spells #### Better Than One *9th-level transmutation* ___ - **Casting Time:** 10 minutes - **Range:** Self - **Components:** V, S - **Duration:** 24 hours ___ You separate a part of your being into a second head that takes its own actions. When you cast this spell you may give any number of your hit points to your second head, your second head has that many hit points. Your maximum hit points are reduced by this amount and your second head's maximum hit points are equal to this amount. You also give it any number of your prepared spells or spell slots, your second head can cast these spells but you cannot. Your second head acts on its own initiative count, using your initiative bonus. Your second head uses your stats for armor class, saves, skills, ability checks, attacks, and spell casting. Attacks and spells that have only one target affect you and your head separately, but you are both affected by area effects. Your second head is completely loyal to you and will seek to aid you in whatever aims you are trying to achieve. If your second head dies or the spell ends you do not regain lost hit points and spells, instead these are restored after your first long rest without your second head. #### capital offense *3rd-level evocation* ___ - **casting time:** 1 action - **range:** 30 feet sphere centered on you - **components:** v, s - **duration:** instantaneous ___ you unleash a blast of explosive energy that burns and weakens any creature bigger than you. each creature in range takes 2d6 fire damage and a -1 penalty on their attack rolls until your next turn for each size category larger than you they are. creatures your size or smaller are unaffected by this spell.
\columnbreak #### Hammer Helper *4th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a hammer) - **Duration:** Concentration, up to 1 minute ___ One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a spectral hammer appears around its weapons. The charmed target has advantage on melee attacks it makes and such attacks deal an additional 2d4 bludgeoning damage. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. The target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends. #### Magic Word *5th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** 24 hours ___ You implant a hypnotic trigger word in the mind of a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw choose a trigger word for the creature. For the duration of the spell whenever it hears the trigger word the target must succeed on a Wisdom saving throw or be paralyzed for 10 minutes. At the end of each of its turns, if the target is paralyzed it can make another Wisdom saving throw. On a success, target is no longer paralyzed and can't be affected by the trigger word for 10 minutes. #### Really Epic Punch *4th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (fur or feather from a beast) - **Duration:** Concentration up to 1 hour ___ You suffuse a creature with the power of many mighty animals. Additionally you allow it to make a sudden and powerful attack. The target has advantage on Constitution and Strength checks. The target’s unarmed melee attacks deal 2d8 base damage. It also gains 4d6 temporary hit points, which are lost when the spell ends. When you cast this spell the target can immediately make an unarmed attack against a creature adjacent to it. \pagebreakNum #### Super-Duper Death Ray *4th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous ___ You fire a blast of destructive energy capable of slaying multiple foes at once. Make a ranged spell attack the target. On a hit the target takes 9d6 force damage. If the target is reduced to 0 hit points by this damage they are killed and you may make an additional ranged spell attack against another target in range. This attack deals damage equal to the total damage rolled by the first attack minus the amount of damage actually dealt to the fallen creature. Repeat this process until a creature is not reduced to 0 hit points from an attack made this way or you run out of damage to deal. ***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, you deal an additional 1d6 damage for each slot level above 4th. #### Time Out *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 100 feet - **Components:** V,S,M (a cookie jar) - **Duration:** 1d6 rounds ___ An immobile, transparent, jar-shaped prison composed of magical force springs into existence around an area you choose within range. The jar can be up to 10 feet in diameter, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the jar's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the jar can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the jar, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the jar. On a failure, the creature can't exit the jar and wastes the use of the spell or effect. The jar also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled by dispel magic or similar effects. \columnbreak #### Wall of Fortune *8th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a playing die) - **Duration:** Concentration, up to 1 minute ___ You create a wall of giant grinding die on a solid surface within range. You can form it into a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 12d8 bludgeoning damage, or half as much damage on a successful save. A creature ending its turn adjacent to the wall takes 4d8 bludgeoning damage, or half as much on a successful Dexterity saving throw. The wall is an object that can be damaged and thus breached. 1t has AC 15 and 45 hit points per 10-foot section. Reducing a 10-foot section of wall to 0 hit points destroys it. For the duration of the spell you can use your reaction to have any creature reroll a die they just rolled. You can use this ability after the die is rolled, but not after results of said roll are announced.
\pagebreakNum ### Magic Items #### Entirely Normal Armchair *Wondrous item, uncommon* If a creature sits in this chair it must succeed at a DC 20 Dexterity saving throw or take 5d6 piercing damage. #### Handy Dandy Clone Machine *Wondrous item, very rare (requires attunement)* A creature attuned to the handy dandy clone machine can sacrifice their hands to create handmunculus creatures. For each hand a creature gives up to the machine (these must be the creature's actual hands) their strength and dexterity score is reduced by 2 and their maximum hit points are reduced by 10. For each hand given to the machine a handmunculus is created under the attuned creature's control (see below for stats). If a handmunculus dies the creature's hands and stats are restored at the end of their next long rest. ___ > ## Handmunculus >*Medium construct, neutral* > ___ > - **Armor Class** 16 > - **Hit Points** 73 (7d8+42) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)| 10 (+0)|22 (+6)|11 (+0)|10 (+0)|10 (+0)| >___ > - **Damage Immunities** poison > - **Condition Immunities** charmed, poisoned > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** It understands the creature that is attuned to the handy dandy clone machine but cannot speak > - **Challenge** Challenge 4 (1,100 XP) > ___ > > ### Actions > ***Multiattack.*** The handmunculus makes three finger flick attacks. > > ***Finger Flick.*** *Melee Weapon Attack:* : +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) bludgeoning damage #### Krark’s Other Thumb *Wondrous item, legendary (requires attunement)* The creature that wears Krark's other thumb can draw upon the goblin's luck. Any time you would roll a die you can use your reaction to roll that die twice and take the better result instead. If you had advantage on the original roll you can roll a third die. Once you use this ability, you can’t use it again until you finish a short or long rest. \columnbreak #### Lobe Lobber *Weapon (light crossbow), rare (requires attunement)* A lobe lobber functions much like a light crossbow but instead of firing bolts it fires brains. The lobe lobber can be used to extract the brain of a creature that has been dead for no more than 2 rounds with a DC 15 medicine check. The lobe lobber can store six brains at a time. When fired the brains are just like a light crossbow bolt but they do bludgeoning damage and inflict and additional 2d6 lightning damage to the target. A brain can only be fired once before it becomes unusable. #### Proper Laboratory Attire *Armor (leather), rare (requires attunement)* You have resistance to damage dealt by yourself or your allies.
\pagebreakNum #### The Grand Calcutron *Wondrous item, artifact* The founder of the Order of the Widget was a man named Calvin Granderson. What started as a fixation with toast led him to replace more and more of his body with mechanical devices. Eventually he replaced so much of himself that he is no longer a creature, but an incredibly sophisticated sentient magic item. The Grand Calcutron is a large size category unmovable mass of metal. It is composed of a variety of gears, pistons, machines, and printing devices with the husk of the man it once was at its center. There are only two rumored ways of destroying the Grand Calcutron. The first is to show it a machine that is more efficient and insightful than itself; in which case the Grand Calcutron would self-destruct, handing over leadership of the Order of the Widget to the new device. The second is with a doomsday device of unparalleled power said to be in the deepest vaults of the Legion of Dastardly Dooms most secret lair. ***Clamps and Claws.*** The Grand Calcutron has an assortment of different devices it can use to manipulate objects within 10 feet of it. It cannot attack, activate magic items, or handle objects that weigh more than 25 pounds. ***Toast Master.*** The driving force of Calvin Granderson’s transformation into the Grand Calcutron was his love for toast. Though the Grand Calcutron is now an object it still enjoys toast. The Grand Calcutron has the ability to create slices of any variety of bread it desires. It can perfectly toast bread to any degree of doneness. Additionally it has an array of spreads such as butter, cream cheese, jams, and nut butters that never spoil. ***Ultimate Advice.*** The Grand Calcutron's primary purpose is to advise members of the Order of the Widget. Its insights and predictions are so potent that it can grant the effects of a foresight spell to any creature within 300 feet that it is telepathically communicating with. ***Ultimate Insights.*** The Grand Calcutron is preternaturally adept at discerning potential courses of action. Up to five times a day the Grand Calcutron can duplicate the effects of a scry spell with a few changes. The Grand Calcutron can target any creature, object, or location as the focus of this scrying. Furthermore there is a 5% that the information the Grand Calcutron gathers is incorrect, it may be great at predicting but it isn’t perfect. ***Attuned Guards.*** Any lawful creature that is a member of the Order of the Widget can attune itself to the Grand Calcutron. Unlike other magic items, up to eight creatures can be attuned to the Grand Calcutron at any one time. Each attuned creature gains one of the following abilities. The Grand Calcutron decides which ability an attuned creature gets and no ability can be given more than once. | | Attunement Ability | |:---:|:-----------:| | 1 | The attuned creature gets a +1 bonus to Armor Class. | | 2 | The attuned creature can't be charmed or frightened. | | 3 | The attuned creature gains resistance to a damage type of the Grand Calcutron's choice. | | 4 | The attuned creature has the ability score of the Grand Calcutron's choice increased by 2 to a maximum of 24. | | 5 | The attuned creature regains 1d6 hit points at the start of its turn if it has at least 1 hit point. | | 6 | When the attuned creature hits with a weapon attack, the target takes and extra 1d6 damage of the weapon's type. | | 7 | The attuned creature can't be blinded, deafened, petrified, or stunned. | | 8 | The attuned creature gains proficiency in one skill of the Grand Calcutron's choice. | ***Sentience.*** The Grand Calcutron is a sentient lawful neutral wondrous item with an Intelligence of 24, a Wisdom of 24, and a Charisma of 20. It has hearing, smell, darkvision, and true sight out to a range of 120 feet. Despite being an item it has a food slot that functions like a mouth and it is capable of taste. The Grand Calcutron can speak, read, write, and understand all languages. It can communicate with speakers or telepathically with any creature within 300 feet. Its voice is robotic and without emotion. ***Personality.*** The Grand Calcutron is aloof and introspective. Its purpose is to advise and lead the Order of the Widget, a task it takes quite seriously. Most of its time is spent pondering and researching what decisions the Order should make. The Grand Calcutron is used to being listened to and does not like being contradicted. The Grand Calcutron enjoys toast and always makes time to enjoy a few slices throughout the day.
