Reign's Homebrew Compendium

by ReignOfMagic

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Reign's Homebrew Compendium

Greetings and Salutations. This document (more like a book, how did I even get to 150+ pages before the Monster Zoo?!?) contains much of the homebrew materials that I have generated and refined since I started GMing over 7 years ago. This content is meant to be an unofficial supplement to the official WoTC Dungeons and Dragons 5th edition. While I make no promises that my personal "perception" of balance matches everyones, as each game table is different. I have not seen any big issues which have not already been dealt with for this material.

As with all content, both official and unofficial, make sure you talk to your GM/DM and table to make sure this content fits your table & groups playstyle. I personally tend to run harder & more frequent combats and most of my players are veterans of my DM style by this point as we have been playing together for nearly 5 years. Most of my content was either created for a player to better fit their goal of a character, or something that I felt was "missing" from the game.

Regardless of its origins, I hope that this unofficial supplement brings enjoyment to other tables.

Table of Contents

Player Options

Chapter/Content Page #
Chapter 1: Classes & Subclasses Page 2
Arcane Warrior Page 3
Artificer Subclasses & Infusions Page 10
Fighter Subclasses Page 24
Hemomancy & Blood Magic Page 29
Monk Subclasses Page 43
Rogue Subclasses Page 44
Sorcerer Subclasses Page 46
Warlock Subclasses Page 48
Prestige Classes Page 49
Additional Starting Class Features Page 53
Chapter 2: Equipment, Races & Feats Page 54
Warforged Revived Page 55
Build a Race Workshop Page 57
Exotic Armor, Augments & Weapons Page 68
New Tools Page 72
Firearms Page 73
New & Expanded Feats Page 75
Chapter 3: Spells Page 92

GM Workshop

Chapter/Content Page #
Chapter 4: GM's Workshop Page 103
General Homebrew Rules Page 104
Treasure Tokens Page 110
Gestalt Rules Page 111
Chapter 5: Magic Items Page 114
Tandy Wands & Magic Spheres Page 115
Minor Enchantments & Curses Page 124
Reign's Magic Item Vault Page 125
Chapter 6: Reign's Monster Zoo Page 154
Traps Page 299
Chapter 7: Master Item Tables Page 300

Chapter 1: Classes, Subclasses, & Features

This chapter will focus on player character options for classes, subclasses & additional class features.

  • Arcane Warrior, a new class closely modeled after that Paladin class. This class is more "Arcane" in nature, becoming a more magical version of Eldritch Knight, but without the raw spell power of the Bladesinger Wizard.
  • Demolitionist, an Artificer Subclass which focuses on Area of Effect damage via explosives and spells, and Siege damage. This could be your "Mad Bomber".
  • Forgotten Artificer subclasses. A pair of subclasses which WotC made, but then abandoned when they came out with the official Artificer class in Eberron Rising from the Last War.
    • Archivist, an Artificer subclass centered entirely on information & the creation of sentience. There are two different versions, the "Closest Adaptation" which is as a direct translation from the UA to the most current version of Artificer as possible, and a "Modified" version which attempts to correct the inherent imbalance in the subclass which primarily stems from the invulnerable "pet/familiar".
    • Gunsmith, an Artificer class centered entirely on the creation and use of a magi-tech firearm. Much revision was required to this subclass to bring it up to the latest version of Artificer, and address a few inherent weaknesses/flaws it had.
  • Revisions, and additions to artificer infusions can also be found within the Artificer section.
  • Eldritch Knight Revised, an updated take on the Eldritch Knight fighter Subclass. This revision attempts to address the biggest flaw with this subclass. Its 7th level feature which comes late in the overall leveling scheme and is only a good choice for 4 levels (7, 8, 9, & 10). This revision was the original inspiration for the Arcane Warrior class.
  • Hemomancy and Blood magic, another new class which uses hit points and hit dice instead of spell slots to fuel its spells.
  • Kitchen Sink Monk, for everyone out there who wants to throw and use anything and everything at their disposal for their martial arts.
  • Thug, a Rogue subclass which specializes in improvised gear, fighting dirty, being adaptable to many situations.
  • Elementalist, a Sorcerer Subclass. Sometimes becoming an Elementalist, one who specialized in a specific element is a choice, sometimes it isn't. Regardless of how you came to walk this path, few can match your skill within your element.
  • Favors, A Warlock subclass that specializes in support, disruption, and information gathering/exploiting.
  • Prestige Classes, a type of class that was much smaller than a traditional class. Primarily seen in 3e and 3.5e, the only official prestige class is the Rune Scribe (probably one of my favorite classes). I have added two more options in the same vein.
    • Prestige Class: Brawler. For someone who fights in back allies or unarmed frequently. This class specializes in powerful unarmed strikes, with an aggressive stance.
    • Prestige Class: Wand Slinger. This prestige class could be considered "Artificer lite", as they specialize in the creation of simulacrum wands and the use of attunement and charge based magical items.
  • Additional Starting Class Features is a list of features that I consider "core" to a class. As such I present them as options that a player can choose to take for free, at their discretion upon character creation.
  • Sane Artificer Infusions, attempts to fix the inherently wonky progression of Infusions that WOTC made. I also added a few more options to add a sense of progression as you gain levels in Artificer.

Arcane Warrior

A fighter stands before his enemy, and hefts his maul. A wizard stands back while his hands begin to glow with arcane energy. The Arcane Warrior is someone who desires to wield the power of the weave while being able to wade into enemy lines, clad in armor and strike down those who would dare to stand before him or his allies. The Arcane warrior accomplishes this by augmenting his physical prowess with the power of the weave through the teachings of Wizards and Sorcerers alike.

A Brief History Lesson (A short story)

The first arcane warrior was a prodigy amongst the warriors of his time simply known as Al. Al watched as the technology advanced rapidly and magic had spread to most every aspect of life. The combination of these two events relegated much of the warrior caste to guard positions or common soldiers. No more was an individual solely trained in martial prowess necessary. Al saw this as an injustice as the Warrior caste quickly lost favor and respect in society, being seen as an outdated relic of the past. Seeking to end the injustice inflicted upon the once proud and powerful warrior caste, Al sought to learn the ways of magic from any who would teach him.

Al was rebuffed time and again as he didn't have the "aptitude" to join any of the prestigious or even dubious schools of magic. This only hardened Al's resolve to learn magic and show those who looked down on him just how far the tenacity and inner strength the warrior caste had.

Eventually Al, with the help of an outcast wizard and sorcerer, he was able to learn the rudimentary requirements of magic. Al was then able to create a new fighting style that blended his rough form of magic magic and martial prowess. With much time and practice this new form finally earned notice from the Blade Singers. The wizards of the Blade Singer school said that the creation of the Arcane Warrior school was just a cheap imitation of their school. The School sought to destroy this way of utilizing magic before it garnered any further support so as to maintain their iron grip on the "true" way of the spellsword.

Al was able to turn the tables in a rather unconventional means. Al invoked the ancient right of the Warrior's Duel, a staple within the warrior caste for settling disputes via strength of arms. Surprisingly, the Blade Singers in their self-assuredness, accepted this duel. In their arrogance they assumed that the school of the Blade Singer would handedly destroy this upstart who showed little aptitude for magic entirely ignoring the fact that Al didn't rely solely on magical abilities. The rules for the duel were simple, whoever yielded first, or the last person standing won.

The Blade Singer chosen for the duel was a well renowned adventurer named Leliana. Leliana knew of, and respected Al's martial prowess, but wrongly assumed that any magic Al would be able to conjure would be little more than cheap tricks used to distract her from Al's blade. Leliana quickly learned just how wrong she was.

As the duel started Al charged forward, a spell sprung from his blade striking Leliana. Much to her dismay the fading magic from that spell was captured, and seemingly coalesced along the blade as it was brought to bear against her. With a quick dodge and a timely spell Leliana was able to avoid the attack. She countered and entered the Blade Song striking quickly and efficiently at Al. Suddenly Al disappeared from sight and a blade slashed at her back. Revelation flashed through Leliana's mind. While he may not have had the aptitude for Wizardry proper, his tenacity in pursuing magic had allowed him to gain more than just "cheap tricks''. Although crude in comparison to her own, his magic was just as effective. The battle lasted for a short while, in the end, Al and Leliana stood panting, sword and magic ready to strike the final blow. A draw was announced before either was struck.

The outcome of the duel came with ramifications that Al didn't not anticipate. First, Leliana left the school of the Blade Singer, and joined Al to help him perfect his use of magic. The Second is that the School of the Blade Singer officially recognized Al and his School of the Arcane Warrior. They offered him a position within their ranks out of respect for his skill, tenacity, and ingenuity. Al respectfully declined, but vowed instead to make the School of the Blade Singer his School's rival. Thus the tradition of the Spellsword Duels was born.

Leliana, following weeks from the duel, studied Al's technique and came to the conclusion that his way of wielding the weave, while unconventional, functioned nearly the same as if wielding a physical weapon. While this use of magic may be simpler or more crude in the eyes of most of the Wizardry schools, it nonetheless performed the same.

With this knowledge, Al and Leliana opened a small school to teach this new way of hybrid style. The pair quickly found that most of their new students came from the Warrior caste, or those deemed to not have enough magical talent to be accepted to one of the major schools of wizardry. Over the following years, those that were taught in the school of the Arcane Warrior became more and more sought after. Over the following generations the Warrior caste was transformed, and stood once again in its "rightful'' place in society, as the protectors of Civilization that they once had been. This time as the wielder of both Might and Magic. To this day, the Spellsword Duels are a highly anticipated event. Both to those individuals looking to prove themselves, and to those that saw it as a way to gain what would be normally out of reach.

Arcane Warrior
Level Proficiency Bonus Features Arcane Points Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Might and Magic 1
2nd +2 Fighting Style, Spell Casting, Mystic Renewal, Arcane Decimation 2 2 2
3rd +2 Spellblade Archetype 3 2 3
4th +2 Ability Score Improvement 4 2 4 3
5th +3 Extra Attack (1), Martial Casting 5 2 4 2
6th +3 Elemental Enhancement 6 2 4 2
7th +3 Spellblade Archetype Feature 7 2 4 3
8th +3 Ability Score Improvement 8 2 4 3
9th +4 9 2 4 3 2
10th +4 Spellblade Archetype Feature 10 3 4 3 2
11th +4 Improved Elemental Enhancement 11 3 4 4 3
12th +4 Ability Score Improvement 12 3 4 3 3
13th +5 13 3 4 3 3 1
14th +5 Arcane Empowerment 14 4 4 3 3 1
15th +5 Spellblade Archetype Feature 15 4 4 3 3 2
16th +5 Ability Score Improvement 16 4 4 3 3 2
17th +6 17 4 4 3 3 3 1
18th +6 Ascendant Step 18 4 4 3 3 3 1
19th +6 Ability Score Improvement 19 4 4 3 3 3 2
20th +6 Arcane Weaponry 20 4 4 3 3 3 2

Class Features

As an Arcane Warrior, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per Arcane Warrior level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level level after 1st

Proficiencies


  • Armor: Light, Medium and Heavy Armor, Shields
  • Weapons: Simple weapons, Martial weapons
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Arcana, Acrobatics, Athletics, History, Insight, Intimidation, Investigation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) chain shirt, or (c) leather
  • (a) a melee weapon and a shield or (b) two melee Weapons
  • (a) two "thrown" weapons, or (b) a ranged weapon with 20 pieces of ammunition
  • a spellbook
  • (a) a dungeoneer's pack or (b) an explorer's pack

Might and Magic

Beginning at 1st level, you have 1 Arcane point, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You regain a number of spent arcane points when you finish a short rest equal to half your Arcane Warrior level rounded up (minimum of 1), you regain all Arcane points at the end of a long rest. These arcane points are used to augment various skills and abilities of the Arcane Warrior.

The most basic use of Arcane points is to augment your physical attacks. Once per turn, on a successful weapon attack you may expend 1 Arcane point to add your Intelligence modifier or Proficiency bonus (your choice) as force damage to that attack, this attack's damage also counts as magical for the purposes of overcoming resistances.

Additionally, Over the course of a short rest you can bond with a piece of equipment. You may only be bonded with 2 pieces of equipment. As long as your bonded equipment is on the same plane of existence as you, you may summon & equip it as an action. Lastly, any equipment you are bonded with counts as a spellcasting focus for you.

Fighting Styles

Beginning at 2nd level you adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.

Spell Casting

As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.

Cantrips

At 2nd level, you know 2 cantrip of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Arcane Warrior table.

Spellbook

At 2nd level, you have a spellbook containing three 1st-level Wizard Spells of your choice. Your Spellbook is the repository of the spells you know.

Preparing and Casting Spells

The Arcane Warrior table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare a list of Arcane Warrior spells that are available for you to cast. To do so, choose a number of Arcane Warrior spells from your spellbook equal to your intelligence modifier + half your Arcane Warrior level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Arcane Warrior spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell.

Spellcasting Ability

Intelligence is your spellcasting ability for your Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability.

In addition, you use your Intelligence modifier when Setting the saving throw DC for a spell you cast and when Making an Attack roll with one

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell Attack modifier = your proficiency bonus + your Intelligence modifier

Learning Spells of 1st level and Higher

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient Library.

Learning New Spells: Whenever you gain a level as an Arcane Warrior you may choose a spell from the wizard spell list and add that to your spell book. This spell must be for a level which you can cast.

Copying a Spell into the Book: When you find a wizard spell of 1st level or higher, you can add it to your Spellbook if it is of a Spell Level you can prepare and if you can spare the time/cost to decipher and copy it.

For each level of the spell, the process takes 2 hours and costs 50 gp. Once you have spent this time and money, you can prepare the spell just like your other Spells.

Replacing the Book: You can copy a spell from your own Spellbook into another book—for example, if you want to make a backup copy of your Spellbook. This is just like copying a new spell into your Spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need to spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your Spellbook, you can use the same procedure to transcribe the Spells that you have prepared into a new Spellbook. Filling out the remainder of your Spellbook requires you to find new Spells to do so, as normal. For this reason, many wizards and arcane warriors keep a backup spellbook in a safe place.

The Book’s Appearance: Your Spellbook is a unique compilation of Spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient Library, or even a loose collection of notes scrounged together after you lost your previous Spellbook in a mishap.

Mystic Renewal

Beginning at 2nd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one quarter of your Arcane Warrior level (rounded up, minimum of 1), and none of these spells can be higher than 3rd level.

Arcane Decimation

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an Elemental or Fey, to a maximum of 6d8.

Martial Casting

Starting at 5th level, when you use your action to cast an Arcane Warrior Spell of 3rd level or lower, you may choose to expend a number of Arcane points equal to twice the spell's level (0 for cantrips) to make a single weapon attack as a bonus action.

Additionally, any spells which require you to make a melee weapon attack as part of the casting have the same range as you have with your currently equipped melee weapon.

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.

Elemental Enhancement

Starting at 6th level, whenever you cast a spell that deals acid, cold, fire, lightning, or force damage you may choose to expend two Arcane points to capture some of the essence of that spell and channel it through your weapon for the next minute. While channeling this energy through your weapon, you deal that damage type instead of your weapon's physical damage type (Slashing, Piercing or Bludgeoning).

Additionally on a successful weapon attack that you are currently channeling through, you can expend a spell slot to deal an additional 1d6 of the channeled damage type for each spell slot level as additional damage.

Lastly, your weapon takes on certain additional aspects based on the channeled energy type for the duration.


Acid: Your weapon has acid flowing across it, this acid allows you to more easily cut through non-metal armor. Your first attack each round gains advantage to hit a creature that is wearing non-metallic armor.