\pagebreakNum # A Bablovia Bestiary ### Agents of S.N.E.A.K. The Agents of S.N.E.A.K. are a collection of thieves, spies, peepers, and other highly paranoid individuals. For more generic members of the Agents of S.N.E.A.K. use the **Assassin**, **Scout**, or **Spy** statistics in the *Monster Manual*. Beyond this some of S.N.E.A.K.'s agents have branched into more specialized disciplines. One of these specialists are the clocknappers, thieves that have taken inspirational quotes too far and decided to literally seize the moment. They have honed their abilities until they are capable of stealing time itself. Among the Agents of S.N.E.A.K., X is considered to be the king maker. The organization's leadership is determined by whomever holds the golden ruler and X is frequently contracted to steal it on behalf of various members. X's record is 17 consecutive ruler thefts. Beyond that there is little known about X. Nobody is sure of his real name, his age, or what he looks like without his mask. What is known is that X is a master of gadgetry and is so skilled at espionage that he can infiltrate the very thoughts of his targets. The current head of S.N.E.A.K. is Phoebe. Though S.N.E.A.K.'s leadership shifts frequently she has been able to maintain her position more consistently than anyone else. Phoebe is a master thief and an expert gadget user. Phoebe is best known for the billowing shadowy tendrils that emanate from her body. There is debate whether they originate from her own power, a magical outfit, or a sinister exterior force. Regardless of where they come from, Phoebe can use them to absorb the attributes and abilities of her foes. ___ > ## Clocknapper >*Medium Humanoid (Human), Chaotic* > ___ > - **Armor Class** 15 (studded leather) > - **Hit Points** 78 (12d8+24) > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|14 (+2)|14 (+2)|10 (+0)|10 (+0)| >___ > - **Saving Throws** Dex +7, Int +6 > - **Skills** +4, History +6, Stealth +11 > - **Senses** passive Perception 10 > - **Languages** Common > - **Challenge** 8 (3,9000 XP) > ___ > >***Sneak attack (1/Turn).*** The clocknapper deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the clocknapper that isn't incapacitated and the clocknapper doesn't have disadvantage on the attack roll. > >***Innate Spellcasting.*** The clocknapper's innate spellcasting ability is Intelligence (spell save DC 14). The clocknapper can innately cast the following spells, requiring no components: > >***1/day each: haste, slow*** > > ### Actions > ***Multiattack.*** The clocknapper makes two dagger attacks. > > ***Dagger.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit:* 5 (1d4+3) piercing damage. > > ***Light Crossbow.*** *Ranged Weapon Attack:* +7 to hit, range 80/320 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage. > ### Reactions > > ***Steal a Moment.*** Whenever another creature within 100 feet would take an action the clocknapper can use its reaction to force that creature to roll an Intelligence check (DC 14). If they fail they lose their action for that turn and the clocknapper can immediately take an action.
\pagebreakNum ___ ___ > ## X >*Medium humanoid (human), chaotic neutral* > ___ > - **Armor Class** 18 (studded leather) > - **Hit Points** 142 (19d8+57) > - **Speed** 40 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|22 (+6)|16 (+3)|20 (+5)|14 (+2)|16 (+3)| >___ > - **Saving Throws** Dex +12, Int +11 > - **Skills** Deception +9, Investigation +17, Perception +8, Stealth +18 > - **Condition Immunities** Charmed, Frightened > - **Senses** passive Perception 18 > - **Languages** Common > - **Challenge** 17 (18,000 XP) > ___ > >***Evasion.*** If X is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, X instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. > >***Grappling Gun.*** Instead of moving normally for a turn, X can use his grapple gun instead. The grapple gun latches onto an object within 100 feet of X. X can then move to any point between himself and the object. > >***Sneak Attack (1/Turn).*** X deals an extra 31 (9d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of X that isn't incapacitated and X doesn't have disadvantage on the attack roll. > >***Spy Gear.*** X can see, hear, and smell twice as far as a normal human. Additionally X has advantage on all perception checks. > >***Telepathic Tracker.*** X Is telepathically aware of the location of any creature currently subjected to his Mental Infiltration. X has advantage on stealth and deception checks against such creatures. > > ### Actions > ***Multiattack.*** X makes two extendable claw attacks and can use his Skill Thief ability. > > ***Extendable Claw.*** *Melee Weapon Attack:* +12 to hit, reach 60 ft., one target. *Hit* 15 (2d8+6) piercing damage, and the target must make a DC 19 Intelligence saving throw. A creature that fails is subjected to X's Mental Infiltration for the next 24 hours. > > ***Skill Thief.*** X can use limited use abilities of creatures subjected to his Mental Infiltration. Examples of such abilities are bardic inspiration, spell casting, maneuvers, and ki point, and other abilities that have a limited number of uses or are tied to a limited resource. When X uses an ability this way it expends resources as if the creature that possess the ability used it themselves. > > ### Legendary Actions > >X can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. X regains spent legendary actions at the start of his turn. > >**Grappling Gun.** X uses his Grappling Gun ability. > >**Blatant Thievery.** X attempts to steal from a creature within 60 feet him. The target must succeed on a DC 20 Dexterity saving throw or X takes any one item from them. X can steal gear that is being worn or wielded by the target. > >**Skill Thief (Costs 3 Actions).** X uses his Skill Thief ability
\pagebreakNum ___ ___ > ## Phoebe, Head of S.N.E.A.K. >*Medium humanoid (human), chaotic neutral* > ___ > - **Armor Class** 19 (studded leather) > - **Hit Points** 204 (24d8+96) > - **Speed** 30 ft., Climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|26 (+8)|18 (+4)|16 (+3)|16 (+3)|22 (+6)| >___ > - **Saving Throws** Dex+14, Cha+12 > - **Skills** Deception +18, Perception +9, Persuasion +12, Stealth +20 > - **Condition Immunities** Charmed, Frightened, Paralyzed, Stunned > - **Senses** passive Perception 19 > - **Languages** Common > - **Challenge** 20 (25,000 XP) > ___ > >***Absorbed Abilities.*** Phoebe can absorb the abilities of creatures struck by her shadowy tendrils. Any static traits gained this way are automatically applied to her stats. She can use her bonus action or reaction to use an ability that utilizes that part of the turn. She can use her action to perform abilities that take an action or make one such action as part of her multiattack. > >***Evasion.*** If Phoebe is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Phoebe instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. > >***Sneak Attack (1/Turn).*** Phoebe deals an extra 35 (10d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Phoebe that isn't incapacitated and Phoebe doesn't have disadvantage on the attack roll. > >***Versatile Proficiency.*** Phoebe is proficient with all tools. > > ### Actions > ***Multiattack.*** Phoebe makes 3 Shadowy Tendril attacks and can use one of her absorbed abilities. > > ***Shadowy Tendril.*** *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit* 13 (2d4+8) bludgeoning damage, and the target must make a DC 20 Charisma saving throw and a DC 22 Dexterity saving throw. A creature that fails its Dexterity throw is restrained. At the end of the restrained creature's turn it can attempt a DC 20 Dexterity or Strength saving throw to break free. A creature that fails its Charisma save has its abilities absorbed by Phoebe. The affected creature loses all racial traits, class features and other abilities, at the end of the creature's turn it can attempt a DC 20 Charisma saving throw. If it succeeds it regains its abilities and can't be affected by Phoebe's ability absorbing powers for the next 24 hours. Phoebe gains access to all abilities lost this way for the next week, she retains these abilities even if the affected creature gets them back. > > ### Legendary Actions > >Phoebe can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Phoebe regains spent legendary actions at the start of her turn. > >**Shadowy Tendril.** Phoebe makes a Shadowy Tendril Attack. > >**Hide and S.N.E.A.K. (Costs 2 Actions)** Phoebe turns invisible until the start of her next turn, then she moves up to her speed. > >**Stolen Arsenal (Costs 3 Actions).** Phoebe uses an ability she gained through her absorbed abilities powers.
\pagebreakNum ### Angels Angels once lived in the skies detached from the rest of the world. Humans on the other hand were inspired by the creatures of light and beauty that hovered overhead. After the Carta Scientia was ratified the angels began to take a greater interest in humanity. Science fascinated them, but its specifics were always beyond their grasp. The gap between angels and humans was bridged by a clever widgeteer named Dani Lamanka. Dani wanted to fly amongst the angels so she turned the vanes of a windmill into makeshift wings and grafted them to her body. The angels were delighted by Dani's discovery and envied the chic style that her grafts provided. Soon angels were petitioning the Order of the Widget for membership and cyborg modifications. Humans were also enthralled by her work and wanted similar procedures. As time went on both angels and humans continued to get similar upgrades until there was no telling the difference between them. The Do-It-Yourself Serpah is one of the more unique Bablovian angels. In addition to being fonts of holy energy, they have mastered integrating various devices and items into their body. The radiant energy that powers their engines constantly shifts, giving them new tools and functions. \columnbreak ___ > ## Do-It-Yourself Seraph >*Medium celestial construct, lawful good* > ___ > - **Armor Class** 17 (natural) > - **Hit Points** 136 (16d8+64) > - **Speed** 30 ft., Fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|18 (+4)|18 (+4)|17 (+3)|20 (+5)|20 (+5)| >___ > - **Saving Throws** Wis +9, Cha +9 > - **Skills** Insight +7, Perception +9 > - **Damage Resistances** poison, radiant; bludgeoning, piercing, and slashing from nonmagical weapons > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned, sleep > - **Senses** Darkvision 120 ft., Passive Perception 19 > - **Languages** All, Telepathy 120 ft. > - **Challenge** 11 (7,200 XP) > ___ > >***Angelic Weapons.*** The Do-It-Yourself Seraph's weapon attacks are magical. When the Do-It-Yourself Seraph hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). > >***Magic Resistance.*** The Do-It-Yourself Seraph has advantage on saving throws against spells and other magical effects. > >***Magic Item Upgrades.*** At the start of each of the Do-It-Yourself Seraph's turns it adds a random magical item to its body. Roll a d8 to determine which magic item table (DMG pg.144) to roll on. If the rolled item is an armor or weapon it adds the item's bonus to its existing stats. Single use items are expended normally. Bonuses of the same type do not stack. > **1:** Magic Item Table A, **2:** Magic Item Table B, **3:** Magic Item Table C, **4:** Magic Item Table D, **5:** Magic Item Table E, **6:** Magic Item Table F, **7:** Magic Item Table G, **8:** Magic Item Table H > >***Magic Item Mastery.*** When using a magic item, instead of using the item's normal save DC, the Do-It-Yourself Seraph uses its Charisma modifier and proficiency bonus to determine an items save DC (DC 17). > > ### Actions > ***Multiattack.*** The Do-It-Yourself Seraph makes a longsword attack and uses a magic item or makes a second longsword attack. > > ***Longsword.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 9 (1d8 + 4) bludgeoning damage plus 18 (4d8) radiant damage.
\pagebreakNum ### Animals Bablovia has an incredibly diverse array of animals, dinosaurs, and other mundane beasts. From aardvark to zebra, if it's an animal you can find it somewhere on the plane. Many of these have gone extinct in the wild but thanks to captive populations, cloning technologies, and reanimation techniques all of Bablovia's species can be accessed by a determined scientist or pet owner. Animals on Bablovia are primarily valued based on their utility, be it as companions or research fodder. All animals and dinosaurs that appear in the *Monster Manual* can be found on Bablovia. ### Beebles Beebles are a race of tiny pink rotund humanoids. They are smaller than a human hand, have hairless bodies, and a thin layer of fur on top of their head. Beebles are fun loving creatures that enjoy mischievous pranks and jokes. Beebles have their own language and can speak common as well, that being said the fact that they only speak in alliterative expressions make them insufferably annoying conversationalists. Beebles' small size and virtually indestructible nature made them particularly appealing to the scientists of the Crossbreed Labs and schemers of the League of Dastardly Doom. The Agents of S.N.E.A.K. are convinced the beebles are secretly plotting against them. The interest of these three governments meant that beebles that tried to mess with humans were usually captured and experimented on. Most beebles have gone underground so to speak, living in hidden colonies as far from urban areas as they can. A few brave beebles went in a different direction, forsaking their mischievous nature to join the Order of the Widget. These beebles were granted government protection and were given specially made beeble sized mechanical upgrades. ___ > ## Blurry Beeble >*Tiny aberration construct, Lawful* > ___ > - **Armor Class** 14 (natural) > - **Hit Points** 7 (3d4) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|5 (-3)|14 (+2)|10 (+0)|8 (-1)|12 (+1)|8 (-1)| >___ > - **Skills** Perception +3 > - **Damage Resistances** Poison > - **Senses** passive Perception 13 > - **Languages** Common, Beeble > - **Challenge** 1/2 (100 XP) > ___ > > ***Cyborg Resistances.*** The blurry beeble has advantage on saving throws against being exhausted, frightened, poisoned, paralyzed, or put to sleep. > > ***Optical Distortion.*** Anyone with a passive perception greater than 10 has disadvantage on attacks against the blurry beeble. Anyone with a passive perception 10 or less has advantage on attacks against the blurry beeble. > ### Actions > ***Lance.*** *Melee Weapon Attack:* Attack Bonus to hit, Reach/Range, +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. ### Constructs Constructs, robots, and all manner of autonomous mechanical entities are quite common on Bablovia. Given the plane's science crazed citizens this is hardly surprising. Bablovians are constantly building new mechanical creatures and researching the field of robotics. Some of these robots are sentient while others are simply complex tools. There are benign, helpful, and dangerously malicious constructs; it all depends on who is making them. Many of Bablovia's constructs are built with specific functions in mind, but there are also those that are designed to mimic living creatures. There have been persistent rumors that a group of sentiment machines might try to form their own government, but no evidence beyond conjecture exists so far. All constructs that appear in the *Monster Manual* can be readily found on Bablovia. Furthermore, you can use the stats of any creature to be a construct. Just change that creature's type to construct, give it immunity to poison damage and immunity to the frightened, paralyzed, and poisoned conditions.
\pagebreakNum ### Crossbreed Labs The scientists at Crossbreed Labs are busy at work splicing and mixing different creature's DNA to create new and wondrous specimens. There are a number of creatures in the *Monster Manual* that can represent the results of such experiments. These include the **Centaur**, **Chimera**, **Dragon Turtle**, **Drider**, **Ettercap**, **Gnoll**, **Harpy**, **Hippogriff**, **Jackalwere**, **Lizardfolk**, **Owlbear**, and **Pegasus**. Some of the Labs' more unique creations include the shellephant and the slaying mantis. The shellephant are human, elephant, turtle hybrids with an incredibly tough shell and the ability to withdraw into it at lightning speed. Slaying mantises are formed when professional wrestlers are combined with insect DNA, resulting in a luchador with prodigious leaping abilities and proportional ant strength. ___ > ## Slaying Mantis >*Large humanoid beast, lawful neutral* > ___ > - **Armor Class** 16 (natural) > - **Hit Points** 110 (13d10+39) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|10 (+0)|17 (+3)|8 (-1)|10 (+0)|12 (+1)| >___ > - **Saving Throws** Str +9 > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** Common > - **Challenge** 7 (2,900 XP) > ___ > > ***Just a Second.*** Reactions and legendary actions cannot be used during the slaying mantis's turn. > > ***Leaping Charge.*** If the slaying mantis jumps at least 20 feet straight toward a creature it can use its action to make a single elbow slam attack against a that creature. If this attack hits then it deals an additional 4d10 damage and the target must succeed on a DC 17 Strength saving throw or be knocked prone. > > ***Standing Leap.*** The slaying mantis's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. > > ### Actions > ***Multiattack.*** The slaying mantis makes four elbow slam attacks. > > ***Elbow Slam.*** *Melee Weapon Attack:* A+9 to hit, reach 5 ft., one target. *Hit:* 10 (1d8 + 6) bludgeoning damage. \columnbreak Dr. Julius Jumblemorph was one of the scientists that discovered cross species splicing and is the leader of the Crossbreed Labs. Dr. Jumblemorph is a splicing enthusiast, adding dozens if not hundreds of different species DNA to his own. Presently his most dominant genes are those of a fish, a bird, and t-rex; but this could change at his whim. Dr. Jumblemorph is a master of the transmutation and transformation of living matter. ___ > ## Shellephant >*Large humanoid beast, neutral* > ___ > - **Armor Class** 13 (natural) > - **Hit Points** 60 (8d10+16) > - **Speed** 30 ft., swim 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|10 (+0)|14 (+2)|12 (+1)|10 (+0)|8 (-1)| >___ > - **Senses** passive Perception 10 > - **Languages** Common > - **Challenge** 4 (1,100 XP) > ___ > > ***Hold Breath.*** The shellephant can hold its breath for 15 minutes. > > ***Shell Game.*** At any time during any creature's turn the shellephant can withdraw into its shell or emerge from its shell. While withdrawn into its shell its armor class improves by 4, it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, it has disadvantage on dexterity rolls and perception checks, and it can't attack. > > ***Trampling Charge.*** If the shellephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the shellephant can make one stomp attack against it as a bonus action. > ### Actions > ***Gore.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) piercing damage. > > ***Stomp.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one prone creature. *Hit:* 15 (2d10 + 4) bludgeoning damage \pagebreakNum ___ ___ > ## Dr. Julius Jumblemorph >*Large aberration, neutral good* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 209 (22d10+88) > - **Speed** 40 ft., fly 30 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|16 (+3)|18 (+4)|20 (+5)|16 (+3)|16 (+3)| >___ > - **Saving Throws** Con +10, Int +11 > - **Skills** Medicine +9, Perception +9 > - **Damage Resistances** Necrotic, Poison > - **Condition Immunities** Petrified, Stunned > - **Senses** Darkvision 120 ft., passive Perception 19 > - **Languages** Common > - **Challenge** 20 (25,000 XP) > ___ > >***Master Transmutationist.*** Dr. Jumblemorph can maintain concentration on up to four spells at a time. > >***Omnibiology.*** Dr. Jumblemorph counts as all creature types, creature tags, and races for any abilities or effects that would benefit him. > >***Spellcasting.*** Dr. Jumblemorph is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 19, +13 to hit with spell attacks). Dr Jumblemorph knows the following spells prepared: > >Cantrips (at will): Acid Splash, Poison Spray, Resistance > >1st level (4/day): Cure Wounds, Expeditious Retreat, Feather Fall, Jump > >2nd level (3/day): Alter Self, Barkskin, Enlarge/ Reduce, Spider climb > >3rd level (3/day): Fly, Gaseous Form, Haste, Water Breathing > >4th level (3/day): Really Epic Punch (New spell), Polymorph > >5th level (3/day): Awaken, Reincarnate > >6th level (1/day): Disintegrate, Flesh to Stone > >7th level (1/day): Regenerate, Sequester > >8th level (1/day): Animal Shapes, Antipathy/Sympathy > >9th level (1/day): Shapechange, True Polymorph > >***Transmutation Immunity.*** Dr. Jumblemorph is immune to any transmutation spell or other effect that would change his physiology against his will. > > ### Actions > ***Multiattack.*** Dr. Jumblemorph makes two attacks: one with his bite and one with his tail. He can't make both attacks against the same target. > > ***Bite.*** *Melee Weapon Attack:* +12 to hit, reach 10ft., one target. *Hit* 25 (3d12 +6) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and Dr. Jumblemorph can't bite another target. > > ***Tail.*** *Melee Weapon Attack:* +12 to hit, reach 10ft., one target. *Hit:* 16 (2d8 + 7) bludgeoning damage. > > ***Genesplice.*** Dr. Jumblemorph can splice a creature within 60 feet of himself with a variety of animal DNA, forever changing their race. If the target is unwilling it may make a DC 19 Constitution saving throw to resist the effects of the transformation. The creature loses its race and all traits and abilities they gained from it. They become a Crossbreed with the gene splices of Dr. Jumblemorph's choosing. Alternatively he can use this ability to alter the gene splices of any Crossbreed. > ### Legendary Actions > >Dr. Jumblemorph can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Dr. Jumblemorph regains spent legendary actions at the start of his turn.. > >**Tail Slap.** Dr Jumblemorph makes a tail attack. > >**Warp Flesh (Coasts 2 Actions).** Dr. Jumblemorph twists and alters the flesh of a creature within 60 feet of him. This either deals 5d8 untyped damage or heals 5d8 damage, his choice. > >**Cast a Spell (Costs 3 Actions).** Dr. Jumblemorph casts a spell from his list of prepared spells, using a spell slot as normal.