Cold: Your weapon becomes encased in true ice, when you touch your weapon to a pool of water it can freeze up to a 5 ft cube. Additionally, your first attack each round gains advantage to hit a creature that uses natural or no armor.


Fire: Your weapon becomes wreathed in fire, this fire sheds bright light in a 10 foot radius, and an additional 20 feet of dim light. Additionally, your first attack each round gains advantage to hit a creature that uses natural or no armor.


Lightning: Your weapon arcs with electrical power. Once per round one of your attacks gains advantage to hit a creature that wears metal armor, or is made with metal such as some constructs.


Force: Your weapon fades and becomes partly ethereal while radiating a soft purple glow in a 15 foot radius. Within the radius of light shed by this weapon, invisibility is suppressed, and creatures on the ethereal plane can be seen if they were on the material plane, and the wielder of this weapon can attack a creature on the ethereal plane, as if they were on the material plane.

Improved Elemental Enhancement

Beginning at 11th level, the channeling of magic into your weapon has become second nature and more powerful. You may now channel energy from your Elemental Enhancement Feature for 10 minutes instead of 1 minute Additionally and you deal 1d6 extra damage of your most recently channeled element on each successful strike.

Arcane Empowerment

Beginning at 14th level you have learned how to temporarily empower a single piece of equipment. By expending four arcane points as a bonus action, you imbue the selected piece of equipment with a +1 magical enchantment that stacks with any other existing magical enchantments for the next 10 minutes.

Ascendant Step

Beginning at 18th level you have learned how to squeeze every bit of power out of your spell casting. Whenever you expend a spell slot you can, as a bonus action, expend six arcane points to teleport up to 30 feet and make one weapon attack.

Arcane Weaponry

At 20th level from the constant use of magic flowing through your weaponry, you have learned how to imbue even greater power into them. While channeling energy from your Elemental Energy feature the power you are able to channel is unrivaled. You gain 2 additional properties with the channeled weapon.

The first is your weapon gains a +1 enchantment that stacks with any other existing magical enchantments.

The second you can expend eight arcane points to automatically maximize any damage you would deal from an attack or spell that uses this weapon this round.

Lastly, whenever you roll for initiative and have no Arcane points remaining, you regain 4 Arcane points.

Spellblade Archetypes

An arcane warrior can follow one of three paths. The Abjurer, the Conjurer, and the Evoker. The Abjurer utilizes his magic to protect himself and his allies from those that would do harm. The Conjurer utilizes his magic to summon, and bring forth from the void that which he needs. The Evoker utilizes his magic to destroy those that would stand against him or do him harm.

The Abjurer

The Abjurer specializes in protection magic, increasing his, and his team's long term survivability across engagements.

Beginning at 3rd level when you choose this archetype, you are able to choose an Abjuration spell from the Wizard or Sorcerer spell lists of first level or lower, and add it to your spellbook. This spell counts as an Arcane Warrior spell for you. This is your "Abjurer" spell, as such this spell is always prepared and it doesn't count towards your prepared spells total.

Additionally any abjuration spells you cast may also shield one ally within 10 feet of your target, at half of its effectiveness rounded down. (For example, Shield would grant you +5 ac, and a nearby ally +2 ac, while absorb elements would grant an ally half-resistance(or reducing the elemental damage by 25% instead of 50%))

Built to Last

Beginning at 7th level, over the course of a minute, you can imbue latent magical energy from the surrounding areas into an object. This object's hp is tripled. The additional hp is temporary hp, if the object is subjected to a negative effect, half of its remaining temporary hp may be removed to negate the negative effects. Any remaining temporary hp disappears after 24 hours. You may only affect a number of objects with this ability equal to your proficiency bonus.

Magic Canceling

Beginning at 10th level, you gain the ability to nullify one harmful spell effect that would affect you. By expanding your reaction the spell has no effect on you. If this spell would also affect allies within 10 feet of you, you may spend 1 arcane point per ally, by doing so they automatically succeed the saving throw if there is one. Once you use this feature you must complete a short or long rest before you can use it again.

Skin like Iron

Beginning at 15th level, your mastery of your "Abjurer" spell is legendary. When you cast your "Abjurer" spell, the target creature is resistant to all physical damage (Slashing, Bludgeoning, Piercing) for the duration of the spell, the spell ends, or until your concentration ends, whichever happens first.

The Conjurer

The Conjurer specializes in utility magics, increasing the effectiveness of his team through his spells and effects.

Beginning at 3rd level when you choose this archetype, you are able to choose a conjuration spell from the Wizard or Sorcerer spell lists of first level or lower, and add it to your spellbook. This spell counts as an Arcane Warrior spell for you. This is your "Conjurer" spell, as such this spell is always prepared and it doesn't count towards your prepared spells total.

Additionally, any conjuration spells you cast you gain the ability to double the radius/size of any conjuration spells that you cast. If the conjuration spell doesn't have a radius/size it affects 1 additional target within 5 feet of the original target.

Aspect of Magic

Beginning at 7th level, as an action you conjure an aspect of magic. This aspect of magic informs you of high magic which was used in this area from any time as the magic has altered the area. The aspect can also convey information on any magical activity which has happened in the last few days within the nearby areas. The overall power of the magical effect generally determines how long the aspect of magic can detect it.

Stabilized Conjuration

Beginning at 10th level, conjuration spells you cast lasts twice as long unless they are instantaneous. If the spell is instantaneous, it instead rebounds for half of its initial effect at the start of your next turn if you choose to do so. Additionally, when you cast a conjuration spell, you may spend 1 arcane point per target within the area of effect, by doing so those targets automatically succeed the saving throw if there is one. Once you use this feature you must complete a short or long rest before you can use it again.

Conjuration Mastery

Beginning at 15th level, your mastery of your "Conjurer" spell is legendary. When you cast your "Conjurer" spell any saving throw imposed by this spell is made at disadvantage, and any attack roll is made with advantage.

The Evoker

The Evoker specializes in offensive magics, increasing the potency of his damaging spells and effects.

Beginning at 3rd level when you choose this archetype, you are able to choose a Evocation spell from the Wizard or Sorcerer spell lists of first level or lower, and add it to your spellbook. This spell counts as an Arcane Warrior spell for you. This is your "Evoker" spell, as such this spell is always prepared and it doesn't count towards your prepared spells total.

Additionally, evocation spells you cast splash to 1 additional enemy within 5 feet of your target (or if it is an Area of effect spell, select one additional square/hex to include within the area of effect that is adjacent to an affected square/hex.) This "splash" damage utilizes the same saving throw as the original spell, and deals 1d4 + your intelligence modifier in damage of the same type as the spell you cast.

Equipped for Destruction

Beginning at 7th level, your knowledge of evocation spells has granted you insight on how to destroy objects. Any skill check to break or destroy objects or structures is reduced by 5 and you deal siege damage against objects and structures.

Retribution

Beginning at 10th level, you gain the ability to make those who cause you pain to also suffer. Whenever you are damaged, as a reaction you can make the creature which damaged you to suffer half the damage dealt. This retribution damage ignores resistance, and turns immunity into resistance instead. You may spend 1 arcane point in addition to your reaction to allow one ally within 10 feet of you to use this feature instead of you. Once you use this feature you must complete a short or long rest before you can use it again.

Total Decimation

Beginning at 15th level, when cast your "Evoker" spell any targets which are damaged by it have their resistance lowered by one tier for that spell. Immunity --> Resistance. Resistance --> Normal. If the target of your spell would not have resistance to the damaging effect before you account for the Decimation feature, you may then add your Intelligence modifier to its damage rolls.

Optional Level upgrades

If your DM is willing to be flexible, you can switch one of these two features to use instead of the level 11th or 14th level class feature.

Spell Breaker

Beginning at (?) level through your study of both the magical arts and martial arts you have learned how to best strike magic users and disrupt their concentration.

Whenever you attack a spell caster that is concentrating on a spell, you have advantage to hit them. Additionally, the DC to maintain concentration on that spell is equal to your spell DC, or half of your damage rounded down whichever is higher. If the caster would lose concentration from this feature they take 2d6 psychic damage as well.

Power through Pain

Beginning at (?) level, you have learned how to react quickly through your intelligence to undercut your foes expectations.

Whenever you are critically struck, as a reaction you may cast a spell targeting the creature who critically struck you. This spell may only target that creature and has its casting time changed to 1 reaction from 1 action.

Additionally, whenever you are critically struck you may choose to regain an expended single first level spell slot. This may happen before or after you choose to use your reaction to cast a spell, but can only happen after you have taken the damage.

Multiclassing

I personally recommend against allowing multi-classing with homebrew classes/subclasses specifically due to the inability of most authors to account for the interactions that can bring. There are numerous ways to easily unbalance the power curve with multiclassing with WOTC classes.

If multiclassing is approved, for the Arcane Warrior specifically you must have

  • Strength or Dexterity 13, Intelligence 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.

  • Armor: light armor, medium armor, shields
  • Weapons: simple weapons, martial weapons

Artificer Subclasses

Artificer had two subclasses which never made it to a "published" state. The gunsmith & Archivist. Gunsmith needs tweaks to be brought up to be compatible with the current Artificer. Archivists needed small tweaks specifically to the manifest mind to be brought more in line.

This document will have the "closest" adaptation first, and the "modified" version of archivist at the end of the document. I personally recommend the modified version as it levels out the power curve of archivist, and gets modifies the invulnerable mind that you can deal damage through to no longer be invulnerable.

Archivist Subclass

Archivist was cut from the book Eberron Rising from the last war, which is unfortunate as it was a really cool concept and very "unified" in its theme as an information based utility subclass. Granted as written it did have a few balancing issues. This is the most directly translated version of archivist.

Archivist (closest adaptation version)

What are the best ways to store vast amounts of information? That question has occupied chroniclers and librarians for centuries. Scrolls and books were the finest information-storing methods for a long time, but the first Archivists imagined something greater: storing information in a real or an artificial mind. What library could match a mental archive capable of accessing information in seconds? As they work towards this goal, Archivists have become masters of storing knowledge and creating artificial intelligences fueled by magic. These techniques have yet to be perfected and institutionalized, and of all artificers, archivists are on the cutting edge of arcane science.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Calligrapher's supplies and the forgery kit. If you already have one of these tool's proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Archivist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Archivist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Archivist Spells
Artificer Level Spell Type
3rd comprehend languages, dissonant whispers
5th detect thoughts, locate object
9th hypnotic pattern, tongues
13th Locate Creature, phantasmal killer
17th legend lore, modify memory

Artificial Mind

At 3rd level, you discover how to awaken a mind inside an object. Whenever you finish a long rest and your calligrapher's supplies are with you, you can magically rouse a keen mind within a Tiny, non magical object on which you write mystical symbols. The object is a magic item while the mind is inside it, and you can use it as a spellcasting focus. If you already have an artificial mind from this feature, the first one immediately dissipates.

The magic item has the following properties.

Telepathic Advisor. The artificial mind telepathically supplies you with advice and information about certain topics: while the item is on your person, you have proficiency in two skills of your choice; the item's main material determines which skills you can choose from, as shown on the Artificial Mind table in the Skill Proficiencies column, for the nature of the object affects the mind's knowledge.

Manifest Mind. As a bonus action while the item is on your person, you can cause the mind to manifest as a Tiny spectral presence, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and invulnerable, and it sheds dim light in a 10-foot radius. You determine its appearance; the Artificial Mind table offers suggested appearances based on the object's main material.

While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the mind's senses, instead of your own, until your concentration ends (as if concentrating on a spell).

As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 feet away from its magic item or if you dismiss it as a bonus action.

When you cast an artificer spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your Intelligence modifier (at least once), and you regain all expended uses when you finish a long rest.

Information Overload. As an action while the item is on your person, you can try to magically overload the thoughts of one creature you or the mind can see that is within 5 feet of the manifested mind, channeling a jumble of information from the artificial mind. Unless the target succeeds on an Intelligence saving throw against your spell save DC, the target takes 1d8 psychic damage, and the next attack roll against it before the end of your next turn has advantage, since it is temporarily too distracted to defend itself well. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) in this class.

Whenever you deal damage with this feature, you can expend a spell slot to deal extra damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than first.

Artificial Mind
Main Material Skill Proficiencies Suggested Appearance
Animal (parchment, leather, bone) Animal Handling, Insight, Medicine, Perception, Survival A beast or humanoid vissage with antlers
Mineral (glass, stone, metal) Deception, Intimidation, Performance, Persuasion A robotic or golem-like face
Plant (paper, wood, vegetable matter) Arcana, History, Investigation, Nature, Religion A bespectacled visage or a treant
The First Warforged Minds

Warforged were originally created by House Cannith to fight as subservient beings, having limited self-awareness. The development of the autonomous warforged consciousness has been presented as an accidental breakthrough. However, rumors abound that it was the work of pioneering archivist Aaren d'Cannith, who planted the seed of autonomy in the warforged mind. This fact is now difficult to verify, for the development team's records were destroyed and Aaren d'Cannith disappeared under mysterious circumstances. Many believe that Aaren is still determined to help the warforged evolve and that he might be working with the sinister Lord of Blades.

Mind over Matter

At 5th level, your dedication to the mind and how to convey knowledge has greatly improved. As such your ability to to deal psychic damage has increased.

Psychic Damage. When you make a psychic damage roll for an artificer spell or for Information Overload, you gain a bonus to the damage roll equal to your Intelligence modifier (minimum bonus of +1).

Mind Network

At 9th level, you've learned how to use your artifacts to access minds, and to communicate with holders of these objects over any distance.

Magical Telephony. While you have your Artificial Mind item on your person, you can communicate telepathically with anyone carrying an item bearing one of your artificer infusions, as the mind transmits your thoughts to each other. That person can also communicate telepathically with you as long as they have the item. This two-way communication can even cross planar boundaries.

Pure Information

At 15th level, your Artificial Mind is able to receive and transmit more information than ever before.

Mind Overload. When you expend a spell slot to increase the damage of Information Overload, the target must succeed on an Intelligence saving throw against your spell save DC or be stunned until the end of your next turn.

Infoportation. As an action while your Artificial Mind magic item is on your person, you cause the mind to turn you into pure information, teleporting you to the unoccupied space nearest to the spectral mind or to an item bearing one of your artificer infusions, where you physically reappear.

You can teleport in this way once for free and must finish a long rest before doing so again. You can also use this special ability by expending a spell slot of 2nd level or higher.

Archivist (Modified version)

What are the best ways to store vast amounts of information? That question has occupied chroniclers and librarians for centuries. Scrolls and books were the finest information-storing methods for a long time, but the first Archivists imagined something greater: storing information in a real or an artificial mind. What library could match a mental archive capable of accessing information in seconds? As they work towards this goal, Archivists have become masters of storing knowledge and creating artificial intelligences fueled by magic. These techniques have yet to be perfected and institutionalized, and of all artificers, archivists are on the cutting edge of arcane science.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Calligrapher's supplies and the forgery kit. If you already have one of these tool's proficiency, you gain proficiency with one other type of artisan's tools of your choice (limit 1 even if you have both proficiencies already)

Archivist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Archivist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Archivist Spells
Artificer Level Spell Type
3rd comprehend languages, dissonant whispers
5th detect thoughts, locate object
9th hypnotic pattern, tongues
13th Locate Creature, phantasmal killer
17th legend lore, modify memory, synaptic static

Artificial Mind

At 3rd level, you discover how to awaken a mind inside an object. Whenever you finish a long rest and your calligrapher's supplies or forgery kit are with you, you can magically rouse a keen mind within a Tiny, non magical object on which you write mystical symbols. The object is transformed into a magic item while the mind is inside it, and you can use it as a spellcasting focus. If you already have an artificial mind from this feature, the first one immediately dissipates.