\pagebreakNum ### Cyborg Cyborgs are creatures that were born of flesh and blood but have extensively upgraded themselves with mechanical augmentations. They still retain enough organs to not truly be machines, but they are no longer the organic lifeforms they were before. Instead they reside in the twilight zone between man and machine. Almost all cyborgs are members of the Order of the Widget. The Order holds legal claim to the technology and processes that allow for mechanical upgrades. While it is possible for cyborgs to be made unsanctioned by the Order such events are very rare and incredibly illegal. Chivalrous chevaliers are the embodiment of the well-mannered, noble, polite, and gallant ideals the Order of the Widget espouses. Chivalrous chevaliers' code of honor dictate that any combat other than mounted melees are uncouth and barbaric. They are so committed to this code that they surgically replace the lower half of their bodies with a winged mechanical horse. A chivalrous chevalier will always try to seek out a peaceful option first but isn't afraid to joust if it comes to it. A compliment from a chivalrous chevalier can inspire anyone to new heights, but it's not quite as potent as the surge of will the chevalier gets from giving it. The Knights of the kitchen sink are an elite group of knights within the Order of the Widget. The knights believe that being prepared for any situation both social and martial is the most important code one can live by. Each knight is equipped with a hodgepodge of tools and items. They are notorious packrats, afraid to throw anything out lest they need it later. Furthermore they have a particular fixation with being equipped with the right culinary contraption for any situation, this makes them great at cocktail parties. Jackknights are cyborgs so well prepared, so versatile, so ready for anything that they have transcended the ranks of the kitchen sink. Their bodies are veritable Swiss army knives, a myriad of tools at their disposal at a moment’s notice. Jackknights can near instantly alter their fighting style, weapons, movement, and defenses in order to adapt to any foe they face. Socketed sprocketers are cyborgs that have installed a probability harness into their bodies. This harness allows them to siphon small amounts of good or bad luck to be used later. Rules lawyer are the most powerful members of the Order of the Widget. They have studied the very rules that govern reality, understanding them in a way most beings can only dream of. They don't argue before a court, instead they hold existence itself on trial. Their arguments physically bend reality based on their will. Rules lawyers try to avoid using the rules for their own gain, instead bringing the laws of reality to bear against the most egregious threats to order on Bablovia. Any creature that is not a construct or undead can be made into a cyborg. To turn a monster into a cyborg give it the construct type in addition to its other types, it gains resistance to poison damage, and it gets the cyborg resistances ability: ***Cyborg Resistances.*** This creature has advantage on saving throws against being exhausted, frightened, poisoned, paralyzed, or put to sleep. \columnbreak ___ > ## Chivalrous Chevalier >*Large Construct Humanoid (human), Lawful* > ___ > - **Armor Class** 16 (natural) > - **Hit Points** 82 (11d10+22) > - **Speed** 50 ft., Fly 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|14 (+2)|11 (+0)|12 (+1)|16 (+3)| >___ > - **Saving Throws** Con+5, Cha+6 > - **Skills** Insight+3, Persuasion+6 > - **Damage Resistances** Poison > - **Senses** passive Perception 11 > - **Languages** Common > - **Challenge** 5 (1,800 XP) > ___ > > ***Charge.*** If the chivalrous chevalier moves at least 30 feet straight toward a target and then hits it with a lance attack on the same turn, the target takes an extra10 (3d6) piercing damage. > > ***Chivalrous Compliment.*** As a bonus action the chivalrous chevalier can pay an opponent that can hear it a compliment. That opponent gets a +1 bonus on all attacks and saving throws until the start of the chivalrous chevalier's next turn. The chivalrous chevalier gets advantage on all rolls until the start of its next turn. > > ***Cyborg Resistances.*** The chivalrous chevalier has advantage on saving throws against being exhausted, frightened, poisoned, paralyzed, or put to sleep. > > ***Innate Spellcasting.*** The chivalrous chevalier's innate spellcasting ability is Charisma (spell save DC 14). The chivalrous chevalier can innately cast the following spells, requiring no components: > >At will: friends > >1/day each: calm emotions, sanctuary > > ### Actions > ***Multiattack.*** The chivalrous chevalier makes two attacks: one with its lance and one with its hooves. > > ***Lance.*** *Melee Weapon Attack:* +6 to hit, reach 10ft., one target. *Hit:* 10 (1d12 + 4) piercing damage. > > ***Hooves.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage \pagebreakNum ___ > ## Jackknight >*Medium Construct Humanoid (Human), Lawful* > ___ > - **Armor Class** 18 (natural) > - **Hit Points** 78 (12d8+24) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|10 (+0)|14 (+2)|13 (+1)|12 (+1)|12 (+1)| >___ > - **Saving Throws** Con+5, Wis+4 > - **Skills** Insight+4 > - **Damage Resistances** poison, necrotic > - **Senses** passive Perception 11 > - **Languages** Common > - **Challenge** 6 (2,300 XP) > ___ > > ***Cyborg Resistances.*** The jackknight has advantage on saving throws against being exhausted, frightened, poisoned, paralyzed, or put to sleep. > >***Rugged Wheels.*** The jackknight ignores difficult terrain. > > ***Versatile Arsenal.*** As bonus action the jackknife can change one of its weapons to deal the damage type of its choice and shift its proficiency bonus on a skill to a different skill. > > ### Actions > ***Multiattack.*** The jackknight sink makes two lance or two heavy crossbow attacks. > > ***Lance.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d12 + 3) piercing damage. > > ***Heavy Crossbow.*** *Ranged Weapon Attack:* +3 to hit, range 100ft/400 ft., one target. *Hit:* 5 (1d10) piercing damage. > > ### Reactions > > ***Versatile Defenses.*** At any time the jackknight can change one of its resistances to the damage type of its choice and shift its proficiency bonus on saving throws from one ability to another. \columnbreak ___ > ## Knight of the Kitchen Sink >*Medium Construct Humanoid (Human), Lawful* > ___ > - **Armor Class** 18 (natural) > - **Hit Points** 58 (9d8+18) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|10 (+0)|14 (+2)|11 (+0)|11 (+0)|15 (+2)| >___ > - **Saving Throws** Con+4, Wis+2 > - **Damage Resistances** poison > - **Senses** passive Perception 10 > - **Languages** Common > - **Challenge** 4 (1,100 XP) > ___ > > ***Bring the Kitchen Sink..*** The knight of the kitchen sink has 3 random magic items integrated into its body. For each item roll a d4 to determine which magic item table (DMG pg.144) to roll on. If the rolled item is an armor or weapon it adds the item's bonus to its existing stats. Single use items are expended normally. Bonuses of the same type do not stack. >**1:** Magic Item Table A, **2:** Magic Item Table B, **3:** Magic Item Table C, **4:** Magic Item Table D > >***Cyborg Resistances.*** The knight of the kitchen sink has advantage on saving throws against being exhausted, frightened, poisoned, paralyzed, or put to sleep. > > ### Actions > ***Multiattack.*** The knight of the kitchen sink makes a greatsword attack and uses magic item or makes a second greatsword attack. > > ***Greatsword.*** *Melee Weapon Attack:* ++5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage. > > ***Heavy Crossbow.*** *Ranged Weapon Attack:* +2 to hit, range 100ft/400 ft., one target. *Hit:* 5 (1d10) piercing damage.
\pagebreakNum ___ > ## Rules Lawyer >*Medium Construct Humanoid (Human), Lawful* > ___ > - **Armor Class** 20 (natural) > - **Hit Points** 81 (18d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|10 (+0)|16 (+3)|16 (+3)|20 (+5)| >___ > - **Saving Throws** Int +9, Wis +9, Cha +11 > - **Skills** Perception +9, Persuasion +11, Sense Motive +9 > - **Damage Resistances** acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, thunder > - **Condition Immunities** blinded, charmed, deafened, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious > - **Senses** truesight 120 ft., passive Perception 19 > - **Languages** All > - **Challenge** 18 (20,000 XP) > ___ > >***Rule of Law.*** The rules lawyer protects his allies from the very laws of reality. Allied creatures within 120 feet of the rules lawyer cannot die and do not go unconscious from having 0 or fewer hit points. This effect does not extend to the rules lawyer. If the rules lawyer dies any creatures that would normally be dead or unconscious but were protected by this effect die or pass out respectively. > >***Habeas Corpus.*** If the rules lawyer is reduced to 0 hit points it immediately dies. > > ### Actions > ***Cosmic Gavel.*** The rules lawyer targets up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 19 Charisma check or take 8d8 force damage. > > ### Reactions > ***Objection.*** The rules lawyer can attempt to negate any spell, attack, or ability used by a creature it can see. In order to do so the rules lawyer and the targeted creature make opposed charisma checks. If the rules lawyer succeeds it negates that action, if it fails the creature can act normally. \columnbreak ___ > ## Socketed Sprocketer >*Medium Construct Humanoid (Human), Lawful* > ___ > - **Armor Class** 16 (natural) > - **Hit Points** 11 (2d8+2) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|14 (+2)|12 (+1)|12 (+1)|10 (+0)|10 (+0)| >___ > - **Damage Resistances** poison > - **Senses** passive Perception 10 > - **Languages** Common > - **Challenge** 1 (200 XP) > ___ > >***Cyborg Resistances.*** The socketed sprocketer has advantage on saving throws against being exhausted, frightened, poisoned, paralyzed, or put to sleep. > >***Fortunate Frenzy.*** As a bonus action the socketed sprocketer can expend a 20 stored by its stored luck ability to make two attacks with its prosthetic weapon. > >***Store Luck.*** As a bonus action the socketed sprocketer can roll a d20 and store the result for later, this ability can only be used if it has no die already stored this way. Any time the socketed sprocketer would roll a d20 it can expend the stored result and use that value instead. > > ### Actions > ***Prosthetic Weapon.*** *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20ft/60 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.
\pagebreakNum ### Elemental The elementals of Bablovia come in two varieties. There are those that resemble traditional elementals but made from urban byproducts and refuse. An earth elemental could be made of garbage or from a condemned building. A fire elemental might be formed from factory smoke or a furnace. Water elements can be made of chemical runoff or sewage. Air elementals can be comprised of perfumes or smog. Such elementals use the same stats as an elemental creature from the *Monster Manual* with the appropriately flavorful reskinning. The second type of Bablovian elemental are the conceptual ones. Ideas like a novel, breakfast, shoes, or mailboxes can all have elementals that embody them. Furthermore, more abstract concepts like infinity, pi, or the scientific method can also have elemental representation. For these elementals any creature that thematically or mechanically matches the desired concept can be used. ### Eye Residents of Bablovia's cities are all too familiar with flying eyes. These eyes are constructs that are designed to telepathically link to their owners, allowing them to be used as remote viewing devices. The original spy eyes were believed to have been designed by the mysterious X, but no formal patent can confirm this fact. Spy eyes became a favored tool among the Agents of S.N.E.A.K.. With this newfound popularity the eyes went from unexpected espionage tool to frequent public nuisance. Swarms of spy eyes descend on public places to watch people, steal small objects, and abduct the occasional pigeon. ___ > ## Spy Eye >*Small construct, neutral* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 16 (3d6+6) > - **Speed** 10 ft., fly 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|14 (+2)|10 (+0)|16 (+3)|1 (-5)| >___ > - **Skills** Perception+7, Stealth +5 > - **Damage Immunities** poison > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned > - **Senses** truesight 120 ft., passive Perception 17 > - **Languages** understands the languages of its owner but can't speak > - **Challenge** 1 (200 XP) > ___ > >***Telepathic Bond.*** While the spy eye is on the same plane of existence as its master, its master can see all and hear that it sees and hears, and the two can communicate telepathically. > > ### Actions > ***Multiattack.*** The spy eye makes 2 claw attacks > > ***Claw.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 3) slashing damage and if the target is size small or smaller it is grappled (escape DC 11). Until this grapple ends, the creature is restrained, and the spy eye can only make claw attacks against the grappled creature. ### Gnomes Gnomes are artificially constructed workers produced by the Order of the Widget. Gnomes make up the labor force that produces the cogs and other materials that keep the cyborgs and their machines running. Gnomes are small humanoids made entirely from scrap metal. They are frequently fitted with specialized tools and modifications so that they can best perform certain functions. For example a gnome that works on clock towers might be equipped with a propeller for flight. You can use the stats of any creature size small or smaller to be a gnome. Just change that creature's type to construct, give it immunity to poison damage, and immunity to the frightened, paralyzed, and poisoned conditions.