The magic item has the following properties.

Telepathic Advisor. The artificial mind telepathically supplies you with advice and information about certain topics: while the item is on your person, you gain an additional proficiency in a skill of your choice; the item's main material determines which skills you can choose from, as shown on the Artificial Mind table in the Skill Proficiencies column, for the nature of the object affects the mind's knowledge.

At 9th level you are able to better communicate with the Artificial Mind. You gain the ability to choose up to two proficiencies from the Telepathic Advisor feature, up from one.

Manifest Mind. As a bonus action while the item is on your person, you can cause the mind to manifest as a Tiny spectral presence, hovering in an unoccupied space of your choice within 60 feet of you. Once you manifest its mind, you can't do so again until you finish a long rest, or until you expend a spell slot of 1st level or higher.

This presence is intangible and it sheds dim light in a 10-foot radius. The Manifested Mind uses the stat block below. You determine its appearance; the Artificial Mind table offers suggested appearances based on the object's main material.

While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the mind's senses, instead of your own, until your concentration ends (as if concentrating on a spell).

As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects although it can fit through gaps as small as 1/2 inch. The spectral mind stops manifesting if it is ever more than 300 feet away from its magic item or if you dismiss it as a bonus action.

Information Overload. As an action while the item is on your person, you can try to magically overload the thoughts of one creature you or the mind can see that is within 5 feet of either of you, channeling a jumble of information from the artificial mind. Unless the target succeeds on an Intelligence saving throw against your spell save DC, the target takes 1d8 psychic damage, and the next attack roll against it before the end of your next turn has advantage, since it is temporarily too distracted to defend itself well. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) in this class.

The First Warforged Minds

Warforged were originally created by House Cannith to fight as subservient beings, having limited self-awareness. The development of the autonomous warforged consciousness has been presented as an accidental breakthrough. However, rumors abound that it was the work of pioneering archivist Aaren d'Cannith, who planted the seed of autonomy in the warforged mind. This fact is now difficult to verify, for the development team's records were destroyed and Aaren d'Cannith disappeared under mysterious circumstances. Many believe that Aaren is still determined to help the warforged evolve and that he might be working with the sinister Lord of Blades.

Artificial Mind
Main Material Skill Proficiencies Suggested Appearance
Animal (parchment, leather, bone) Animal Handling, Insight, Medicine, Perception, Survival A beast or humanoid vissage with antlers
Mineral (glass, stone, metal) Deception, Intimidation, Performance, Persuasion A robotic or golem-like face
Plant (paper, wood, vegetable matter) Arcana, History, Investigation, Nature, Religion A bespectacled visage or a treant

Mind over Matter

At 5th level, your dedication to the mind and how to convey knowledge has greatly improved. As such your ability to to deal psychic damage greatly increased, while other energy types improved in a minor way.

The Pen is Mightier Once per turn when you cast an artificer spell through your Calligrapher tools or Forgery kit or use an artificer ability, choose one target affected and roll 1d4. You gain a bonus to the damage or healing roll, against that creature, equal to the number rolled. If the spell or ability deals damage, you add the 1d4's result as additional psychic damage. If the spell or ability deals psychic damage innately, the 1d4 instead becomes 1d8.

Overwhelming Knowledge Whenever you deal damage with the Information Overload ability, you can expend a spell slot to deal extra damage to the target. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than first.

Mind Network

At 9th level, you've learned how to use your artifacts to access minds, and to communicate with holders of these objects over any distance.

Magical Telephony. While you have your Artificial Mind item on your person, you can communicate telepathically with anyone carrying an item bearing one of your artificer infusions, as the mind transmits your thoughts to each other. That person can also communicate telepathically with you as long as they have the item. This two-way communication only requires that each party knows a language, and it can even cross planar boundaries.

Empowered Manifest Mind When you cast an artificer spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. Doing so causes the Manifested mind to shed bright light in a 20-foot radius and dim light for an additional 10 feet until the start of your next turn. You can cast a number of spells through your empowered Manifest mind a number of times per day equal to your Intelligence modifier (at least once), and you regain all expended uses when you finish a long rest.


Manifest Mind

Tiny Variable, neutral


  • Armor Class 15
  • Hit Points equal your intelligence modifier + 5 times your level in this class
  • Speed fly 30 ft (hover)

STR DEX CON INT WIS CHA
10 (0) 15 (+2) 10 (+0) 16 (+3) 12 (+1) 10 (0)

  • Saving Throws Dex +4, Int +5
  • Skills Skills it can provide its creator that do not require physical interaction (such as touch/smell)
  • Damage Resistances Non-magical physical damage, fire, cold
  • Damage Immunities Poison, Psychic
  • Condition Immunities Exhaustion, Poisoned, paralyzed, stunned, unconscious, charmed, frightened, grappled, restrained, petrified, prone
  • Senses Darkvision 60 ft, passive Perception varies
  • Languages Understands the languages its creator speaks

Evasion. If the manifest mind is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It an't use this trait if it's incapacitated

Quasi-Real. The manifest mind is quasi-real. This means it can pass through creatures, but not objects, and can fit through gaps as small as 1/2 inch. Although it cannot end its turn in a creature, if it does so it is shunted out taking 1d8 force damage.

Minor Regeneration. The Artificial Mind is capable of lightly restoring hit points to its Manifest mind, at the rate of 1 hit point per minute. This regeneration timer restarts any time it takes damage.

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the Manifest Mind's skills and saving throw bonuses (above)

Pure Information

At 15th level, your Artificial Mind is able to receive and transmit more information than ever before.

Mind Overload. When you expend a spell slot to increase the damage of Information Overload, the target must succeed on an Intelligence saving throw against your spell save DC or be "befuddled" (Befuddled causes the affected creature to have half movement, and disadvantage on attack rolls, skill checks, strength, dexterity, and intelligence, saving throws. Additionally attacks have advantage against the affected creature.) until the end of your next turn as its mind is nearly incapable of controlling its own body or deciphering what is real. If the target fails the saving throw by 5 or more it is instead stunned until the end of your next turn.

Infoportation. As an action while your Artificial Mind magic item is on your person, you cause the mind to turn you into pure information, teleporting you to the unoccupied space nearest to the spectral mind or to an item bearing one of your artificer infusions, where you physically reappear.

You can teleport in this way once for free and must finish a long rest before doing so again. You can also use this special ability by expending a spell slot of 2nd level or higher.

Demolitionist

Demolitionists are a different breed of Artificer. While most artificers use their knowledge, creativity and mechanical/magical knowhow to create new wondrous and sometimes dangerous things, a Demolitionist goes in the exact opposite direction. Anything a Demolitionist creates is typically as a means to an end to destroy or break things. Most individuals regard Demolitionists with a wary gaze, because they, like their creations, are typically quite unstable. Although when you need something to be destroyed either in a controlled or spectacular fashion, a Demolitionist has you covered.

Demolitionist, Artificer Subclass

A Demolitionist specializes in using magic and technology to create destruction over large areas. This destructive power seemingly comes with a price. The most skilled Demolitionists are also the most unstable personalities having a shorter fuse than even the most touchy of politicians. While certain industries and groups value their skills, few are willing to risk working with a Demolitionist long term or consistently due to their seemingly ubiquitous personality quirks

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Mason’s or Smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Demolitionist Spells

You always have certain spells prepared after you reach particular levels in this class, as shown in the Demolitionist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer Level Spells
3rd Magnify Gravity (EGW), Thunderwave
5th Immovable Object (EGW), Shatter
9th Melf's Minute Meteors, Pulse Wave (EGW)
13th Gravity Sinkhole (EGW), Storm Sphere
17th Destructive Wave, Maelstrom

Packaged Explosives

At 3rd level, you learn to embrace your destructive nature. Over the course of a long rest you create a satchel which magically creates all the materials you need to create basic explosives. Due to the unstable nature of these basic explosives, they are rendered inert at the end of your next turn if they are not used. You may use your reaction to set off any and all explosives of your choice within 60 feet of you.

Basic Explosives

As an action you can withdraw or create from your satchel a Basic Explosive and then hurl it up to a point 60 feet away, it then explodes in a 5 foot radius, alternatively it rests in that space and does not explode. Creatures caught within this explosion may make a dexterity saving throw against your Artificer spell DC (8 + proficiency + intelligence modifier), taking 1d6 slashing, piercing, bludgeoning, fire, thunder damage, or any combination of those if you roll more than 1 damage die (your choice) on a failure, taking no damage on a success.

Basic Explosives' damage increases by 1d6 when you reach certain levels in this class. At 5th level (2d6), 11th level (3d6), and 17th level (4d6) in this class.

Advanced Explosives

Additionally, at the end of each long rest you can create a number of Advanced Explosives equal to your proficiency modifier. These advanced explosives remain active until you use this feature again.

As an action you can withdraw from your satchel an Advanced Explosive and then hurl it up to a point 60 feet away, it then explodes in a 10 foot radius. Creatures caught within this explosion may make a dexterity saving throw against your Artificer spell DC (8 + proficiency + intelligence modifier), taking 3d6 slashing, piercing, bludgeoning, fire, thunder damage, or any combination of those (your choice) on a failure, or half as much on a successful one.

The Advanced Explosives damage increases by 1d6 when you reach 5th level (4d6), 11th level (5d6), and 17th level (6d6) in this class.

In addition to the damage for your Advanced Explosives, select one of the following options as an added effect.

  • Creatures in the radius of this explosion must make a Strength Saving Throw or be pulled towards the center of the explosion, ending this forced movement in the closest empty space.
  • Creatures in the radius of this explosion must make a Strength Saving Throw or be pushed 15 feet away from the center of the explosion and knocked prone.
  • Creatures must make a Constitution Saving throw or become deafened or blinded (your choice). This effect lasts for a number of rounds equal to half of your proficiency bonus rounded down. Creatures affected by this feature may repeat the saving throw at the end of their turn, ending the effect on a success.

Explosives can be launched using other methods, such as slings, slingshots, bows/arrows. However you wish to flavor these explosives. Regardless of the methodology the maximum distance an explosive can travel before going off is 60 feet. There is an exception to the above rule, Explosives can be used in conjunction with spells such as catapult, in such instances the explosive travels the distance as defined by the spell. It then explodes upon contact with a creature or object, or at the point of your choosing along the path.

Homebrew Powder

Starting at 5th level, you have learned a unique blend of ingredients to create more potent explosions. All Artificer spells & abilities that can affect an area, which deal damage, now deal 1d4 additional damage. This additional damage increases to 2d4 at 11th level, and 3d4 at 17th.

Additionally all Artificer spells and abilities that affect an area and deal damage, now deal “Siege Damage” to objects and structures.

Siege Damage: Damage dealt to objects and structures is doubled by effects and attacks which deal Siege damage.

Bigger Explosives

Starting at 9th level your Basic and Advanced Explosives can have their radius increased by an additional 5 feet if you choose to do so. Using this ability, you choose the radius for your Explosives upon use, not creation.

Additionally, you now create and hurl a Basic Explosive as bonus action or as an action, but you are only able to use one Basic Explosive per round, additionally if you use a basic explosive as a bonus action, you can't use your action to cast a spell of 1st level or higher this turn.

Bringing down the House

Starting at 15th level you mastered the art of bringing down structures. Over the course of 1 hour you can rig a structure no more than 50 ft cube or 8 hours to bring down a structure no more than a 500 ft cube, to implode causing no damage to surrounding structures. The course of this work includes exploring the building and finding key structural pieces to target.

If you do not care about collateral damage, or are pressed for time, a more "spectacular" approach can be utilized. Over the course of 10 minutes you can rig a structure no more than 50 ft cube or 1 hour to bring down a structure no more than a 500 ft cube, to explode violently damaging nearby structures, creatures, and objects as if a trebuchet was fired at them. The location for the debris "targeting" is entirely up to the gm. The course of this work includes exploring the building, finding at least one key structural piece to target, but primarily just a heaping pile of explosives towards the center.

Additionally, Artificer spells and abilities that have an area of effect have their radius increased by up to 5 feet, or up to 5 additional feet on a side for "cubes". Using this ability, you choose the radius or size for your abilities and spells upon use.

New Infusion

Magic Bomb

Prerequisites: 6th level, and a throwable object(s)

You infuse implosive power into an object which you can throw. As an action, you or any creature holding the Magic Bomb can throw it up to 60 feet away. Upon collision with any object or creature the magic bomb detonates affecting all creatures, objects, and structures in 20 foot radius. Each creature in this radius must make a Constitution save taking 2d6 thunder damage and 2d6 force damage and be pulled up to 10 feet towards where the magic bomb landed on a failed save or half as much damage and not pulled on a successful save. Objects & structures take double damage, and objects that aren't being held automatically fail this saving throw and fly to the center of the implosion.

At 11th level the damage increases to 3d6 thunder and 3d6 force, and 17th to 4d6 thunder and 4d6 force.

You make a number of magic bombs equal to half your proficiency bonus rounded up, and at the conclusion of a short rest you can remake 1 magic bomb and 1 advanced explosive if you are a Demolitionist.

Gunsmith

Gunsmith was an interesting concept, a cross between a rogue & tinkerer. The original iteration of artificer had a few issues which were hammered out in the next UA and then finally in Eberron. As such Gunsmith is translated as closely as possible, any changes noted will be in blurbs. The biggest changes will be outlined here.

  • The 1st and 3rd level abilities are combined into a single 3rd level ability.
  • I have removed the bonus action to reload the Thunder Cannon every turn, instead opting for a reload 5.

Master Smith

When you choose this specialization at 3rd level, you gain proficiency with smith's tools, and you learn the mending cantrip.

Thunder Cannon

At 3rd level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease.

You are proficient with the Thunder Cannon, & you may apply infusions as normal to your Thunder Cannon.

Thunder Cannon Properties
Damage Weight Properties
2d6 piercing 8 lb 150/500 Range, Two-Handed, Reload 5

Reload A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).

The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range is 500 feet.

If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.

Thunder Monger

At 3rd level, you learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit.

This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).

Arcane Magazine

At 3rd level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning.

You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds.

Conjured Ammunition

Ammunition previously produced from your Arcane Magazine disappears whenever you complete a long rest, or is ever more than 10 feet away from the Arcane Magazine for longer than 1 minute.

If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials.

Blast Wave

Starting at 5th level, you can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you.

This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6).

Piercing Round

Starting at 9th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class.

Explosive Round

Starting at 15th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage.

Sane Artificer Infusions

This infusion list is meant to be a replacement to the Official infusions list

The infusions will fit for either UA2 or ERLW versions of the artificer.

The rationale for the minor changes to the infusion list is some were missing from the Rising from the Last War book, others have weird level requirements. The biggest two examples are the bag of holding, which is available as soon as you get infusions, but the Quiver of Ehlonna (which is a much smaller, much more restrictive bag of holding specifically for weapons) isn't available until 12th level. There are other ones which also fit this "weirdness" which this document fixes, at least in my perspective. It also added a few more items to give a "scaling" feel to the infusions. For example at 2nd level you can do a Heward's Handy Haversack, 6th you get a Bag of Holding, and finally at 12th you get a portable hole.

No level requirement

Armor of Magical Strength {New Variant}

Item: A Suit of armor

This armor has 6 charges. The wearer can expend the armor's charges in the following ways:

  • When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
  • If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone. The armor regains 1d6 expended charges daily at dawn.

Armor of Tools

Item: A Suit of armor

As an action, a creature wearing this infused armor can integrate into it a set of artisan’s tools or thieves’ tools. The tools remain integrated in the armor until the wearer removes the tools as an action, or the infusion ends. The armor can have only one tool integrated at a time.