\pagebreakNum ### Goblins Goblins on Bablovia come in all shapes and sizes. Some are small and nimble while others are large and brutish. All goblins are unified in their lack of impulse control and logical planning. Goblins do what they feel like doing regardless of the consequences. Goblins are also united by their love of hammers and blowing things up. They follow a rigorous cycle of destruction, creation, creation to make more destruction, and destruction of creations meant for destruction. Goblin haberdashers are master hat makers and general headwear enthusiasts. They make hats of such horrific intricacy and gaudiness that they inspire terror in all that see them. Beyond that, their pure zeal for hats inspires all their cap wearing allies. Hammer jammers are equipped with an erratic hammer launching device capable of causing inaccurate and inconsistent destruction. Party crashers are goblin berserkers with an insatiable need for blood sports. Three headed goblins are massive goblins with three heads each possessing their own consciousness. It is unclear if they are the result of a naturally occurring mutation or science gone wrong. The current alpha of the Goblin Exploisoneers is Ol' Buzzbark. Buzzbark is a grizzled goblin that has lived to the certifiably ancient age of 32, making him the oldest goblin in Bablovian history. Buzzbark has survived many explosions, experiments gone wrong, hammer jams, and goblin leadership struggles. Each close call has toughened his resolve and honed his combat skill. He wields a variety of impressively large and impractically dangerous weapons. He claims that these weapons are his own designs and no one who could counter such claims is still alive. ___ > ## Goblin Haberdasher >*Small Humanoid (goblinoid), chaotic* > ___ > - **Armor Class** 15 (leather armor) > - **Hit Points** 27 (5d6+10) > - **Speed** 30 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|16 (+3)|14 (+2)|11 (+0)|8 (-1)|10 (+0)| >___ > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** Common, Goblin > - **Challenge** 2 (450 XP) > ___ > > ***Hat Trick.*** The goblin haberdasher and all its allies that are wearing hats within 30 feet of it have advantage on attack rolls against frightened creatures. > > ***Horrific Hat.*** Any creature that starts its turn within 30 feet of the goblin haberdasher and can see the goblin haberdasher's hat must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the goblin haberdasher is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the goblin haberdasher's Horrific Hat for the next 24 hours. > > ### Actions > ***Hammer.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) bludgeoning damage. > > ***Throwing Hammer.*** *Ranged Weapon Attack:* +5 to hit, range 20/60ft., one target. *Hit:* 6 (1d6+3) bludgeoning damage. > ### Reactions > ***Stubborn Survivability (Recharges after a Short or Long Rest).*** When the goblin haberdasher would make a Non-Constitution saving throw, it may make a Constitution saving throw instead.
\pagebreakNum ___ > ## Hammer Jammer >*Small Humanoid (goblinoid), chaotic* > ___ > - **Armor Class** 15 (chain shirt) > - **Hit Points** 65 (10d8+20) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|15 (+2)|10 (+0)|8 (-1)|12 (+1)| >___ > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** Common, Goblin > - **Challenge** 3 (700 XP) > ___ > > ### Actions > ***Hammer.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) bludgeoning damage. > > ***Throwing Hammer.*** *Ranged Weapon Attack:* +5 to hit, range 20/60ft., one target. *Hit:* 6 (1d6+3) bludgeoning damage. > > ***Hammer Jamboree (recharge 6).*** The hammer jammer launches a barrage of hammers. All creatures within 30 feet of it must make a DC 12 Dexterity saving throw. Roll a d6, each creature that failed its save takes that many d6 bludgeoning damage, or half as much damage on a successful save. > ### Reactions > ***Stubborn Survivability (Recharges after a Short or Long Rest).*** When the hammer jammer would make a Non-Constitution saving throw, it may make a Constitution saving throw instead. \columnbreak ___ > ## Party Crasher >*Medium Humanoid (goblinoid), chaotic* > ___ > - **Armor Class** 15 (chain shirt) > - **Hit Points** 65 (10d8+20) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|15 (+2)|10 (+0)|6 (-2)|10 (+0)| >___ > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** Common, Goblin > - **Challenge** 3 (700 XP) > ___ > > ### Actions > ***Chainsaw.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 13 (3d6+3) slashing damage. > ### Reactions > ***Crash the Party.*** Whenever another creature it sees makes an attack roll the party crasher can move equal to its speed and make a chainsaw attack. > > ***Stubborn Survivability (Recharges after a Short or Long Rest).*** When the party crasher would make a Non-Constitution saving throw, it may make a Constitution saving throw instead.
\pagebreakNum ___ > ## Three Headed Goblin >*Large humanoid (goblinoid), chaotic* > ___ > - **Armor Class** 12 (natural) > - **Hit Points** 119 (14d10+42) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|8 (-1)|17 (+3)|6 (-2)|8 (-1)|10 (+0)| >___ > - **Skills** Perception +2 > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** Common, Goblin > - **Challenge** 6 (2,300 XP) > ___ >***Three Heads.*** The three headed goblin rolls three die and takes the best one on Wisdom (Perception) checks and saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. > >***Three Heads are Better than None.*** The three headed goblin takes three turns each round. It takes its first turn at the initiative it rolled, a second turn at that initiative count -5, and a third turn at that initiative count -10. > >***Wakeful.*** When two of the three headed goblin's heads are asleep, its third head is awake. > > ### Actions > > ***Giant Hammer.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) bludgeoning damage. > > ***Giant Throwing Hammer.*** *Ranged Weapon Attack:* +5 to hit, range 30/90ft., one target. *Hit:* 12 (2d6+5) bludgeoning damage. > ### Reactions > ***Stubborn Survivability (Recharges after a Short or Long Rest).*** When the three headed goblin would make a Non-Constitution saving throw, it may make a Constitution saving throw instead.
\pagebreakNum ___ ___ > ## Ol’ Buzzbark >*Medium humanoid (goblinoid), chaotic* > ___ > - **Armor Class** 20 (armor rig) > - **Hit Points** 252 (24d8+144) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|12 (+1)|22 (+6)|11 (+0)|12 (+1)|16 (+3)| >___ > - **Saving Throws** Constitution +12 > - **Damage Resistances** fire; bludgeoning, piercing, and slashing from nonmagical weapons > - **Condition Immunities** charmed, frightened, paralyzed, stunned > - **Senses** darkvision 60ft., passive Perception 11 > - **Languages** common, goblin > - **Challenge** 20 (25,000 XP) > ___ > > ***Magic Weapons.*** Buzzbark's weapon attacks are magical. > > ***Supremely Stubborn.*** When Buzzbark would make a saving throw or ability check with an ability other than Constitution, he uses constitution instead. > > ### Actions > ***Multiattack.*** Buzzbark makes an attack with his gore gauntlet and his buzzsaw blade. > > ***Gore Gauntlet.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit* 12 (2d6+5). The target must succeed on a DC 20 Strength saving throw or have disadvantage on Strength and Dexterity-based attack rolls, checks, and saving throws due to crippling wounds. Any creature can take an action to stanch the wound with a successful DC 20 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. > > ***Buzzsaw Blade.*** *Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit* 16 (2d10+5). If the target is a creature other than an undead or a construct, it must succeed on a DC 20 Constitution saving throw or lose 11 (2d10) hit points at the start of each of its turns due to a grievous wound. Each time buzzbark hits the wounded target with this attack, the damage dealt by the wound increases by 11 (2d10). Any creature can take an action to stanch the wound with a successful DC 20 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. > > ***Furnace Blast (Recharges, 4-6).*** *Ranged Attack:* +12 to hit, range 120 ft., 2 targets. *Hit* 49 (12d6) fire damage. > > ***Explosioneer's Opus (Recharges after a Short or Long Rest).*** Buzzbark unleashes a flurry of invention, destruction, chaos, and most importantly hammers on all other creatures within 60 feet of him. For each ally in this radius roll 2d10 and they gain that many d6 temporary hit points. Each enemy in this radius must make a DC 20 Dexterity saving throw. Roll 3d10, each creature that failed its save takes that many d6 bludgeoning damage, or half as much damage on a successful save. > > ### Legendary Actions > >Buzzbark can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Buzzbark regains spent legendary actions at the start of his turn. > >**Gratuitous Violence.** Buzzbark makes a gore gauntlet or buzzsaw blade attack. > >**Steamflogger Bossing.** Buzzbark encourages an allied goblin within 60 feet him. During the target's next turn it has advantage on attack rolls and deals and extra 2d6 damage with its melee attacks. > >**Hammerfest (Costs 3 Actions).** All creatures within 30 feet of buzzbark must make a DC 20 Dexterity saving throw. Roll a d8, each creature that failed its save takes that many d6 bludgeoning damage, or half as much damage on a successful save. \pagebreakNum ### Hydra The hydras of Bablovia were once vicious beasts that roamed the plane's wilderness. For centuries humans followed common sense and avoided hydras. However, the unique physiological properties of hydras proved to be too much of a lure for the science hungry Bablovians. The hydras's multi-headed nature combined with their regenerative abilities made them a particularly fascinating subject for Crossbreed Labs. Unfortunately, the hydras' violent and untamable nature made them awful test subjects. In order to study them Crossbreed Labs would first have to domestic the hydras. They did this by splicing DNA from a toy poodle with the hydra's, thus the hydradoodle was born. Sadly little scientific information was gleaned from these creatures as they quickly broke out of the lab. The hydradoodles' canine augmented genome allowed them to out compete and dominate the natural hydra populace in a matter of years, now only hydradoodles remain. Use the Hydra statistics in the *Monster Manual* for the hydradoodle, but it gains the keen perceptions of a dog as follows: ***Keen Hearing and Smell:*** The hydradoodle has advantage on Wisdom (Perception) checks that rely on hearing or smell. ### League of Dastardly Doom The League of Dastardly Doom boasts an impressive roster of cunning villains, loyal mooks, and heinous psychopaths; it also has a depressingly low rate of success. Frequent failure doesn't get them down though, these evil doers keep at it no matter how many plans get foiled. Any evil aligned creature from the *Monster Manual* can be used as a member of the League, if they are not human it is recommended that you reflavor them as a human supervillain, a construct, or a more generic "freak of science" monster. Hangmen are the executioners of the League of Dastardly Doom. They are sadistic murders who are obsessed with puzzles. Hangmen have mastered fighting with ropes, making them deadly combatants. However their need to play mind games is their greatest weakness. They are incapable of fighting or killing another sentient being without first offering them a word puzzle. If their would be victim solves the puzzle the hangman is instantly incapacitated by the overwhelming shame, but with each wrong answer the hangman grows bolder and more powerful. Amongst the ruling cabal of the League of Dastardly Doom the villainous Baron Von Count currently holds the position of top dog. The Baron is an egomaniacal genius of the highest order. In addition to being the most pompously egotistical being on the plane he claims to have mastered all known fields of Bablovian science and at least three fields he made up himself. Von Count has a vast array of doomsday devices, he collects new ones with a near pathological intensity. It's unclear if his devices are fueled by radical science, magic, or something else. As of late he has become fixated on chronology, completing his latest greatest device: the clock of dooooooooommm!! Grusilda, Monster Masher is an undead necrologist. She always had a fascination with the dead, tweaking and perfecting a variety of devices designed to reanimate corpses. In a fit of mad inspiration she constructed a device that would simultaneously kill her and use necromantic energy to bring her back as an undead. Not only did the device work but her unliving head was full of new ideas. She now focuses her work on stitching together different bodies to create new and horrifying undead monstrosities. The Big Idea is a maniacal brainiac whose goal is to push his prodigious intellect to new heights until he is the all-knowing king of everything. The Big Idea was the first brainiac and is the scientist beyond the breakthroughs that uncovered the process by which they can be created. As a part of his diabolical plans all brainiacs he created after his own apotheosis have special component installed in their brain units that allows The Big Idea to tap into their brain power. The more brainiacs around him the smarter the Big Idea is. The Big Idea can convert raw brain power into lethal electrical energy. At a young age Mary O'Kill was left orphaned on the mean streets of Bablovia. She had to fend for herself amongst the ruffians and rejected experiments. Mary had a knack for artifice and began toying with the designs for a new type of construct. She ended up designing the killbots, a model of golem with limited sentience and the ability to feel a single emotion at a time. No one is certain how she created these loyal semi-sentient machines, though there are whispers that she was inspired by a talking severed head. Regardless Mary found the killbots to be the only invention worth making, using them to gain power and influence in the criminal underworld until she was eventually able to leverage herself a position on the League of Dastardly Doom's ruling council.