The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must have a hand free to use the tool.

Enhanced Arcane Focus

Item: A rod, staff, wand, or other arcane focus (requires attunement)

While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

The bonus increases to +2 when you reach 12th level in this class.

Enhanced Defense

Item: A suit of armor or a shield

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

The bonus increases to +2 when you reach 12th level in this class.

Enhanced Weapon

Item: A simple or martial weapon

This magic weapon grants a +1 bonus to attack and damage rolls made with it.

The bonus increases to +2 when you reach 12th level in this class.

Homunculus Servant

Prerequisite: A gem or crystal worth at least 100 gp

You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.

You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the homunculus Servant stat block.

In combat, the homunculus shares your initiative count, but it takes turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take an action in its stat block, or the dash, disengage, help, hide, or search action.

The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space.

Mind Sharpener

Item: A suit of armor or robes

The infused item can send a jolt to the wearer to refocus their mind. While wearing this infused item, whenever the creature fails a Constitution saving throw to maintain concentration on a spell, it can use its reaction to succeed instead.

Repeating Shot

Item: A simple or martial weapon with the ammunition property (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.

The weapon requires no ammunition; it magically produces one piece of ammunition each time you make a ranged attack with it, unless you manually load it. The ammunition produced by the weapon vanishes the instant after the it hits or misses a target

Returning Weapon

Item: A simple or martial weapon with the thrown property (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

4th-level Artificer

Boots of the Winding Path

Prerequisite: 4th-level artificer

Item: A pair of boots (requires attunement)

While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

Many-Handed Pouch

Prerequisite: 4th-level artificer

Item: 2–5 pouches

The infused pouches all share one interdimensional space of the same capacity as a single pouch. Thus, reaching into any of the pouches allows access to the same storage space. A pouch operates as long as it is within 100 miles of another one of the pouches; the pouch is otherwise empty and won’t accept any contents. If this infusion ends, the items stored in the shared space move into one of the pouches, determined at random. The rest of the pouches become empty.

6th-level Artificer

Spell-Refueling Ring

Prerequisite: 6th-level artificer Item: A ring (requires attunement)

While wearing this ring, the creature can recover one expended spell slot as an action. The maximum level of the recovered slot is equal to the number of magic items the wearer is currently attuned to. Once used, the ring can’t be used again until the next dawn

Radiant Weapon

Prerequisite: 6th-level artificer

Item: A simple or martial weapon (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

This weapon has 4 charges. As a reaction immediately after being hit by a melee attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.


Homunculus Servant

Tiny Construct, neutral


  • Armor Class 13
  • Hit Points equal the homunculus' Constitution modifier + your intelligence modifier + your level in this class
  • Speed 20 ft, fly 30 ft

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 12 (+1) 10 (0) 10 (0) 7 (-2)
  • Saving Throws Dex +4
  • Skills Perception +4, Stealth +4
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 ft, passive Perception 14
  • Languages Understands the languages its creator speaks

Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It an't use this trait if it's incapacitated

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus' skill and saving throw bonuses (above) and the bonuses to hit and damage of its attack (below).

Actions (requires your bonus action)

Force Strike. Ranged Weapon Attack: +4 to hit, reach 30ft., one target. Hit 1d4 + 2)

Reactions

Channel Magic. The Homunculus delivers a spell you cast that has the range of touch. The homunculus must be within 120 feet of you.

Magic Bomb

Prerequisites: 6th level, and a throwable object(s)

You infuse implosive power into an object which you can throw. As an action, you or any creature holding the Magic Bomb can throw it up to 60 feet away. Upon collision with any object or creature the magic bomb detonates affecting all creatures, objects, and structures in 20 foot radius. Each creature in this radius must make a Constitution save taking 2d6 thunder damage and 2d6 force damage and be pulled up to 10 feet towards where the magic bomb landed on a failed save or half as much damage and not pulled on a successful save. Objects & structures take double damage, and objects that aren't being held automatically fail this saving throw and fly to the center of the implosion.

At 11th level the damage increases to 3d6 thunder and 3d6 force.

You make a number of magic bombs equal to half your proficiency bonus rounded up, and at the conclusion of a short rest you can remake 1 magic bomb.

Repulsion Shield

Prerequisite: 6th-level artificer

Item: A shield (requires attunement)

A creature gains a +1 bonus to Armor Class while wielding this shield.

The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

Resistant Armor

Prerequisite: 6th-level artificer

Item: A suit of armor (requires attunement)

While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Spell-Refueling Ring

Prerequisite: 6th-level artificer

Item: A ring (requires attunement)

While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.

10th-level Artificer

Armor of Magical Strength {Old Variant}

Prerequisite: 10th-level artificer Item: A suit of magical armor

While wearing this armor, a creature can use its Intelligence modifier in place of its Strength modifier when making Strength checks and Strength saving throws.

The armor has 4 charges. As a reaction when it would be knocked prone, the wearer can expend 1 charge to not be knocked prone. The armor regains 1d4 expended charges daily at dawn.

Helm of Awareness

Prerequisite: 10th-level artificer Item: A helmet (Requires Attunement)

While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.

14th-level Artificer

Arcane Propulsion Armor

Prerequisites: 14th level, A suit of armor (requires attunement)

This is an upgraded version as the WOTC official one is subpar for the only 14th level infusion

The wearer of this armor gains these benefits:

  • The wearer's walking speed increases by 5 feet.
  • The armor counts as +2 Armor
  • The armor includes gauntlets, each of which is a +1 magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.
  • The armor can't be removed against the wearer's will.
  • If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.

Replicate Magic Items

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below. If a table has a level in its title, you must be of at least that level in this class to choose an item from the table.

In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making

No Level Artificer Requirement

Magic Item Attunement
Alchemy Jug no
Armblade yes
Cap of Water Breathing no
Goggles of Night no
Heward's Handy Haversack no
Prosthetic Limb no
Ring of Jumping yes
Rope of Climbing no
Sending Stones no
Wand of Magic Detection no
Wand of Secrets no
Wand Sheath yes

6th Level Artificer Requirement

Magic Item Attunement
Bag of Holding no
Boots of Striding and Springing yes
Boots of the Winterlands yes
Cloak of the Manta Ray no
Eyes of Charming yes
Hat of Disguise yes
Lantern of Revealing no
Periapt of Wound Closure yes
Pipes of the Sewers yes
Quiver of Ehlonna no
Ring of the Ram yes
Ring of Water Walking yes

9th Level Artificer Requirement

Magic Item Attunement
Arcane Propulsion Arm yes
Boots of Elvenkind no
Boots of Levitation yes
Bracers of Archery yes
Bracers of Defense yes
Gauntlets of Ogre Power yes
Gloves of Thievery no
Headband of Intellect yes
Immovable Rod no
Medallion of Thoughts yes
Necklace of Adaptation yes
Ring of Mind Shielding yes
Slippers of Spider Climbing yes
Ventilating Lung yes

12th Level Artificer Requirement

Magic Item Attunement
Belt of Hill Giant Strength yes
Brooch of Shielding yes
Cloak of Elvenkind yes
Cloak of Protection yes
Eyes of the Eagle yes
Folding Boat no
Gloves of Missile Snaring yes
Gloves of Swimming and Climbing yes
Helm of Telepathy yes
Horn of Blasting no
Pipes of Haunting no
Portable Hole no
Winged Boots yes

14th Level Artificer Requirement

Magic Item Attunement
Amulet of Health yes
Belt of Stone/Frost Giant Strength yes
Boots of Speed yes
Cloak of the Bat yes
Dimensional Shackles no
Gem of Seeing yes
Ring of Free Action yes
Ring of Protection yes

Fighter

Eldritch Knight Refined

Fighter/Eldritch Knight Table
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Martial Archetype 2 3 2
4th +2 Ability Score Improvement 2 4 3
5th +3 Extra Attack (1) 2 4 3
6th +3 Ability Score Improvement 2 4 3
7th +3 Martial Archetype Feature 2 5 4 2
8th +3 Ability Score Improvement 2 6 4 2
9th +4 Indomitable (one use) 2 6 4 2
10th +4 Martial Archetype Feature 3 7 4 3
11th +4 Extra Attack (2) 3 8 4 3
12th +4 Ability Score Improvement 3 8 4 3
13th +5 Indomitable (two uses) 3 9 4 3 2
14th +5 Ability Score Improvement 3 10 4 3 2
15th +5 Martial Archetype Feature 3 10 4 3 2
16th +5 Ability Score Improvement 3 11 4 3 3
17th +6 Action Surge (2), Indomitable (3) 3 11 4 3 3
18th +6 Martial Archetype Feature 3 11 4 3 3
19th +6 Ability Score Improvement 3 12 4 3 3 1
20th +6 Extra Attack (3) 3 13 4 3 3 1

Class Features

As a Fighter, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per Fighter level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level level after 1st

Proficiencies


  • Armor: Light, Medium, Heavy armors
  • Weapons: Simple, Martial Weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Chain Mail or (b) leather, Longbow, and 20 Arrows
  • (a) a martial weapon and a Shield or (b) two martial Weapons
  • (a) a Light Crossbow and 20 bolts or (b) two handaxes
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your Combat styles and techniques, such as Eldritch Knight. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Eldritch Knights

This Subclass of the Fighter relies on both strength of mind and strength of arm when battling its foes. When you choose Eldritch Knight, this shows the fruits of your rigorous mental training in the mystical arts. You gain the ability to cast spells using Intelligence as your casting stat. DCs for your spells are 8 + Intelligence modifier + proficiency.

You select your new spells from the Wizard spell list. You also gain proficiency with the Arcana Skill.

Mystic Training

Beginning when you choose this archetype at 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. This comes as 3 subclass features. Equipment Bond, Lesser Martial Casting, and Spell Casting.

Equipment Bond

Beginning when you choose this archetype at 3rd level you may, over the course of a short rest, bond with a piece of equipment. You may only be bonded with 2 pieces of equipment: 1 worn item and 1 weapon. As long as the equipment is on the same plane of existence as you, you may summon & equip it as a bonus action. Any equipment you are bonded with counts as a spellcasting focus for you.

Lesser Martial Casting

Starting at 3rd level, any cantrips which require you to make a melee weapon attack as part of the casting have the same range as you have for your melee weapon attacks.

At 5th level, this feature improves: When you take the attack action on your turn, you may substitute one attack, and use your bonus action, to cast a cantrip that requires a melee weapon attack as part of the cantrip or requires you to make a melee spell attack.

When you use this feature to cast a cantrip as a bonus action, it always is cast as if your character is 3 levels lower than you actually are, but with a minimum of 5th character level. For example at level 9, you would calculate this feature's casting of a cantrip as if you were 6th level instead. (Essentially this slows Lesser Martial Casting's feature's bonus action cantrip progression by 3 levels, but has no effect on casting cantrips otherwise.)

This way the ability scales with extra attack and keeps the flavor of the Eldritch Knight, but not drastically overpowering other versions of Fighter with the added cantrip dice.

Spell Casting

As a student of Arcane Magic, you have gained the ability to learn and memorize spells.

Cantrips

You start with 2 cantrips from the wizard spell list. At level 10 you gain a 3rd cantrip known.

Spell Slots

The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known

You know three 1st level wizard spells of your choice, two must come from the evocation and abjuration spell schools. The third spell can be from any Wizard school of magic.

The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level.

Spellcasting Ability

Intelligence is your spellcasting ability for your Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when Setting the saving throw DC for a spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell Attack modifier = your proficiency bonus + your Intelligence modifier

War Magic

Starting at 7th level you select one elemental type from Acid, Cold, Fire, or Lightning. You intensely focus on the element that you choose, and become able to channel it through your equipment bond feature. You gain a second element of your choice at 13th level.

On a successful weapon attack on your turn you may choose to expend a spell slot to start channeling an elemental power through your weapon that you have focused on. Until the start of your next turn your weapon deals that damage type instead of your weapon's physical damage type (Slashing, Piercing or Bludgeoning), and gains a number of d4s additional damage of that type equal to the spell slot expended minus one (A first level spell gives 0d4, a 2nd lvl spell gives 1d4... etc).

Lastly, your weapon takes on certain additional aspects based on the channeled energy type for the duration.


Acid: Your weapon has acid flowing across it, this acid allows you to more easily cut through non-metal armor. Your first attack each round gains advantage to hit a creature that is wearing non-metallic armor.


Cold: Your weapon becomes encased in true ice, when you touch your weapon to a pool of water it can freeze up to a 5 ft cube. Additionally, your first attack each round gains advantage to hit a creature that uses natural or no armor.


Fire: Your weapon becomes wreathed in fire, this fire sheds bright light in a 10 foot radius, and an additional 20 feet of dim light. Additionally, your first attack each round gains advantage to hit a creature that uses natural or no armor.


Lightning: Your weapon arcs with electrical power. Once per round one of your attacks gains advantage to hit a creature that wears metal armor, or is made with metal such as some constructs.

Eldritch Strike

At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Arcane Charge

At 15th level you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action surge. You can teleport before or after the additional action.

You can also bring one willing creature with you, but your teleport distance decreases to 20 feet.

If you teleport next to a creature, your next attack against that creature has advantage to hit.

Improved Martial Casting

Starting at 18th level when you use your action to cast a spell, you gain the ability to make one weapon attack, OR cast any cantrip which requires a melee weapon attack or melee spell attack as a bonus action.

Reasoning for changes

Eldritch Knight always seemed like the weakest of the subtypes of fighter for a few reasons. First off they didn't feel.. magicy enough... This is partly due to being a 1/3rd caster with heavy restrictions on spell selection, and the fact that the vast majority of an eldritch knight's life, they are not using magic as part of their "attack rotation.

  • The Weapon bond feature was really cool and I liked it, but felt that only bonding with a weapon seemed... oddly restricting. As such I opened it up to any equipment which includes armor, shields, adventuring gear, magic items... etc

  • The primary issue with the Eldritch Knight I had was a lack of consistent use of magic... The War Magic trait being the biggest offender in my mind. Thus rolled it into lesser martial casting. War Magic, as written, allows an EK to make an attack as a bonus action, whenever he casts a cantrip. So straight up, this feature is only good from levels 7-10... as you get it at 7th, and Extra Attack (2) happens at 11. Extra attack is straight up better to use at all points, as you get to roll more d20s which means more chances to hit and apply damage with modifiers. This typically will deal more damage than an extra cantrip die would deal simply because of modifiers. Overall it feels like the war magic feature was just sub-par with not much thought going into it due to its relatively small lifespan of usefulness and "late" introduction.

  • The other traits got small Quality of life buffs, both to tie into the new War Magic feature, and just to bring them up to par with what an archetype feature should be power wise.

Militia

A fighter is an individual, who for better or worse, has become adept at violence. Not all people choose this path, some it is thrust upon, others take naturally to it, others fall into this path with no training, and just to survive.

Militia, Fighter Subclass

A Militia fighter is one who through various circumstances finds themselves embroiled in violence. This violence could be sought after such as a farmhand turning to join or start a militia when raiding bands ransacked the farm they worked. A militia fighter could also be a highly adept soldier or military trained individual whose style just clashes with that of the rest of their unit. Regardless as to how someone becomes to identify as a Militia fighter, these individuals differ greatly from other fighters.

Simple, Yet Effective

Starting at 3rd level you have taken a special interest in the simpler weapons available to you. The more fancy a weapon, the more maintenance it requires, the more care you have to take when using it, and a higher cost to you when it inevitably needs to be replaced. When you choose this specialization choose a class of Simple weapons to focus on. You may change this specialization whenever you a gain a level in this class.