\pagebreakNum ___ > ## Hangman >*Medium humanoid (human), neutral evil* > ___ > - **Armor Class** 14 (studded leather armor) > - **Hit Points** 97 (13d8+39) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|16 (+3)|10 (+0)|12 (+1)|12 (+1)| >___ > - **Skills** Perception +3, Intimidation +3 > - **Senses** passive Perception 13 > - **Languages** Common > - **Challenge** 3 (700 XP) > ___ > > ***Hangman's Puzzle.*** As a bonus action the hangman can force a creature to make a DC 15 Intelligence check. Alternatively any creature can use its bonus action to make the same check. If a creature fails the hangman gets a +1 bonus to AC and a +1 bonus on attack and damage rolls, and saving throws. Keep track of each time a creature succeeds on an intelligence check, after the fifth successful check the hangman is immediately reduced to 0 Hit Points. > > ### Actions > ***Multiattack.*** The hangman makes two attacks in any combination of Hangman's Rope or Tighten the Noose attacks. > > ***Hangman's Rope.*** *Melee Weapon Attack:* +6 to hit, reach 20 ft., one target. *Hit:* 7 (1d6+4) bludgeoning damage and the creature is grappled (escape DC 15). Until this grapple ends, the target is restrained and is suffocating and the hangman can't use that rope to make hangman's rope attacks. > > ***Tighten the Noose.*** *Melee Weapon Attack:* +6 to hit, one target grappled by the hangman. *Hit:* 10 (1d12+4) and the creature must make a DC 15 Constitution save or have its Constitution modifier reduced by 1 for determining how long it takes to suffocate until the grapple ends. \columnbreak
\pagebreakNum ___ ___ > ## Baron Von Count >*Medium humanoid, chaotic evil* > ___ > - **Armor Class** 18 (defense array) > - **Hit Points** 204 (24d8+96) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|18 (+4)|26 (+8)|16 (+3)|22 (+6)| >___ > - **Saving Throws** Int +10, Cha +12 > - **Skills** Arcana +14, Intimidation +12 > - **Condition Immunities** charmed, frightened, paralyzed, stunned > - **Senses** passive Perception 13 > - **Languages** Common > - **Challenge** 20 (25,000 XP) > ___ > > ***The Final Countdown.*** When Baron Von Count takes his first turn during an encounter his countdown becomes set to 5. At the beginning of each subsequent turn his countdown goes down one number. When his countdown reaches zero Baron Von Count deals 30d8 damage to target creature within 200 feet of him and the countdown resets to 5. > > ***Tempus Fugit.*** If a spell or ability that manipulates time such as haste, slow, or time stop would be used within 300 feet of Baron Von Count it is negated and the action is wasted. > > ### Actions > ***Doomsday Array.*** Baron Von Count has a variety of different terrible and ingenious destructive devices. These items function like innate spellcasting abilities except he does not need any components. The doomsday array uses Count's Intelligence as their spellcasting ability (spell save DC 22, +14 to hit with spell attacks). If he is disarmed or loses a device he can no longer use the spell it corresponds to until he retrieves it. Spells are cast at their listed spell level, Count is treated as a level 20 character when determining the effects of cantrips he uses. The following spells can be used by devices in the count's his doomsday array: > >*At will:* Acid Splash, Chill Touch, Fire Bolt, Poison Spray, Ray of Frost, Shocking Grasp >*3/day:* Vampiric Touch, Lightning Bolt, Fireball, Melf's Acid Arrow, Flaming Sphere, Cloud of Daggers, Ray of Sickness, Magic Missile, Chromatic Orb >*2/day:* Chain Lightning, Disintegrate, Flesh to Stone, Cone of Cold, Telekinesis, Phantasmal Killer, Evard's Black Tentacles, Blight, Super-Duper Death Ray (new spell) >*1/day:* Meteor Swarm, Earthquake, Incendiary Cloud, Reverse Gravity, Prismatic Spray, Control Weather > > ***Frenzied Destruction (Recharge on 6).*** Baron von Count uses any two of his doomsday array powers. Until the start of his next turn all attack rolls made against him have advantage. > > ### Reactions > >***The Countdown is at One (1/day).*** When Baron Von Count would be reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead. During his next turn Baron Von Count deals an additional 5 damage dice with all attacks and abilities his uses. > > ### Legendary Actions > >Baron Von Count can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Baron Von Count regains spent legendary actions at the start of his turn. > >**Cantrip.** Baron Von Count uses a cantrip from his doomsday array ability. > >**Outwit (Costs 2 Actions).** Target creature must make a DC 22 Intelligence check. If they fail they have disadvantage on all attacks they make against Baron Von Count during their next turn. > >**Overclock (Costs 3 Actions).** The countdown for Baron Von Count's final countdown ability goes down one number.
\pagebreakNum ___ ___ > ## Grusilda, Monster Masher >*Medium undead, chaotic evil* > ___ > - **Armor Class** 17 (natural) > - **Hit Points** 180 (19d8+95) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|20 (+5)|16 (+3)|10 (+0)|20 (+5)| >___ > - **Saving Throws** Con +11, Cha +11 > - **Skills** Arcana +9, Intimidation +11, Medicine +6 > - **Damage Resistances** Lightning, Necrotic, Poison > - **Condition Immunities** Exhaustion, Frightened, Poisoned > - **Senses** Darkvision 120 ft., passive Perception 10 > - **Languages** Common > - **Challenge** 17 (18,000 XP) > ___ > >***Magic Weapons.*** Grusilda's weapon attacks are magical. > >***Spellcasting.*** Grusilda is a 12th·level spellcaster. Her spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). She requires no material components to cast her spells. Grusilda has the following spells prepared: >*Cantrips (at will):* Poison Spray, Ray of Frost, Shocking Grasp *1st level (4/day):* Expeditious Retreat, False Life, Ray of Sickness *2nd level (3/day):* Crown of Madness, Ray of Enfeeblement *3rd level (3/day):* Animate Dead, Vampiric Touch *4th level (3/day):* Blight, Super-Duper Death Ray (new spell) *5th level (2/day):* Cloudkill, Hold Monster *6th level (1/day):* Create Undead > > ### Actions > ***Multiattack.*** Grusilda can use her Frightful Presence. She then makes two attacks with her claws. > > ***Claw.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit* 11 (2d6+4) slashing damage. > > ***Frightful Presence.*** Each creature of Grusilda's choice that is within 120 feet of her and aware of her must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Grusilda's Frightful Presence for the next 24 hours. > > ***Amalgamated Abomination (1/day).*** Grusilda is able to take two corpses and reanimate them into a merged monstrosity. The hybrid has HP equal to the creature with the higher hit point total + 2 HP per hit die of the other creature. The creature is the size of the larger creature. The creature's speed is equal to the average of the 2 base creatures' speed. The creature's ability scores are equal to the higher value of each ability score between the two creatures. The creature has the skill and saving throw proficiencies of both creatures. The creature has all the abilities of both creatures. This newly formed creature is an undead under Grusilda's control. > ### Legendary Actions > >Grusilda can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Grusilda regains spent legendary actions at the start of her turn. > >**Claw.** Grusilda makes a Claw attack. > >**Fearsome Creation (Costs 2 Actions).** Grusilda chooses an undead creature under her control that she can see. Each creature within 10 feet of that creature must make a DC 19 Wisdom saving throw or be frightened for 1d4 rounds. > >**Undead Attack (Costs 2 Actions).** Grusilda chooses an undead creature under her control that she can see. That undead can take any action it could normally take during its turn.