Weapon Classifications

  • Light: Daggers, Handaxes, and Sickles
  • Impact: Clubs, Greatclubs, Light Hammers, Maces, and Unarmed
  • Long: Javelins (melee), Quarterstaves, and Spears
  • Ranged: Darts, Javelins (thrown), Light Crossbows, Shortbows, and Slings

A Light Weapon specialist has learned how to better utilize the speed these simple weapons offer. When you take the attack action while wielding a Light weapon, you may make one additional follow up attack, this attack deals 1d4 damage and does not add other weapon dice or ability modifiers to the damage.

A Impact Weapon specialist has learned how to utilize the weight of these simple weapons to have a greater impact, pushing through defenses with more reliability. When you take the attack action while wielding a Impact weapon, you may add 1d4 to hit with a single weapon attack, you can use this 1d4 before or after making the attack roll, but before any effects of the attack are applied.

A Long Weapon specialist has learned how to use the extended striking range of their weapon to harry foes. When you take the attack action while wielding a Long weapon, you may choose to harry one creature you attack, the chosen creature's next attack suffers a -1d4 to their to hit or -1d4 to damage roll, your choice.

A Ranged Weapon specialist has learned how to best utilize distance to their advantage. When you take the attack action while wielding a Ranged weapon you increase your range by 20/20, and if attacking within the normal range of your weapon, and you do not move on your turn you may add 1d2 to your to hit on your first attack and ignore cover up to half cover granted by creatures.

Weary Traveler

Starting at 7th level you are accustomed to less than ideal situations that come with traveling and "roughing" it. You are able to move 50% more than the normal amount of time (up to 12 hours) each day before being subjected to the effects of a forced march (see "Travel Pace" in chapter 8 of the Player's Handbook), and you ignore any saving throws that come from non-extreme conditions, and gain advantage on any saving throw for extreme conditions, you are also considered proficient in these saving throws.

Yep, Still Effective

Starting at 10th level you have fully adopted the simplistic fighting style you employ. You are able to utilize the extra dice granted by your weapon specialization one additional time when you take the attack action, and you can choose to use both dice on the same attack.

Brutal

Starting at 15th level your "simple" weapons seem far more brutal than they have any right to be. Your weapon attacks gain a +1 bonus to their critical strike range. Your weapons also count as adamantine when attacking objects and structures.

Simple Tactics

Starting at 18th level you are considered specialized in all weapon classifications, and each weapon classification has its own pool of dice. Additionally the die size for their effects increase by 1.

Hemomancy

There are many types of magic within the universe, you have your normal types of magic, being arcane, divine, and natural. You have your unusual types being eldritch, and force of personality/will. Amongst the unusual lies the magic of blood, using the life force contained within blood, be it your own or other creatures, to bend reality to your will. Blood magic can be, depending on the area, civilization, and other factors be normal, unusual, a lost art, a new discovery or straight up heresy. As such practitioners of this art are generally reclusive until they know the local disposition on their powers.

Blood Magic

An individual specialized in blood magic is called a Hemomancer. A Hemomancer's origins generally fall into two different categories. Mages/Wizards who lack the wits to "cut it" as an arcane caster, or an individual who decides to take the quick way to magical power even if it involves suffering. As always outliers and unique cases exist, but primarily Hemomancers fall within these two categories. Regardless of how they came about this knowledge, one thing all Hemomancer's share is a dulled response to pain, or a masochistic tendency as pain and loss fuel their powers.

Blood magic has found its way to many races, although not all practice it in the same way. Goblins for example have been known to sacrifice small woodland creatures to replicate the effects of certain spells, where vampires use blood magic to elongate their lives, restore vitality at an unnatural rate, and cast spells. Many such outlying cases exist if you go looking hard enough, but the "standard" version of blood magic involves sacrificing one's own life's blood or vitality as the means to their end.

Author Notes & Obscure Rules

Ramblings from the author and clarification for those who may not know all the rules

Temporary Hit Points

  • Temporary hit points must be used before normal hit points.
  • When you would gain temporary hit points, and you already have temporary hit points they do not add together, you instead use the higher of the two temporary hit point totals.
  • Temporary hit points can exceed a creature's maximum hit point total.
  • If a creature has 0 hit points and gains temporary hit points, they do not regain consciousness or stabilize them.

Multi-classing

I personally recommend against allowing multi-classing with homebrew classes/subclasses specifically due to the inability of most authors to account for the interactions that can bring. There are numerous ways to easily unbalance the power curve with multiclassing with WOTC classes.

If multiclassing is approved, for the Hemomancer specifically you must have

  • 13 in Constitution.
  • You gain proficiency in light armor and simple weapons, and one martial weapon of your choice from the Hemomancer weapon proficiencies list.

Unusual Spellcaster

The Hemomancer delves into multiple unknowns when it comes to homebrew territory. First the class is for the most part spell focused, but not a full caster which is relatively uncharted territory outside of Artificer, the second is a unique spell system which relies exclusively on hit points and hit die for their resource. This can possibly lead to burning themselves out quickly, or the ability to potentially endlessly cast their lower level spells. This class is meant to be a "high risk high reward" caster due to this feature. Your mileage will vary constantly. Do you go for the full burn of the potent spells, or the safer route of self restoration?

Hemomancer
Level Proficiency Bonus Features Cantrips Known Maximum Spell Level
1st +2 Blood Magic 2 1st
2nd +2 Hemomancer Dedication, Crimson Tide 2 1st
3rd +2 -- 2 1st
4th +2 Ability Score Improvement, Hemomancer Versatility 3 1st
5th +3 Unnatural Regeneration 3 2nd
6th +3 Hemomancer Dedication Feature 3 2nd
7th +3 -- 3 2nd
8th +3 Ability Score Improvement, Hemomancer Versatility 3 2nd
9th +4 -- 3 3rd
10th +4 Blood Poisoning 4 3rd
11th +4 -- 4 3rd
12th +4 Ability Score Improvement, Hemomancer Versatility 4 3rd
13th +5 -- 4 4th
14th +5 Hemomancer Dedication Feature 4 4th
15th +5 -- 4 4th
16th +5 Ability Score Improvement, Hemomancer Versatility 4 4th
17th +6 -- 4 5th
18th +6 Hemomancer Dedication Feature 4 5th
19th +6 Ability Score Improvement, Hemomancer Versatility 4 5th
20th +6 Crimson Mastery 4 5th

Class Features

As a Hemomancer, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per Hemomancer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Hemomancer level level after 1st

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple weapons, Battleaxe, Longsword, Rapier, Scimitar, Shortsword, Whip.
  • Tools: None
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Deception, Medicine, Nature, Sleight of Hand, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Padded Armor
  • (a) A dagger and one simple weapon you are proficient in, or (b) one martial weapon you are proficient in
  • (a) two "thrown" weapons, or (b) a ranged weapon with 20 pieces of ammunition
  • a set of knives/needles/other implements needed for your work, and Healers Kit
  • (a) any pack of your choosing such as a dungeoneer's or explorer's pack.

Blood Magic

Beginning at 1st level you have unlocked the power behind blood and its various uses. You gain the Blood Magic Trait, and can now replicate the effects of magical spells. Spells you gain from Hemomancer can only be cast using the Blood Magic Trait, but spells gained from any other source can be cast using the Blood Magic Trait. If the spell you cast is not a Hemomancer spell it costs to cast is doubled using this feature. Any spells that you cast using the Blood Magic trait, which are gained from any other class or feature besides Hemomancer, that restore hit points, only restore a number of hit points equal to the hit points reduced when casting the spell.

See chapter 10 of the Player's Hand Book for the general rules of spellcasting and the end of this document for the Hemomancer's Spell list and Hemomancer specific spells.

Heomancers do not use spell slots or spell points like traditional casters; they instead expend hit points and/or hit dice to replicate the effects of spells. Use the following table to determine the cost for casting a hemomancer spell using the Blood Magic Trait. If casting a spell would result in reducing you to 0 hit points, and you remain at 0 hit points at the end of your turn, you then fall unconscious and start making death saving throws as normal.

Note: Unless otherwise stated in a spell or ability, when you expend a hit die you do not gain hit points. When you cast a spell with this feature and have temporary HP, you can choose to reduce your Temporary Hp rather than your Current HP. Additionally spells of 6th level and higher are extremely taxing on your body, as such you can typically only cast one of each level spell of 6th level and higher once per long rest. At level 19 you can cast a second 6th level spell, and at 20th level you can cast a second 7th level spell per long rest.

Blood Magic Spells

Spell Level Hit point cost Hit Die Expended
Cantrip 0 0
1 1d8 0
2 2d8 0
3 3d8 2
4 4d8 3
5 5d8 4

For example, if you know the 1st-level spell burning hands, and cast it at 1st level, you roll 1d8 and reduce your current hit point total by the number rolled.

If you were to cast burning hands at 3rd level, you roll 3d8 and reduce your current hit point total by the number rolled, and reduce the current number of hit dice you have by 2. If you had no remaining hit dice left, you would be unable to cast Burning Hands at 3rd level.

Cantrips

At 1st level, you know 2 cantrips of your choice from the Hemomancer's spell list. You learn an additional Hemomancer cantrip of your choice at 4th level and another at 10th level.

Preparing Spells

You prepare the list of Hemomancer spells that are available for you to cast, choosing from the Hemomancer spell list. When you do so, choose a number of Hemomancer spells equal to your Constitution modifier + half your Hemomancer level, rounded down (minimum of 1 spell). Each of these spells must be of a level for which you have access to per the Hemomancer Class Table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Hemomancer spells you know and replace it with another spell from the Hemomancer spell list, which also must be of a level for which you can cast.

Spell Versatility

You can also replace a Hemomancer spell of first level or higher you know with another Hemomancer spell, which must also be of a level for which you can cast, by choosing to not regain any hit dice over the course of a long rest, and expending a number of hit dice equal to the level of spell which you are preparing.

Cantrip Versatility

You can also replace a Hemomancer cantrip you know with another Hemomancer cantrip by using your action and expending a hit die. You can also replace one Hemomancer Cantrip with another Hemomancer Cantrip whenever you finish a long rest.

Spellcasting Ability

Constitution is your spellcasting ability for your Hemomancer spells, since the power of your magic relies on your ability to project your will into the world. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Hemomancer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Crimson Tide

Starting at 2nd level you can augment spells you cast using the Blood Magic feature in a variety of ways. When you cast a spell you can also choose to expend a hit die as part of the spell, and choose one of the following options.

  • Roll the expended hit die adding your constitution modifier you heal for this amount if the spell hits, or at least one creature fails the saving throw.
  • Roll the expended hit die adding your constitution modifier and add the total to the damage. If the spell targeted multiple creatures, select one creature affected to take this additional damage.
  • Roll the expended hit die adding your constitution modifier and add the total to your to hit.
  • Increase the DC of your spell by an amount equal to your proficiency bonus.

Ability Score Improvement

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Hemomancer Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

Unnatural Regeneration

Starting at 5th level, once a day when you complete a short rest, you can choose to restore a number of hit die equal to your proficiency bonus - 1. Additionally whenever you complete a long rest you regain all expended hit dice, excluding any dice expended as part of that rest for other Hemomancer class features.

Blood Poisoning

Starting at 10th level, whenever a creature which is not a construct or undead fails a saving throw from a spell using your Blood Magic Feature or Hemomancer ability, you poison their blood causing the affected creature to not be able to regain hit points until the end of your next turn. Additionally, until the start of your next turn the next successful attack or failed saving throw the creature makes, it takes additional damage equal to your proficiency bonus. The affected creature can take this additional damage a number of times equal to half your proficiency bonus.

Crimson Mastery

Starting at 20th level, any hit points or temporary hit points you gain from Hemomancer spells or abilities are doubled. Additionally, once per long rest as an action you can enter a state of unrivaled control. For the next minute the hit point and hit die cost of casting Hemomancer spells and abilities are reduced by half (rounded down), minimum of 0.

Hemomancer Dedications

Starting at 2nd level you have dedicated yourself to a particular type of Hemomancy. The Blood Drinker which focuses on survivability and regeneration similar to that of vampires. The Blood Knight which focuses on augmenting their martial prowess with their Blood Magic. The Blood Sculptor which focuses on extending their control of blood.

The Blood Drinker

The Blood Drinker seeks to emulate the longevity and regenerative powers of vampires who they see as the ultimate masters of Blood Magic.

Blood Protection

Beginning at 2nd level when you choose this dedication you gain a 1st level abjuration spell of your choice from any class's spell list, and it counts as a Hemomancer spell for you. You can cast this spell at its lowest level a number of times equal to your proficiency bonus without expending any hit dice or hit points.

Glutton

Beginning at 2nd level whenever a Hemomancer Ability, or Spell you cast using the Blood Magic Feature, requires you to expend a hit die you regain a number of hit points equal to your Constitution modifier if the spell or ability hits or any target fails the saving throw.

Just another taste

Beginning at 6th level whenever you regain hit points from a Hemomancer ability or spell you cast with the Blood Magic feature, you can use your bonus action to cast a Hemomancer Cantrip. Cantrips cast in this manner do not heal you or grant any temporary HP.

Blood Control

Beginning at 14th level you have learned how to slow and control the flow of your own blood in a way which extends your life. You age at a quarter of the rate as you normally would. Additionally any effects which would age you magically/artificially do not affect your age. Lastly, whenever you would gain a level of exhaustion, you can choose to not gain a level of exhaustion once per long rest.

Harvester's Festival

Beginning at 18th level you have learned how to control the flow of blood in other creatures which are not undead or constructs. You gain the spell Dominate Monster, and can cast this spell once per long rest for free at its lowest level. When you use this feature to cast Dominate Monster it does not count against the number of 8th level spells you can cast per long rest, and the creature has disadvantage on all saving throws which come from the spell Dominate Monster.

Additionally, you can harvest the life's blood of incapacitated or willing creatures which are not undead or constructs while you are within 5 feet of that creature as an action. The target creature rolls 1 hit die, adding its constitution modifier, taking that amount of damage, while you heal for that amount.

The Blood Knight

The Blood Knight seeks to combine their blood magic with martial prowess becoming a bloody force on any battlefield which they enter.

Hardy and Tough

Beginning at 2nd level when you choose this Dedication you gain proficiency in shields and the ability to harden your blood, forming a second layer of armor beneath your skin. While you are wearing light armor you may choose to add your half of your constitution modifier (rounded up) to your armor class. Alternatively while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.

You can use a shield and still gain this benefit of this feature regardless of which armor class calculation you use.

Bloody Weapons

Beginning at 2nd level you gain the ability to form weapons from your life's blood. As a bonus action you can form a weapon of your choice from your blood, doing so costs a number of hit points equal to the Bloody Weapons Chart below. Using this feature cannot bring you below 1 hit point. If the weapon you create is a one handed or versatile weapon, you can also create a shield. Anything you create with this ability lasts for 1 minute.

You are proficient with this weapon, this weapon lasts for one minute, if it requires ammunition you can choose to generate the ammunition required at no additional cost, and it is considered silvered for the purposes of overcoming resistance. Alternatively you can choose to imbue a weapon you are wielding with your blood gaining the all this feature's trait for the duration of this ability.

Additionally you can choose to use your Constitution Modifier for the weapon's attack and damage rolls.

This feature increases in power at certain levels. At 6th level your Bloody weapons now count as magical for the purposes of overcoming resistance. At 11th level your Bloody weapons gain a magical +1 to hit and damage rolls. At 17th level your Bloody Weapons gain a magical +2 to hit and damage rolls.

Bloody Weapons
Hemomancer Level Hit Point Cost
1-5 1d4
6-10 2d4
11-16 3d4
17-20 4d4

Bloody Revelary

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one Hemomancer cantrips in place of one of those attacks. Additionally whenever you successfully attack a creature with a Bloody Weapon, you may choose to roll one hit die and add half your Constitution Modifier (rounded down), the attack deals additional damage equal to the amount rolled.

Imposing Presence

Beginning at 14th your presence both on and off the battlefield can no longer be ignored. As a free action you can cause a crimson mist to follow you controlling its shape, density & size however you choose or dismiss it. Whenever you make a Charisma ability check, you may also add your Constitution modifier to the number rolled. Additionally, creatures have disadvantage on any saving throw or ability check to resist being frightened or intimidated by you.

Vampiric Strike

Beginning at 18th level your critical hit range increases by 2. Whenever you critically hit a creature within 5 feet of you with a weapon or spell attack, you regain a number of hit points equal to half of the damage you deal. Additionally whenever you recover hit points from a Hemomancer Spell or Ability your weapon and spell attacks gain advantage to hit until the start of your next turn.

The Blood Sculptor

The Blood Sculptor seeks to extend their control of blood to create, control & destroy as their will dictates.

Bloody Reach

Beginning at 2nd level when you choose this dedication you gain a 1st level Conjuration spell of your choice from any class's spell list, and it counts as a Hemomancer spell for you. You can cast this spell at its lowest level a number of times equal to your proficiency bonus without expending any hit dice or hit points.

Additionally spells you cast with your Blood Magic feature have their range increased by 50% or 10 feet, whichever is greater, spells with a range of touch do not have their range increased.

Creator

Beginning at 2nd level whenever you would gain hit points from a Hemomancer spell or ability you can choose to not regain the hit points, but instead store the hit points as "Sculptor Points". "Sculptor Points" can be used to empower objects and creatures you summon by increasing their hit points by a number of "Sculptor Points" you choose to expend when creating the object or creature(s). If the spell or ability creates multiple objects or creatures, split the hit points between all objects or creatures evenly. You can store a number of "Sculptor Points" equal to 5 times your current Hemomancer Level, and you lose all "Sculptor Points" whenever you complete a long rest.

Bloody Reinforcement

Beginning at 6th level, the objects and creatures you create with your magic are further enhanced, their AC is increased by half your proficiency bonus (rounded down). Additionally whenever an object or creature you created using a Hemomancer spell or ability is destroyed you may expend your reaction to absorb their essence, as long as they are within 30 feet of you. Doing so grants you a number of temporary hit points equal to half of the object or creatures maximum hit points.

Blood Imbuement

Beginning at 14th level your familiarity of creating objects and creatures from magic has granted you unique insights into various Artisan Tools. You gain proficiency in the following tools: Smiths Tools, Alchemy Tools, Tinkerer's Tools. If you already have proficiency in one or more of these tools, your proficiency is now doubled with those tools. Additionally when you make an ability check with these tools to create an object you can choose one of the following additional features to imbue into it. You can only have a number of objects with this feature equal to your proficiency bonus.

  • Iron Blood: The object's AC is increased by 5.
  • Regenerative Blood: The object's HP is increased by 50.
  • Augmenting Blood: The object conveys a +1 bonus if it is worn or wielded. This bonus is doubled if wielded by a Hemomancer.

Blood Fuel

Beginning at 18th level whenever you spend "Sculptor points" you gain a number of temporary hp equal to half of the number of points you expend. Additionally whenever you complete a short or long rest you generate 25 "Sculptor Points" and you no longer lose all "Sculptor Points" whenever you complete a long rest.

Lastly, creatures and objects you create that have bonus hit points from your Sculptor Points have advantage on all attack rolls, saving throws and ability checks.

Hemomancer Spell List

Hemomancers can choose spells from the following list. Any spell with a * is a Hemomancer only spell, which can be found after this spell list.

Cantrips (0 Level)
  • Arterial Spray *
  • Blood Knife *
  • Crimson Needle *
  • Draining Touch *
  • Iron Blood *
  • Vein Burst *
1st Level
  • Absorb Vitality *
  • Blood Puddle *
  • Hemorrhage *
  • Puppet (Unearthed Arcana: Starter Spells)
  • Quicken Blood *
  • Wall of Blood *
2nd Level
  • Blindness Deafness
  • Blood Puppet *
  • Built from Blood *
  • Donate Vitality *
  • Expel *
  • Hold Person
  • Siphon *
3rd Level
  • Boiling Blood *
  • Blood Cloud *
  • Chaotic Conversion *
  • Emergency Clotting *
  • Hemogoblins *
4th Level
  • Blight
  • Bloody Prophecy *
  • Feeding Frenzy *
  • Hematidrosis *
  • Hemophilia *
5th Level
  • Aneurysm *
  • Bloody Cocoon *
  • Contagion
  • Enervation
  • Hemoplague *
  • Hold Monster
  • Volatile Decomposition *

Hemomancer Only Spells

Heomancer spells are spells only Hemomancers can cast. If you gain a Hemomancer spell through any other source, you are unable to cast the Hemomancer spell unless you also have the Blood Magic trait, and the ability to cast that level of Hemomancer spell through the Blood Magic Trait. Magic items with Hemomancer spells are excluded from this rule.

Cantrips

Arterial Spray

0-level Evocation


  • Casting Time: 1 action
  • Range: self (10-ft radius)
  • Components: S, M (a Melee weapon that has blood on it)
  • Duration: Instantaneous

You coalesce the blood on your melee weapon used in this spell's casting and make a melee attack with that weapon against one creature within 5 feet of you. On a hit, the target suffers the weapon's attack's normal effects, and you cause the creature's blood or blood on your weapon to splash against a different creature of your choice within 10 feet of it. The second creature takes necrotic damage equal to your spellcasting ability modifier and you gain 1d4 temporary hit points if the secondary creature takes any necrotic damage.

If the weapon you cast this spell with is a "Bloody Weapon" from the Blood Knight subclass, you gain 2d4 temporary hit points instead of 1d4.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d4 necrotic damage to the target on a hit, and the necrotic damage to the second creature increases to 1d4 + your spellcasting ability modifier. Both damage rolls increase by 1d4 at 11th level (2d4 and 2d4) and 17th level (3d4 and 3d4).

Blood Knife

0-level Conjuration


  • Casting Time: 1 action
  • Range: 40 ft
  • Components: S, M (any sharp object)
  • Duration: concentration, up to 1 minute

You focus your control and solidify some blood into a small knife. The spell ends if you dismiss it as an action, or cast this spell again. When you cast this spell, or as an action on a later turn, you can throw the blood knife at a creature within 60 feet of you. Make a ranged spell attack. On a hit the target takes 1d4 piercing and 1d4 slashing damage. On a successful attack the knife dissolves into them and reduces the target's movement speed by 5 feet until the start of your next turn.

This spell's damage increases by 1d4 for its piercing and 1d4 for its slashing damage at 5th level (2d4 + 2d4), 11th (3d4 + 3d4), and 17th (4d4 + 4d4)

Crimson Needle

0-level Evocation


  • Casting Time: 1 action
  • Range: 20 ft
  • Components: V, S, M (a needle or syringe)
  • Duration: Instantaneous

You extend your hand, pointing towards a creature, sending a solidified needle of blood at it through a finger of your choice. Make a ranged spell attack, on a hit the target takes 1d8 piercing damage, and the target is marked by you. Until the end of your next turn any Hemomancer spells you cast which require an attack roll gain +1 to hit.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Draining Touch

0-level Necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You reach out and touch a creature attempting to bolster your vitality by taking theirs. Make a melee spell attack, on a hit you deal 1d8 necrotic damage, and gain 1d4 temporary hit points. If the creature has a maximum hit point total of 3 or less, or is a "swarm", you are unable to extract enough vitality from it to gain these temporary hit points. Lastly, this spell has no effect on constructs or undead.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Iron Blood

0-level Abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a chunk of iron)
  • Duration: 1 round

You focus your powers into condensing the iron in the targeted creature's blood to help protect them from blows. Until the start of your next turn you gain a +1 bonus to your armor class and reduce damage you take from slashing & bludgeoning by 2.

Vein Burst

0-level Necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a broken reed)
  • Duration: Instantaneous

You reach out and touch a creature attempting to burst a vein causing internal hemorrhaging. Make a melee spell attack, on a hit you deal 1d10 necrotic damage. If a creature is damaged by this spell again before the end of your next turn, they take an additional 1d4 necrotic damage and you regain a number of hit points equal to half of this additional damage's amount. This spell has no effect on constructs or undead, or creatures without blood.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

1st level spells

Absorb Vitality

1-level Necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a fleck of dried blood)
  • Duration: Instantaneous

You reach out and touch a creature extracting a portion of their vitality and converting it to your own. Make a melee spell attack, on a hit you deal 2d8 necrotic damage, and gain a number of hit points equal to half the amount rolled, or your proficiency bonus, whichever is higher, although you cannot gain more hit points than the creature had left when you make the attack. Lastly, this spell has no effect on constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Blood Puddle

1-level conjuration


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: S, M (a chunk of earth which had been saturated by blood)
  • Duration: Concentration, up to 1 minute

You cause the ground to remember all the blood that has been spilled on it, causing it to bubble to the surface at a location on the ground that you can see. A 5 ft radius puddle of noxious blood appears at the location on the ground you choose and turns it into difficult terrain for the duration. When the puddle appears, each creature standing in its area must succeed on a Constitution saving throw or take 2d4 poison damage. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or take 2d4 poison damage. Creatures that are prone make this saving throw with disadvantage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st, and its radius increases by 5 feet for each spell slot above 1st.

Hemorrhage

1-level transmutation


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: S, M (a mummified blood vessel)
  • Duration: Instantaneous

While looking at a creature you can see within range you bring your hands together as if grasping something and then pull them apart. The target must make a Constitution saving throw. The target takes 4d6 slashing damage on a failed saving throw, or half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each spell slot above 2nd.

Quicken Blood

1-level evocation


  • Casting Time: 1 action
  • Range: 30 ft
  • Components: S, M (a pinch of sugar)
  • Duration: 5 rounds

You introduce into the target creature's bloodstream artificially created nutrients. The target creature's movement speed increases by 5 feet, attacks of opportunity against them have a -2 penalty to the hit, and they gain a +1 to any dexterity saving throws and ability they make. When this spell ends If this spell is recast on the target creature before the duration ends, the duration is reset to 5 rounds.

When this spell ends, the target creature suffers from mild exhaustion while their body recovers. For the next 3 rounds, the creature suffers a -2 penalty to any dexterity saving throws and ability checks they make, and their movement speed is reduced by 5 feet.

Wall of Blood

1-level abjuration


  • Casting Time: 1 action
  • Range: 30 ft
  • Components: V, S, M (a bloody bandage, which the spell consumes)
  • Duration: concentration up to 1 minute

You throw the bloody bandage at the ground at a point you can see within range, a torrent of blood rises up from that spot forming a wall. You can make the wall up to 15 feet long, 5 feet high, and 6 inches thick, or you can make a ringed wall up to 10 feet in diameter. The wall’s space is difficult terrain.

The wall is nearly opaque and counts as heavy obscurement when trying to look through it. Spells that deal cold damage that pass through the wall cause the entire wall to freeze solid. Each frozen 5 ft section of the wall has an AC of 5, and 15 hp. When destroyed creatures within 5 feet of that section of the wall that was destroyed each must make a dexterity saving throw against your spell saving throw or take 1d6 piercing damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the wall's length or radius increases by 5 feet for each level above second.

2nd level spells

Blood Puppet

2-level conjuration


  • Casting Time: 1 action
  • Range: 10 ft
  • Components: V, S, M (a doll)
  • Duration: concentration up to 1 minute

You pull out a doll and throw it to a location you can see within range and a stream of your blood follows the puppet imbuing it with your will. You forcibly animate the Blood Puppet, which uses the Blood Puppet stat block. The Blood Puppet is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. When this spell ends the doll falls to the ground as the blood leaks out of it.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.


Blood Puppet

tiny Construct, Unaligned


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 15 + 5 for each spell level above 2nd
  • Speed 25ft, climb 15 ft, +5 ft to both for each spell level above 2nd.

STR DEX CON INT WIS CHA
4 (-3) 14 (+2) 12 (+1) 4 (-3) 8 (-1) 4 (-3)

  • Damage Resistances Psychic
  • Damage Immunities Poison, Necrotic
  • Condition Immunities Poisoned
  • Senses passive Perception 9
  • Languages understands the languages you speak
  • Challenge --

Agile Climber The Blood Puppet can use its bonus action to start climbing on a creature.

Doll Sized Creatures that are Large or Larger have disadvantage on attack rolls against this creature

Actions

Multi-Attack The Blood Puppet makes a number of attacks equal to this spell's level

Needle Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d2 + 2 + half the spell's level rounded down as piercing Damage.

Built From Blood

2-level transmutation


  • Casting Time: 1 action
  • Range: touch
  • Components: S, M (a bloody tool)
  • Duration: concentration, up to 1 hour

You use your powers and tools to rapidly assemble or modify an object. Choose a single object that is Medium sized or smaller (contained within a single 5-foot cube). You can choose the shape, details and form of the object so long as its function remains intact. Objects created by this spell have an AC of 15, and 50 hp. Objects modified by this spell have their AC increased to 15, or by 1 if the AC was already 15 or higher, and their HP is increased to 50, or increased by 15 if their hp was 50 or higher.

The object can have moving components so long as it was designed to have them. The GM will determine how the object functions as needed. Any actions needed to use the object remain unchanged from their "normal" variant. This spell does not create any additional parts

Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.

When this spell ends the object quickly liquifies and leaves a dried blood stain where it was.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the AC increases by 1, and hp increases by 15.

Donate Vitality

2-level evocation


  • Casting Time: 1 bonus action
  • Range: 30 ft radius
  • Components: V, S, M (two figurines or dolls joined by string, or something similar)
  • Duration: 1 round

You create a temporary link between yourself and one other willing creature within range, donating your vitality to them. The creature regains the number of hit points this spell cost to cast, if the creature remains within 30 feet of you until the start of your next turn, they also gain a number of temporary hit points equal to the hit points they received from this spell.

Expel

2-level evocation


  • Casting Time: 1 action
  • Range: self (10 ft radius)
  • Components: S, M (a bit of hose)
  • Duration: Instantaneous

You expel a significant quantity of blood from your body before quickly pulling most of it back into you. All creatures within 10 feet of you must make a Dexterity saving throw taking 2d6 piercing damage and 2d6 necrotic damage on a failed saving throw, or half on a successful one. If at least one creature affected by this spell fails this saving throw you regain 2d6 hit points as you absorb the vitality from your victims.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage & hit point regeneration increases by 1d6 for each slot level above 2nd.

Siphon

2-level evocation


  • Casting Time: 1 action
  • Range: touch
  • Components: S, M (a syringe)
  • Duration: concentration, up to 1 minute

You reach out and grasp an incapacitated creature, a creature you are grappling, or a creature grappling you, to transfer its vitality to you continuously. Make a melee spell attack, on a successful attack you establish a conduit through which their vitality flows into you. The creature takes 2d6 piercing damage and 1d4 necrotic damage, and you regain a number of hit points equal to the necrotic damage dealt. As a bonus action on subsequent turns, as long you are still touching or within 5 feet of the creature which is still a valid target for this spell, you can extract more vitality dealing 2d4 necrotic damage, and regain a number of hit points equal to the amount of necrotic damage dealt.

If the creature is ever more than 5 feet away from you, escapes your grapple, or you escape their grapple, the spell ends immediately and the creature takes 1d6 piercing damage as the conduit is ripped out of it.