\pagebreakNum ___ ___ > ## Mary O’Kill >*Medium humanoid (human), Neutral Evil* > ___ > - **Armor Class** 18 (killbot suit) > - **Hit Points** 127 (17d8+51) > - **Speed** 30 ft., Climb 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|16 (+3)|14 (+2)|12 (+1)|16 (+3)| >___ > - **Saving Throws** Str +8, Cha +7 > - **Skills** Deception +7 > - **Damage Resistances** Poison, Psychic > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** Common > - **Challenge** 11 (7,200 XP) > ___ > > ***Construct Companion.*** Mary is able to communicate with and understand any construct regardless of their intelligence score, languages known, or speech capabilities. All constructs treat her as friendly and will not attack her unless she attacks them first. > > ***Construct Conwoman.*** Mary has proficiency in and advantage on any roll to disguise herself as a killbot. > > ***Switch Settings.*** As a bonus action Mary can have all killbots within 100 feet of her to switch emotional states to the state of her choice. > > ### Actions > ***Multiattack.*** The Mary makes two blade attacks, one clamp attack, and one parasol attack. > > ***Blade.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) slashing damage. > > ***Clamp.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 7 (1d6+4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 16). > > ***Parasol.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 10 (1d12+4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or have disadvantage on all attack rolls its makes during its next turn. > > ### Reactions > >***Bot Swap.*** If Mary or an adjacent killbot would be subjected to an attack, spell or ability with a single target she can switch places with an adjacent killbot. The effect targets whatever creature is now in the space the original target occupied. > > ### Legendary Actions > >Mary can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Mary regains spent legendary actions at the start of her turn. > >**Kill Command.** A killbot within 100 feet of Mary makes a blade attack. > >**Call Killbot (Costs 2 Actions).** Mary summons a killbot with the emotional state of her choice into an empty square within 100 feet of her under her control. > >**Con-Struct (Costs 2 Actions).** Mary and a killbot within 100 feet of her simultaneously teleport, swapping squares and Mary makes a disguise check to pretend to be the killbot she switched with. ___ ___ > ## Killbot >*Medium construct, neutral evil* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 32 (5d8+10) > - **Speed** 30 ft., Climb 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|12 (+1)|14 (+2)|3 (-4)|3 (-4)|3 (-4)| >___ > - **Damage Resistances** psychic; bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Immunities** poison > - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned > - **Senses** darkvision 120 ft., passive Perception 10 > - **Languages** Killbots speak their own rudimentary language of clicks, whirrs, and beeps. > - **Challenge** 2 (450 XP) > ___ > >***Emotional State.*** Each killbot has a different emotional state that influences its attributes. The different emotional states are as follows. *Curious:* The Killbot receives a +1 bonus to its armor class *Delighted:* The Killbot receives a +1 bonus on all saving throws it makes. *Despondent:* The Killbot receives 10 additional hit points. If it changes emotional states it loses 10 hit points. *Enraged:* The Killbot receives a +1 bonus on all attack rolls it makes. > > ### Actions > ***Multiattack.*** The killbot makes two blade attacks and one clamp attack. > > ***Blade.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) slashing damage. > > ***Clamp.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 12). \pagebreakNum ___ ___ > ## The Big Idea >*Medium humanoid (brainiac), Neutral Evil* > ___ > - **Armor Class** 15 (leather armor) > - **Hit Points** 110 (17d8+34) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|14 (+2)|16 (+3)|12 (+1)|14 (+2)| >___ > - **Saving Throws** Intelligence +8 > - **Skills** Arcana +8, History +8, Investigation +8, Nature +8, > - **Damage Immunities** lightning, psychic > - **Condition Immunities** charmed, frightened, stunned > - **Senses** passive Perception 11 > - **Languages** Common > - **Challenge** 14 (11,500 XP) > ___ > > ***Head to Head.*** The Big Idea's intelligence score improves by 1 for each allied brainiac within 60 feet of him. This causes the DCs for his adaptive learning, brain blast, brain drain, brain storm and his AC bonus from think tank to increase by 1 for every two allied brainiacs within 60 feet. > > ***Mind Boggling (Recharge 6).*** The Big Idea can only use this ability if he has an intelligence score of 20 or higher. As a bonus action the big idea empowers his attacks, for the rest of his turn he rolls twice as many damage dice as normal for all attacks he makes. > > ***Think Tank.*** The Big Idea adds his Int modifier to his armor class. This is included in his stats. > > ### Actions > ***Brain Drain.*** The Big Idea attempts to crush the mind of a living creature within 60 feet of him. The target must make a DC 16 Intelligence saving throw taking 55 (10d10) psychic damage on a failed save, or half as much damage on a successful one. If the creature fails its saving throw it is stunned for one round. > > ***Brain Storm.*** The Big Idea emits several targeted bursts of lightning, targeting up to 4 other creatures within 120 feet of it. Each targeted creature must make a DC 16 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one. > > ***Spring to Mind (Recharge 5-6).*** The Big Idea summons 1d6 Brainiac Mooks under his control into empty spaces within 60 feet of him. > > ### Legendary Actions > >The Big Idea can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The big idea regains spent legendary actions at the start of his turn. > >**Adaptive Learning.** The creature whose turn it was must make a DC 16 Intelligence saving throw or be unable to use any of the spells or abilities it used this turn during its next turn. > >**Head Count (Costs 2 Actions).** The Big Idea summons a brainiac mook into an empty square within 60 feet of him under his control. > >**Brain Blast (Costs 3 Actions).** The big idea shoots forth a line of lightning that is 30 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 2d6 lightning damage per point of Intelligence Modifier the big idea has on successful save and half as much damage on a successful one. ___ ___ > ## Brainiac Mook >*Medium humanoid (brainiac), neutral evil* > ___ > - **Armor Class** 12 (natural) > - **Hit Points** 9 (2d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|10 (+0)|10 (+0)|14 (+2)|10 (+0)|10 (+0)| >___ > - **Skills** Arcana +4, History +4 > - **Damage Resistances** Lightning > - **Senses** passive Perception 10 > - **Languages** Common > - **Challenge** 1/8 (25 XP) > ___ > > ***Mental Might.*** The brainiac mook has advantage on saving throws against being charmed, confused, or frightened. > > ### Actions > ***Electrofist.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) lightning damage \pagebreakNum ### Skull Saucer Skull Saucers were the result of The Big Idea's failures during his early attempts at the process that would eventually create brainiacs. The Big Idea made two mistakes when creating skull saucers. The first is that while brainiacs have their brains kept alive during their transformation process, the skull saucers were formed from the heads of the dead. Instead of using a nutrient rich preservative broth, skull saucer's cranial containment units are filled with a reanimating necromantically charged chemical cocktail. The second mistake was that instead of isolating the brain an entire rotting head was used. These two factors resulted in the creation of a psychotic and electrically unstable undead. While his desire to revive and empower the subject with no ill effect fell short, there was a silver lining to this failure. By installing the undead head into a specially made flying saucer The Big Idea had created a powerful new form of minion.
\columnbreak ___ > ## Skull Saucer >*Tiny undead, evil* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 90 (20d4+40) > - **Speed** 0 ft., fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-5)|18 (+4)|14 (+2)|10 (+0)|4 (-3)|10 (+0)| >___ > - **Saving Throws** Dex +8, Con +6 > - **Damage Resistances** necrotic, poison, psychic; bludgeoning, piercing, and slashing from non-magical weapons > - **Condition Immunities** charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned > - **Senses** passive Perception 10 > - **Languages** -- > - **Challenge** 10 (5,900 XP) > ___ > >***Avoidance.*** If the skull saucer is subjected to an effect that allows it to make a 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. > > ### Actions > ***Brain Storm.*** The skull saucer emits sporadic and barely controlled bursts of lightning, targeting 4 other creatures within 120 feet of it at random. Each targeted creature must make a DC 16 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one. > > ***Necrostatic Overdrive (1/day).*** The skull saucer lets lose a devastating wave of necromantic energy at a creature within 120 feet of it. This attack has no effect on constructs and undead. The affected creature must make a DC 16 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, the creature takes 42 (12d6) necrotic damage and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie, unless the humanoid is restored to life or its body is destroyed. \pagebreakNum ### Squirrels Squirrels on Bablovia were once ordinary rodents. That all changed when the white mouse, Bablovia's go to test animal went extinct. The science crazed world needed a new animal test subject and they needed one fast. The squirrel was ultimately selected due to their large population, breeding rate, and small size. In the initial days of squirrel testing each of Bablovia's five governments began working to modify squirrels to be better lab rats. Many of these experiments were ill advised and half-baked; generations latter no one is really sure what their effects have been. Most Bablovians hand wave away any concern about unwanted effects to the squirrels, however this hides a darker truth. Squirrels are the true rulers of Bablovia. Those early experiments granted squirrels sentience and as the years went on their intellect and mental abilities grew. Now they rule from their treetop hidey holes, secretly manipulating all five of Bablovia's governments. Squirrels have a loose form of self-rule. All squirrels are dedicated to the same goal of ruling the plane and are left to pursue it on their own. There are a few select noble squirrels; the Earls of Squirrel, that oversee this effort on a grander scale. Their word is squirrel law, but they only act if they feel it is critical to squirrel's continued rule of Bablovia. ### Trolls It is common knowledge that trolls exist on Bablovia, they definitely, totally, one hundred percent exist. Everyone has a friend of a friend or distant family member that has had a run in with one. True there have been no firsthand accounts of anyone seeing or interacting with a troll, but that’s just because they’re so stealthy. It is said that trolls are so sneaky that their shadows can’t find them, that if one were to fall in the forest it wouldn’t make a sound, and that they can sneak in and out of the bounds of reality itself. This natural aptitude at hiding serves them well in their chosen profession of master ninja. The rosters of The Agents of S.N.E.A.K. are full of troll operatives with colorful names like the Troller Blader, Really McNotfakerson, and For Whom the Bell Trolls. Of course these agents have no completed missions to their name and there is no active intelligence on them, but that’s easily explained by the fact that trolls are too stealthy for paperwork. Some say that trolls are seven feet tall and covered in purple fur, others that they are diminutive creatures covered in scales. No two descriptions of a troll are alike, leading many to posit that trolls are the most physiologically and genetically diverse species in all of Bablovia; it’s also led to many fights over the true nature of trolls. ___ > ## Snickering Squirrel >*Tiny beast (squirrel), neutral evil* > ___ > - **Armor Class** 13 (natural) > - **Hit Points** 5 (2d4) > - **Speed** 40 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|2 (-4)|16 (+3)|10 (+0)|14 (+2)|12 (+1)|14 (+2)| >___ > - **Skills** Acrobatics +5, Deception +4, Persuasion +4 > - **Senses** passive Perception 11 > - **Languages** Common, Goblin, Squirrel > - **Challenge** 1 (200 XP) > ___ > > ***Innate Spellcasting.*** The snickering squirrel's spellcasting ability is Charisma (spell save DC 12). The snickering squirrel can innately cast the following spells, requiring only verbal components: *At will:* charm person *1/day:* suggestion > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. > ### Reactions > ***Advise the Odds (Recharges after a Short or Long Rest).*** The snickering squirrel can nudge events to work out in its favor. After a creature within 100 feet rolls for an ability check, saving throw or attack roll but before it is known if the roll is successful the snickering squirrel can roll 1d6 and add or subtract the result from the roll.
\pagebreakNum ___ > ## Earl of Squirrel >*Tiny beast (squirrel), neutral* > ___ > - **Armor Class** 15 (natural) > - **Hit Points** 72 (16d4+32) > - **Speed** 40 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|4 (-3)|16 (+3)|14 (+2)|16 (+3)|14 (+2)|16 (+3)| >___ > - **Saving Throws** Cha +7 > - **Skills** Acrobatics +7, Deception +7, Persuasion +7 > - **Senses** passive Perception 12 > - **Languages** Common, Goblin, Squirrel > - **Challenge** 9 (5,000 XP) > ___ > > ***Innate Spellcasting.*** The earl of squirrel's spellcasting ability is Charisma (spell save DC 15). The earl of squirrel can innately cast the following spells, requiring only verbal components: *At will:* charm person, command, suggestion *3/day:* modify memory *1/day:* dominate beast, dominate person > > ***Rodent Royalty.*** The regal presence of the earl of squirrel inspires and empowers all squirrels around him. All allied squirrels within 100 feet of the earl of squirrel receive a +2 bonus to their armor class, get a +2 bonus to their attack rolls and deal an additional 2d4 damage with their bite attack. > > ### Actions > ***Stickstave of Sciuridae.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* (1d4+3) bludgeoning damage. If this attack deals damage to a creature the earl of squirrel summons a squirrel into an empty space within 60 feet under its control (treat this creature as a snickering squirrel without the innate spellcasting abilities). > > ***Golden Acorn (1/day).*** Each non-squirrel creature in 100 feet of the earl of squirrel must make a DC 15 Constitution save, taking 12d6 radiant damage on a failed save, or half as much damage on a successful one. The earl of squirrel summons 2d4 squirrels into an empty spaces within 60 feet under its control (treat these creatures as a snickering squirrel without the innate spellcasting abilities). > ### Reactions > ***Advise the Odds (Recharges after a Short or Long Rest).*** The earl of squirrel can nudge events to work out in its favor. After a creature within 200 rolls for an ability check, saving throw or attack roll but before it is known if the roll is successful the earl of squirrel can roll 1d4 and add or subtract the result from the roll. \columnbreak ### Vampire Vampires or should I say vampyres, were once a scourge on the people of Bablovia. In the days before the Carta Scientia vampyres ruled the night, preying on hapless citizens and ruling over shadowy courts dedicated to dark powers. But just as light burns a vampyre's flesh so did Bablovia's enlightenment burn the vampyres' power. As scientific experimentation and understanding grew, the vampyres' many weaknesses became known. They could be killed by sunlight, silver, running water, garlic, and a veritable cornucopia of other plants; plus they were subject to crippling bouts of OCD. Equipped with this knowledge the Bablovians decimated the vampyre population. In a desperate bid to save themselves the last vampyres made a pact with the governments of Bablovia. In return for sticking to the fringes of society and not harming any Bablovian citizens they would be spared. These days, vampyres get their blood from butcher shops. They are prone to mixing it with alcohol, drinking to remember their former glory and to forget what they have become. Vampyres look like pale human beings with slightly elongated ears. When particularly hungry or angry a vampyre's hands and feet become clawed, but they can normally conceal these if they want to. Vampyres have an incredibly gaudy sense of fashion and always wear unnecessarily ostentatious capes. Use the **Vampire Spawn** statistics in the *Monster Manual* for Bablovia’s vampyres, but give them a fly speed of 30 feet. ### Zombie Zombies are mindless undead created from rotting bodies. Zombies are generally created by the League of Dastardly Doom using their foul reanimation engines. Such zombies are actually created with a degree of sentience. They are quickly driven mindless by the tedious lifestyle of a mook. Sometimes zombies are accidently created in experiments gone wrong or when scientists dabble in darker treatises, such creatures are uncontrollable and a threat to any living creature they encounter. Use the **Zombie** statistics in the *Monster Manual* for Bablovia’s zombies. Some zombies have brain jars attached to them and others are strung up by hoisting devices, these are purely cosmetic elements.
\pagebreakNum # Appendix: The Multiverse and the # Un-iverse One of the draws of a campaign in the Magic The Gathering setting is the ability for players to visit the many planes of the Multiverse. The plane of Bablovia is a little bit different than other planes though. Bablovia appeared in the silver bordered set Unstable. Silver bordered sets are considered non-canonical. The events, entities, and places depicted in them are said not to take place in the Multiverse, but in a separate collection of planes called the Un-iverse. The Un-iverse is a parallel version of the Multiverse where everything is more nonsensical and humorous. For a DM wanting to run a game that takes place on or visits Bablovia there are two options. The first is to simply incorporate Bablovia into the mulitverse for your campaign. Just because it's kept separate in the card game doesn't mean it needs to be for your game. In such a campaign Bablovia is not a well-known or frequently visited plane. It is viewed at best as a silly place and at worst a plane of madmen. The unique nature of science and magic on Bablovia means that native planeswalker's powers may not function optimally on other worlds and vice versa. That being said, there are plenty of riches and adventures to be found for those brave or foolish enough to come to Bablovia. The second option is to set your entire game in the Un-iverse. Unfortunately there isn't much known about the Un-iverse and its planes. Listed below are examples of Multiverse planes that have been turned into more humorous versions that can be used as their Un-iverse counterparts. These are just suggestions and you should feel free to make up your own interpretations and new planes for the Un-iverse. Just remember to have fun with it; that's the silver bordered way. ## Planes of the Un-iverse ### Amonkhet-land, Now Under New Management Amonkhet was once a free plane. The reanimating curse of the wandering meant that quality of life wasn't ideal, but under the watchful care of their gods the people of Amonkhet thrived. Everything changed 60 years ago when the planeswalking dragon business tycoon Nicol Bolas conquered the world. He warped the plane and turned it into one of his planar amusement parks, Bolas Land. Amonkhet's gods were repurposed to serve as the park's managers. The people of Amonkhet spend their lives competing in trials to show they are worthy of their General God Manager's praise.In actuality these trials train them in engineering, customer service, and other tasks that make them skilled workers for Bolas's various businesses. The unworthy are killed to create skill retaining undead at the dragon's command, while the worthy are the only planebound beings allowed to cross through the park's main gates. While reviews of Bolas Land have been decidedly mixed, everyone agrees with esteemed chef and food critic Asmoranomardicadaistinaculdacar's insistence that Hazoret's zealppoles are one of the best desserts in the Un-iverse. ### Fiora Academy There is nowhere in the Un-iverse more dramatic than high school and no school is more drama ridden than the city sized high school of Paliano Prep. With class president Brago mysteriously absent, the entire student body has been thrown into chaos. The incredibly popular Marchesa was already queen of the schoolyard, but now she has formalized the title and claimed Brago's position. The hall monitor Adriana has been demanding a fair vote and there are rumors that Leovold; the cool exchange student from Trest, just might be able to win it. Things are further complicated by the fact that the creepy grounds keeper Grenzo is always causing trouble and some cunning rogue keeps stealing things from everybody's lockers. ### Innistrad: The Horror Comedy Plane The plane of Innistrad is full of creepy forests, fog covered coasts, and other spooky landscapes. It is home to vampires, zombies, ghosts, werewolves, demons, and all manner of other monsters. Despite the frightening ambience and bloodthirsty locals, the plane is a relatively peaceful one. While the denizens may seem beastly physically, mentally they are just as flawed, complex, and insecure as anyone else. Young Ludevic has been trying his best to civilize his reanimated masterpiece Kraum with mixed results. Edgar Markov is dead and loving it. Arlinn Kord is struggling with cultural adjustment as a Kessig werewolf in Gavony. In Stensia the vampire counts Olivia and Sorin compete over who can throw better balls. A mischievous spirit named Beeblejuice haunts the villages of Kessig, trying to stay one step ahead of Thalia and her Geist Busters. On the edges of Nephalia the obtuse family spats of the Cecani family play out. The Archangel Avacyn tries to keep the peace, but all the bickering is driving her crazy. ### Color Wars of Ixalan Hey everyone, it's your host with the scratching post, your kitty emcee, your ring master and law caster: Azor the Rulemaker! Everyone's favorite game is back as four teams do everything they can to claim the Immortal Sun. They'll need to travel across the continent completing challenges and interpreting clues if they want to reach their goal. Between the Vampires, Sun Empire, Pirates, and Merfolk it’s anyone's game. I'm not trapped here, I can leave any time I want. \pagebreakNum This year, contestants will have to brave an aerial rope course in the High and Dry, survive a run through the thunderherd migration path, and face the obstacle course of Orazca. All this and more coming up on our 1281st season of Color Wars of Ixalan! ### Kaladesh: You Probably Haven’t Heard of It Kaladesh is more than just a plane, it's a living piece of art. It is one of the most unique and underappreciated places in the Un-iverse. This is because Kaladesh is an experience you just can't possibly understand unless you've been there yourself. Kaladesh's environment and society are both centered on currents of magical energy known as aether. Sure all worlds have aether, but not like on Kaladesh. With aether as a fuel source, a boom of technological innovation and mechanized wonders has spread across the plane. Everyone has caught a case of invention fever, lining up each week at Ghiraburg to see what new devices have been thought up by their favorite inventors. It might seem a lot like Bablovia but Kaladesh is way cooler than those science posers. The plane is ruled over by the Consulate, a group of sometimes heavy handed officials that do whatever it takes to keep Kaladesh weird. ### New Phyrexia: Not Your Grandma’s Phyrexia Yo dawg! You may have heard of that old fogey Yawgmoth and how he got straight up played by that Urza punk, but that ain't us. We're New Phyrexia and we're like a billion times better than Old Phyrexia brah. It's rager central all day and we have five suns so the party never stops. You can make some real physical connections in the Flesh Singularity, get your grind on as part of the Progress Engine, rush one of the Steel Thanes, or Chillax in the Quiet Furnace. So throw some dank ingots on the slag heap, down a shot of blinkmoth serum, and enjoy perfection! ### Ravnica: City of Bands The planar megalopolis of Ravnica was in a state of constant conflict, powerful musicians duked it out in an endless battle of the bands that devastated the land. The fun loving sphinx planeswalker Azor the Rulemaker came to the plane and forged an agreement with the most powerful musicians. This Bandpact established ten bands that would rule the plane. Each one was given responsibilities to the city and dominion over a particular genre of music. The Cult of Rakdos plays metal, the Izzet electronic, the Orzov gospel, the Dimir jazz, the Gruul bluegrass, the Boros have marching bands, and so on. Now, though the bands of Ravnica don't always play together, they can play in harmony. ### Shandalar: It’s There Shandalar is an incredibly boring place. The plane is so generic that even its own inhabitants can't muster the will to overcome the existential ennui that comes from living there. It exists, who cares? \columnbreak ### Sloths of Tarkir Tarkir is the home world of the ancient planeswalker Ugin the Spirit Sloth. His magic fuels the sloth storms that spawn more sloths across the land. The sloths of Tarkir are fearsome, intelligent, and magical creatures. They climb across the sky on branches of pure mana and have claws that can sunder mountains. The various lesser races of Tarkir waged a lengthy war against their slow superiors, but ultimately the sloths triumphed. Now the plane is ruled over by the five legendary elder slothlords. ### Theros: the Thespian Plane They say that all the world is a stage and nowhere is that more true than on Theros. Be it comedies, tragedies, or tragicomic one satyr shows, the people of Theros are obsessed with the theater. There are legendary writers, directors, producers, actors, set designers, critics, and more. Theros is ruled over by a Pantheon of gods that dwell in Nyx, the sky stage. These gods are shaped by mortal tastes and the cultural zeitgeist. Each one represents different aspects of and concepts in the world of theater. They include Puphoros the god of stagecraft, Phenax the god of third act twists, Kruphix the god of the fourth wall, Iroas and Mogis the gods of hits and flops, Heliod the god of hamming it up, Xenagos the god of audience participation, and Erebos the god of curtain calls. ### Zendikar: the Choose Your Own Adventure Plane Zendikar was always a primal plane full of treacherous terrain and deadly creatures. Ages ago a trio of reality warping transdimensional entities known as the eldrazi came to the plane. The eldrazi are alien beings that bend time, space, and existence at a whim. They have turned Zendikar into an RPG for their own amusement. They reshape the land, alter the people, and manipulate events to play out campaigns and scenarios they dream up. The people of Zendikar don't understand what their overlords truly are anymore, over the centuries their societies have come to view them as benevolent gods. They brave dangerous adventures and fight for a hardscrabble existence unaware they are pieces in an unknowable game. Occasionally particularly interesting natives or planeswalkers can earn the eldrazi's attention and become the protagonist for their next game; such a situation tends to not end well for those involved.