3rd level Spells

Boiling Blood

3-level Evocation


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S, M (a vial of boiled blood)
  • Duration: Instantaneous

You greatly increase the metabolism or energy consumption of all creatures within a 30 foot radius sphere at a point you choose within range. Each creature within this range must make a Constitution saving throw. A target takes 5d8 fire damage and gains one level of exhaustion on a failed save, or half as much damage on a successful one.

Blood Cloud

3-level transmutation


  • Casting Time: 1 action
  • Range: self
  • Components: V, S, M (an empty vial whose sides are coated in blood flecks)
  • Duration: concentration up to 1 minute

You heat and disperse your blood around you forming a cloud. Until this spell ends, you gain a flying (hover) speed equal to your movement speed, you are considered lightly obscured, and you gain 2 ac. Additionally until this spell ends you have disadvantage on any saving throw or ability check to resist being moved against your will by wind. When this spell ends, so long as you are within your movement speed's range of the ground, you fall to the ground harmlessly, if you are higher than that you reduce the fall's height by an amount equal to your movement speed.

Chaotic Conversion

3-level transmutation


  • Casting Time: 1 action
  • Range: 40 ft
  • Components: S, M (a piece of lemon grass)
  • Duration: concentration, up to 1 minute

You perform a quick series of hand motions towards a creature within range. A portion of the target's blood is then replaced with another liquid temporarily. Until the spell ends, or you lose concentration at the start of each of those creatures turns, the affected creature must roll a Constitution Saving throw, on a failure roll 1d4 to determine what happens as their body attempts to cope with this sudden swap. This spell has no effect on undead or constructs or creatures without blood.

  • 1: The Target loses control of one or more of its legs. The Creature loses half of its movement speed and takes 3d4 poison damage.
  • 2: The Target loses control of its arms, and loses any action which requires its arms, but otherwise acts normally, and takes 1d4 poison damage.
  • 3: The Target's vision and auditory senses temporarily fail due to blood "loss". The creature becomes blinded and deafened, and takes 1d4 poison damage.
  • 4: The Targets vital organs momentarily shut down causing the creature to take 6d4 necrotic damage, and become stunned until the start of its next turn.
Outlier Circumstances

For the purposes of this spell, if a creature doesn't have arms or legs, the spell targets whatever appendage/portion of their body that would be applicable for the spell's effect. If no such bodily function exists, reroll until a function that is valid is rolled.

Emergency Clotting

3-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of salt)
  • Duration: concentration up to 1 minute

You thrust your hands into the wounds of a willing creature other than yourself that is missing at least half of its hit points. You forcibly congeal and solidify the blood in the wound causing a temporary scab to form closing it. The creature regains half of its missing hit points as temporary hit points. While you maintain concentration on this spell the creature may choose to regain a number of temporary hit points equal to your spellcasting modifier at the start of your turns. The creature loses all temporary hit points and suffers 2d6 additional necrotic damage as their clotted blood suddenly gives way whenever this spell ends.

Hemogoblins

3-level conjuration


  • Casting Time: 1 action
  • Range: self (10 ft radius)
  • Components: V, S, M (a small bloody figurine of a goblin)
  • Duration: concentration, up to 1 minute

You forcibly draw out the blood of all creatures surrounding you to create hemogoblins. All creatures within a 10 foot radius of you must make a constitution saving throw, taking 3d4 necrotic damage on a failure. Each creature that fails this saving throw grants enough blood to create one small sized hemogoblin in the nearest unoccupied space next to it, casting this spell always creates one hemogoblin next to you. You can create and control a number of hemogoblins equal to the level at which this spell is cast. Any extra hemogoblins created promptly melt into a bloody puddle where they were created. As a reaction when a hemogoblin is destroyed you can absorb a part of its essence as long as it is within 30 feet of you granting you 2d4 temporary hit points.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.


Hemogoblin

small Construct, Unaligned


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 15 + 5 for each spell level above 3rd
  • Speed 30ft +5 ft to for each spell level above 3rd.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 4 (-3) 8 (-1) 4 (-3)

  • Damage Resistances Psychic
  • Damage Immunities Poison, Necrotic
  • Condition Immunities Poisoned
  • Senses passive Perception 9
  • Languages understands the languages you speak
  • Challenge --

Actions

Multi-Attack The Hemogoblin makes a number of Blood Dagger attacks equal to half this spell's level rounded down

Blood Dagger Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 2 + half the spell's level rounded down as piercing Damage.

Hurl Self Ranged Weapon Attack: your spell attack modifier to hit, reach 20 ft., one target. Hit: 1d4 +2 + half the spell's level rounded down as bludgeoning Damage. On a successful hit the goblin also starts climbing on the creature.

Enter Wound As an action, while climbing on a creature that is at half or less hit points, the hemogoblin enters its wounds and attempts to counter its movements. While the hemogoblin has entered a wound it cannot take any actions. At the start of each of the target creatures' turns it takes 2d4 necrotic damage and has one randomly determined effect applied to it by rolling 1d4. A creature who has a hemogoblin in it can use its action to make a DC 10 medicine check ripping the hemogoblin out of its wound.

1: the creature loses one attack

2: the creature staggers 5 feet in a random direction

3: the creature falls prone

4: the creature makes an attack against a random creature within its reach as a free action.

4th Level Spells

Bloody Prophecy

4-level Divination


  • Casting Time: 10 minutes
  • Range: touch
  • Components: S, M (A blood soaked Tarot deck)
  • Duration: concentration up to 1 minute

You carve into the corpse of one dead creature within range and use their blood or vital essence to draw symbols about them before smearing the blood or vital essence across the Tarot deck. Upon the completion of this spell you may ask up to three questions. You must drink 1 cup of the creature's blood or vital essence before you learn the answer to your question.

You learn the direct answer to your question if the creature would have given it in life. If the creature wouldn't have given it willingly in life you make a spellcasting check contested by the deceased creature's Intelligence, Wisdom, or Charisma saving throw (DM's choice). This check is made as if the creature were still alive and suffering no detrimental effects. On a success you glean a simplified/slightly cryptic version of the answer.

Alternatively you may substitute one question to gain a skill or saving throw the creature had in life, until you complete a long rest you gain proficiency in a randomly determined skill or saving throw which you don't have that they did.

Once this spell ends all the creature's blood or vital essence vaporizes and the corpse cannot be targeted by this spell again.

Feeding Frenzy

4-level Necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a partially eaten fresh piece of uncooked meat)
  • Duration: concentration up to 1 minute

You bring out a primal hunger for blood and flesh in the target you touch. Until the spell ends the targeted creature gains the following effects.

  • The affected creature must use their action to "cast a spell" which requires a spell attack, or the attack action against a creature of their choice within range. If no creatures are within range, they may take the dash action moving towards a creature of their choice.
  • The affected creature may use their bonus action to take the dash action, but must move towards a creature.
  • The affected creature is immune to the "Frightened" condition.
  • If a creature they are targeting has 50% or fewer hit points remaining they have advantage to hit with any attack rolls they make.
  • They gain a natural weapon attack: Bite, uses strength or dexterity (their choice) for the to hit and to damage, and deals 2d12 piercing damage. On a critical hit with this attack they gain 4d4 temporary hit points.
    • On a killing blow with this attack the attacker gains 4d4 temporary hit points
  • The affected creature may use their action to feed upon a corpse or unconscious creature within reach, doing so gives them 6d4 temporary hit points.

Hematidrosis

4-level Necromancy


  • Casting Time: 1 action
  • Range: 60 Ft
  • Components: V, S, M (a bundle of cursed needles)
  • Duration: Instantaneous

You hurl a hail of cursed needles at a target within range. One creature within range of your choice must make a Dexterity saving throw, on a failed saving throw the target creature takes 10d6 piercing damage and becomes cursed with Hematidrosis, on a successful saving throw the creature takes half damage and is not cursed. A creature cursed with Hematidrosis takes 1d6 necrotic damage at the end of each of their turns for the next minute as they slowly bleed from their pores. A creature that is frightened while affected with Hematidrosis is vulnerable to the necrotic damage from this curse. A creature cursed with Hematidrosis can make a Constitution saving throw at the start of each of their turns, ending the curse on a success, they make this saving throw with disadvantage if they are frightened.

Hemophilia

4-level Necromancy


  • Casting Time: 1 action
  • Range: 30 Ft
  • Components: S, M (a vial of bloody water)
  • Duration: concentration up to 1 minute

You hurl the vial of blood at a creature within range, on a hit you curse them with the inability to clot. Make a ranged spell attack, on a hit the target is cursed with hemophilia. Each time the creature takes damage they begin to bleed profusely. Each time the creature takes damage they gain 1 bleed counter, at the start of their turn they take damage equal to twice the number of bleed counters they have. This damage cannot be reduced in any way. Additionally the creature cannot receive healing from any non-spell source until this curse ends. Creatures who are reduced to 0 hit points automatically fail any death saving throws. Creatures which do not have blood are immune to this spell.

5th Level Spells

Aneurysm

5-level Evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A burst blood vessel)
  • Duration: Instantaneous

You point at a creature within range focusing on a major blood vessel forcibly closing it causing an Aneurysm. The targeted creature must make a Constitution saving throw, on a failure the creature suffers one of the following effects of your choice.

  • Cerebral: The creature suffers from a cerebral aneurysm on a failed saving throw, taking 6d6 damage and causes semi-loss of control of their major motor functions, leading to disadvantage on ability checks and the ability to only take one action, or a bonus action, but not both on their turns.
  • Popliteal: The creature suffers from multiple popliteal aneurysms, taking 6d6 damage, and reduces their movement speed to 10 feet, they lose their reaction, and the number of attacks they can make each turn is reduced by 1 (minimum of 1)
  • Ventricular: The creature suffers from a ventricular aneurysm taking 10d6 damage and their entire body goes numb momentarily causing them to fall prone. When this creature is critically struck they are vulnerable to the damage dealt.

Regardless of the effect chosen the damage cannot be reduced in any way and the effect(s) lasts until a greater restoration is cast upon them, they fully heal and take no damage for 1 week, or have regenerate cast upon them. Creatures that do not have blood, or blood vessels are immune to this spell.

Bloody Cocoon

5-level Abjuration


  • Casting Time: 1 Reaction
  • Range: Self
  • Components: V, S, M (crystalized blood)
  • Duration: 1 round

As a reaction to receiving damage from an attack or spell you did not cast you wrap yourself in a cocoon of your own blood. You gain immunity to all damage and effects until the end of your next turn including the damage which triggered this effect. While in the Bloody Cocoon you cannot take any action which has effect outside the cocoon. When the spell ends you reabsorb the blood which became your cocoon and you gain a number of temporary hit points equal to half of the damage which would have been dealt to you after you cast this spell.

Hemoplague

5-level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a vial of diseased blood)
  • Duration: 1 round

You slit your wrist sending a massive spray of blood in a 15 foot radius of a point of your choosing within range. You infect all creatures within range with a virulent blood borne disease. Afflicted enemies take an additional 1d6 necrotic damage every time they take damage and one gain Hemoplague counter until the end of your next turn.

At the end of your next turn any creatures with hemoplague counters take necrotic damage equal to 5 times the hemoplague counters on that creature, and you regain a number of hit points equal to half the total number of hemoplague counters across all creatures. The spell then ends and every creature loses any hemoplague counters they had.

Volatile Decomposition

5-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a rotting bloated sausage)
  • Duration: concentration up to 1 minute

You reach out and attempt touch a creature within reach to transform their vitality into a ticking time bomb of decomposition. Make a melee spell attack, on a hit the creature begins to rapidly decompose internally becoming bloated. On a successful save nothing happens.

A creature who failed this saving throw takes 2d6 additional necrotic damage whenever they are damaged, and if they are reduced to 0 hit points they explode violently, killing them instantly. When the affected creature explodes all creatures within 15 feet take 2d6 necrotic damage and must make a constitution saving throw against this spell.

Whenever this spell ends all affected creatures stop decomposing and will no longer explode upon reaching 0 hit points.

Monk

Kitchen Sink

The phrase, "Throw everything at it but the kitchen sink" can apply to many circumstances. Although certain orders of monks take it a step further, and even throw in the kitchen sink. Such monks believe that the best way to overcome a challenge, is to keep their own balance by disrupting the balance of the challenge.

Way of the Kitchen Sink

A Kitchen Sink monk is one who specializes in using anything they can find as a weapon or distraction, and changing items constantly in an effort to keep their foes off guard. These monks will use anything from standard weapons, to brooms, to ladders, chairs, rocks. All in an effort to keep up with their internal flow and to disrupt the flow of those around them.

Disrupt the Flow

When you choose this tradition at 3rd level, you gain the following proficiencies.

  • Improvised Weapons
  • Choose 1 skill proficiency: Sleight of Hand, Deception, or Acrobatics

Improvised weapons count as monk weapons for you, regardless of any other properties they might have.

Additionally, when you take the attack action you may pick up and use objects which you can grasp in one or two hands, that are within reach, as a free object interaction for each attack you make on your turn. Objects which you only need one hand to grasp gain the thrown property with a range of 15/30 ft, or extend it by this if it would have the thrown property already. These extra free object interactions do not use your regular free object interaction. Each time you change objects that you attack with on your turn you gain a +1 to hit, this bonus stacks and resets at the start of each of your turns.

Control the Flow

Beginning at 6th level you have learned how to control the disruption you cause to protect yourself from blows. When you use your flurry of blows, you may choose to also throw a hail of objects at a single target. These objects cause no damage, but greatly disrupt your target. That creature has disadvantage on its next attack roll, and you gain +2 armor class against that creature until the start of your next turn. Additionally improvised weapons also count as magical for the purposes of overcoming resistance.

Follow the Flow

Beginning at 11th level your movements have become synchronized with the chaos you sow. You ignore non-magical difficult terrain. Additionally whenever you make a successful attack against a target within 5 feet of you with an improvised weapon, you may move up to 5 feet, while remaining within 5 feet of your target.

Additionally, you can use your deflect missiles ability to deflect missiles which target a creature other than you that is within 10 feet of you by hurling a random object at that missile. This deflect missiles only gains half your monk level.

Become the Flow

Beginning at 17th level you have become one with chaos. Once per round you can use one of the following features.

  • When you attack a creature that would have disadvantage on their attack rolls, you gain advantage on one of your attacks against them.
  • You may move up to an additional 15 feet, but this extra movement is made in a random direction.
  • You gain advantage on a Charisma check to disrupt or interrupt creatures.
  • You can expend your reaction to cause an attack roll against you to gain disadvantage.

Rogue

Thug

Thugs are a common stereotype throughout history and fantasy and thus have many defined roles in society. Thugs may often be seen as brutish, muggers, bandits, criminal enforcers or other unsophisticated ne'er-do-wells, but being a Thug can also be a "respectable" profession such as hired muscle, guards, or personal protection. Essentially a thug is one who uses their physical abilities in a typically unsavory or otherwise "untrained" manner to gain leverage in situations they find themselves in.

Thug, A Rogue Subclass

A thug specializes in using whatever is at hand and their own physical prowess to gain the upperhand whenever they can. Thugs typically come from less affluent backgrounds and are familiar with the rough and tumble fights that happen in the streets, back alleys and slums. As such thugs find themselves to be accustomed to using whatever is at hand. Within an adventuring group, having someone who can be relied upon in any situation they find themselves in is a great boon, as you might not always have your sword and armor readily available.

Use anything at hand

Beginning at 3rd level when you choose this subclass you gain the following proficiencies.

  • Improvised Weapons
  • Improvised Armors & Improvised Shields

Improvised armors can range anywhere from a sign that hangs around your neck to protect your chest, to armor scraps you picked off the remains in a cemetery. . The end of this subclass has a few examples.

Dirty Blows

Beginning at 3rd level you have learned how to execute a sneak attack with weapons which lack the finesse and/or ranged properties. You may now use the sneak attack feature with any improvised weapon and up to 2 simple or martial weapons of your choice in which you are proficient, but lack the finesse or ranged properties. You must still meet any other prerequisites for sneak attack

Additionally, you may use your bonus action to make a sleight of hand or deception check against your target's Insight, Perception, or Wisdom saving throw (their choice). If you succeed, you can either add 1d4 to your attack rolls until the start of your next turn, or you may use your sneak attack feature against that target as long as you do not have disadvantage on the attack. If the target succeeds on this check they cannot be targeted by this ability during your next turn.

Read the Room

Beginning at 9th level you are able to discern the relative mood of those around you, as well as having an uncanny knack for knowing when and where trouble is brewing. As a passive ability you gain the following information whenever you enter an area. You do not gain this information if the target is using magic to hide or disguise itself until you see through the magic, it is dispelled, or the effect ends.

Information Gained
Any spots where an individual might be hiding.
Fighting styles (if any) of up to a number of creatures equal to your proficiency bonus.
Who has the most authority, or the individual who others look to.
If anyone in your sight has any concealed weapons, you know where they are concealed and what type they are.
You know who the "strongest" or most dangerous individual you can see is.

Kick em while they are down

Beginning at 13th level you have mastered the art of exploiting every weakness your foes have. If a target is prone, incapacitated, or if you would have advantage on the attack roll from two or more sources, you gain a number of extra sneak attack dice equal to your proficiency bonus minus 2.

Hard to Pin Down

Beginning at 17th level you have mastered the art of shrugging off effects which impair your abilities. At the start of your turn if you are affected by 1 or more conditions which impair your abilities or attacks you may choose to end one of them. If you choose to do so you expend a use of this feature. If you choose to end an effect you can only move up to half your movement speed this turn. You can use this feature a number of times equal to your Constitution Modifier (minimum 1), and regain all uses whenever you complete a long rest.

Improvised Armor

Improvised armors are just that, improvised. They don't function as well as armor fashioned by a craftsman, but can be made quickly, easily and cheaply from almost any available materials you come across. Due to their improvised nature they restrict your movement less than a full set of armor. Typically improvised armor is similar to normal armor, but 1 AC less than its non-improvised counterpart, but higher maximum dexterity limits

The biggest problem with improvised armor is they can rapidly fall apart under harsh use. Whenever you are critically struck your AC decreases by 1. If this AC reduction would bring its AC to 10 the armor breaks and falls to the ground at your feet. You can repair damaged or broken improvised armor by spending at least 1 minute per AC lost repairing your improvised armor. All improvised armors may or may not grant disadvantage on stealth checks. This depends entirely on their construction and DM Discretion. For the purposes of feats and other features, Improvised Armor counts as Medium Armor.

Boilerplate Quite simply this is a plate of metal, lid, or hatch that you have roughly fashioned to be worn with the intent of protecting your chest. AC 11 + Dexterity Modifier (max 3)

Human Billboard This armor can be planks of wood, or other sturdy material that hangs over your chest and back by means of a rope or chains that rest on your shoulders. Better examples have straps which keep these objects from flapping about by fastening them together at their bottom near your waist AC 13 + Dexterity Modifier (max 3)

Armored Clothing A coat, shirt, or other garment which you have stitched or otherwise attached metal plates/objects, wooden planks/sticks, or other similar sturdy objects to help block or lessen blows against you. Depending on your skills & DM Discretion this armor could be also considered "concealed" as it may not be visible. AC 14 + Dexterity Modifier (max 3).

Armor Scraps Scraps of armor, usually mismatched, damaged, or ill-fitting, but still it is actual armor. AC 16 + Dexterity Modifier (max 1)

Improvised Shield An improvised shield is anything you hold in your hand that can be used to deflect or absorb blows. Be it a pot lid, a broken chair, or some poor sod you grabbed earlier. AC +1

Sorcerer

Elementalist

A Sorcerer who for reasons only known to them uses a specific element for their spells. Although restricted to the one type of spell an Elementalist excels within that element.

Elementalist

Your innate magic comes from a specific elemental plane. Most sorcerers have some amount of elemental heritage, or were born on a day of confluence where an elemental plane was closest to the prime material. Whatever the case, the magic of the elements flows through you.

Voice of the Elements

The elemental magic you contain allows you to speak, read, and write Primordial or the element you are tied to (Aquan, Auran, Ignan, and Terran). Primordial allows you to understand and be understood by those who speak its dialects, but in a much more basic form than the specific “dialects”.

Elemental Heritage

Starting at 1st level, your elemental heritage blossoms and takes shape. Choose from Fire, Water, Air, or Earth for your Elemental focus. Damaging spells you cast are restricted to the element that you choose. Although you are not restricted when selecting non-damaging spells. If a spell you select has multiple options, you are restricted only to your elemental type if a spell deals multiple types of damage, all damage is converted to your element.

Choosing Fire restricts you to only being able to cast damaging spells which deal Fire damage. In addition you can use your action to set an object that isn’t being held on fire that you are touching.

Choosing Water restricts you to only being able to cast damaging spells which deal Cold damage. In addition you can use your action to freeze or melt a 5 ft cube of water/ice.

Choosing Air restricts you to only being able to cast damaging spells which deal Lightning or Thunder damage. In addition you can use your action to Electrify the air around yourself, this electrified air makes hair stand up and static electricity builds up in a 10 foot radius around you.

Choosing Earth restricts you to only being able to cast damaging spells which deal Acid, Slashing, Bludgeoning, or Piercing. In addition you are able to use your action to modify a 5 ft cube of dirt or stone to be difficult terrain or normal terrain.

Elemental Focus

At 6th level, you gain resistance & bypass resistance based on your Elemental Heritage. If a spell you cast would naturally deal damage based on your Elemental Heritage it gains a damage bonus equal to your Proficiency Bonus. Lastly you have learned how to convert other spells' damage types to be your elemental focus. This allows you to learn other damaging spells. Refer to the list below for these elements.

Fire Elementalist gains resistance to fire damage, ignores fire resistance, and spell conversion to fire damage type.

Water Elementalist gains resistance to cold damage, ignores cold resistance, and spells conversion to cold damage type.

Air Elementalist gains resistance to lightning or thunder damage, ignores the previous selection’s resistance, and spell conversion to previous selections damage type.

Earth Elementalist gains resistance to acid, slashing, bludgeoning or piercing damage, ignores the previous selection’s resistance, and spell conversion to previous selections damage type

Example, an Earth Elementalist could learn “Lightning Bolt” but the damage type is converted to Acid Damage, but would not get the proficiency bonus to the damage roll. Whereas if an Earth Elementalist learned Melf’s Acid arrows or Erupting Earth those spells would get the proficiency bonus to the damage rolls, but only acid arrows would ignore resistance.

Elemental Shaper

At 6th level, you gain the ability to subtly control the elements around you.

Fire Elementalist: As an action you can control the shape, size, and color of all fire within 20 feet of you. When changing its size you can only increase or decrease it by 5 ft with each action. After 1 minute the fire returns to its original or a sustainable form unless you spend another action to extend the duration.

Water Elementalist: As an action you can control the temperature, shape, size, and color of all water within 20 feet of you. When changing its size you can only increase or decrease it by 5 ft with each action. After 1 minute the water returns to its original, or sustainable form unless you spend another action to extend the duration.

Air Elementalist: As an action you can shield an 10 foot radius area around you from any precipitation for 1 minute as a barrier of air deflects it away from the protected area. Additionally you can change the density (up or down to 2 thousand feet of air density), temperature (up to 10 degrees celsius in either direction) and humidity of the air within this radius. These changes last until you use an action to end the effect.

Earth Elementalist: As an action you can change the color, shape, elevation and slope of earth and stone in a 10 foot radius around you. After 1 minute the earth returns to its original, or sustainable form unless you spend another action to extend the duration.

Elemental Ascendance

Starting at 14th level, your body takes on more properties of your Elemental Heritage.

Fire Elementalist: You are able to superheat your body. While superheated you gain a flying (hover) speed equal to your walking speed. In addition you can pass through non-magical flames and other heated materials with no ill effect.

Water Elementalist: You are able to chill your body. While chilled you gain a swimming speed equal to your walking speed and the ability to breathe water, you can also “swim” through solid ice as if it were difficult terrain. In addition you also ignore the effects of cold weather and snowy/icy terrain.

Air Elementalist: You are able to electrify your body. While electrified you gain a flying speed equal to your walking speed, or convert your body to electricity to “jump” to a metal object within your movement speed that you can see. This jump consumes your movement speed like normal, but is a teleport-like ability similar to misty step. . In addition you can also pass through non-magical electricity with no harm.

Earth Elementalist: You are able to harden your body. While hardened your body takes on aspects of dirt and stone and you gain a burrow speed equal to your walking speed when burrowing through earth and stone, this burrow speed does leave a tunnel through earth and stone you pass through. In addition, while burrowing you do not need to breathe, eat or drink as your body gains its nourishment from the surrounding earth and stone.

Elemental Mastery

At 18th level, you gain mastery over your Elemental Heritage. You gain the following benefits based on your Elemental heritage.

Fire Elementalist: You gain immunity to fire, and damaging spells and abilities you use penetrate fire immunity, converting such immunity into fire resistance. In addition you may grant a number of creatures resistance to fire equal to your Proficiency bonus for 1 hour. Once you do so you cannot do so again until you complete a long rest.

Water Elementalist: You gain immunity to cold damage, and damaging spells and abilities you use penetrate cold immunity, converting such immunity into cold resistance. In addition you may grant a number of creatures resistance to cold equal to your Proficiency bonus for 1 hour. Once you do so you cannot do so again until you complete a long rest.

Air Elementalist: You gain immunity to the damage type you selected at 6th level, and damaging spells and abilities you use penetrate that immunity, converting such immunity into resistance. In addition you may grant a number of creatures resistance to the selected damage type equal to your Proficiency bonus for 1 hour. Once you do so you cannot do so again until you complete a long rest.

Earth Elementalist: You gain immunity to the damage type you selected at 6th level, and damaging spells and abilities you use penetrate that immunity, converting such immunity into resistance. In addition you may grant a number of creatures resistance to the selected damage type equal to your Proficiency bonus for 1 hour. Once you do so you cannot do so again until you complete a long rest.

Warlock

Favors

The Devil of Favors is a pragmatic devil making fair deals, and exchanging favors and promises like an extremely valuable currency. Much like their patron, a Warlock of Favors has the same general mindset. Accrue favors, debts, and goodwill so that should the need ever arise they can make use of them to help themselves, or someone else, or pay off a portion of their debt to their patron. A Warlock of Favors who makes unfair deals regularly, reneges on deals, or otherwise becomes untrustworthy will typically find themselves no longer with a patron, or dealt with in some other fashion.

Favors, Warlock Subclass

A Warlock of Favors is a valuable individual to have around. Not only do they know of secrets and people, but they can also be trusted to uphold their end of a bargain. Favors Warlocks routinely find themselves brushing elbows with bards, nobility, town leadership, and sages. They are also known to help those of lesser fortunes, albeit always for a price regardless of who it is they are helping. Typically these prices are paid to their patron, the Devil of Favors.

Expanded Spell List

The Devil of Favors lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Favors Expanded Spells

Spell Level Spells
1 Bless, Heroism
2 Animal Messenger, Warding Bond
3 Motivational Speech, Galder's Tower, Sending
4 Fabricate, Mordenkainen's Private Sanctum
5 Legend Lore, Greater Restoration, Mass Cure Wounds

Knowledge is Power

Starting at 1st level, you gain an uncanny insight into the mind of others. This insight allows you to be more persuasive, or to ensure a venture is successful. You gain expertise in Charisma (Persuasion) or Wisdom (Insight), your choice. You also gain the Guidance Cantrip.

Additionally, whenever a creature within 60 feet of you is targeted by a spell or ability which causes them to make an Intelligence, Wisdom, or Charisma saving throw, you may expend your reaction to affect the roll by +/- 1d4. You may do this a number of times equal to your Charisma Modifier, whichever is higher, and you regain all expended uses when you finish a long rest.

Inscrutable Mind

Starting at 6th level you have become accustomed to keeping secrets and knowledge hidden. Unless you allow it, your mind can not be read, and you know whenever a creature attempts to peer into your mind, but not necessarily who or where that creature is. Additionally you gain resistance to psychic damage.

Communication is Key

Starting at 10th level, you have mastered the art of communication. You learn the following spells, they count as warlock spells for you and do not count against the number of spells you know. You may cast one of them once without expending a spell slot, and you regain the ability to do so when you finish a long rest. Sending, Rary's Telepathic Bond, Project Image.

Additionally, as a bonus action on your turn, you may make a Wisdom (Insight) check against a creature within 30 feet of you, contested by that creature's Charisma (Deception) check. If you succeed you learn how to best converse with them, granting you advantage on all Charisma checks and saving throws against them for the next minute, or until you successfully use this feature against a different target.

Debts and Favors

Starting at 14th level you gain the ability to accrue and collect on debts and favors through magical means. You can now create magically binding debts and favors. The debtor or favored must be willing in order for you to create this contract. At a later date you can call upon those who have agreed to a magically binding debt or favor with you, ending their debt or favor owed to you in the process.

As an action choose one creature who owes you a magical debt or favor that is on the same plane of existence. The creature appears in a location of your choosing within 30 feet of you. This summoning lasts for 1 hour, but can be ended early at any time as a free action. The creature is friendly to you and your companions, and does its best to obey the first command you give it. Further requests can be made to the creature, and their response is dictated by their disposition to the request, or if you promise to owe it a favor. If you choose to owe it a favor, you can decide on the payment, but a simple solution is to allow them to summon you in the same manner as this ability once.

The Creature has all of its abilities and features, but when it would be reduced to 0 hit points, it instead is returned to where it was summoned from, and all hit points are restored.

You can accrue a number of these debts and favors equal to your proficiency bonus.

Finally, the Devil of Favors considers you a valuable asset, if you currently hold no Favors or Debts, or do not want to call one in, you can instead call in a minor boon from the Devil of Favors, to summon a CR 7 or lower fiend of your choice. You may summon a fiend in this manner once per long rest.

Prestige Classes

What is a Prestige Class?

Prestige classes were a concept in older versions of Dungeons and Dragons. Sadly these concepts have not really been ported over to 5e yet. The only prestige class created by WOTC for 5th edition, AFAIK, is the Rune Scribe.

Quoted from the UA above

Many of the character concepts that were once prestige classes or paragon paths in earlier editions of D&D are now options available to 1st level characters. In general, the game’s design aims for maximum flexibility, making options available to all characters. As such, prestige classes build on the game’s broad range of basic options to represent specialized options and unique training

Using Prestige Classes

A prestige class requires a high level of skill before a character can master even its basic elements. Prestige classes might confer lost lore, allow access to an inscrutable form of magic, grant mastery of an exotic fighting style, or be built around the knowledge harbored by a secret society.

Mechanically, a prestige class is a character class that requires the same training and focus as any other class. You enter a prestige class by way of the normal multiclassing rules. However, you cannot enter a prestige class until you are at least 3rd level—and many prestige classes have even higher level requirements.

Most prestige classes require characters to complete specific deeds in order to gain access to the class. You cannot advance in a prestige class until its gatekeepers—typically those who harbor the class’s lore—agree to accept you. A prestige class typically offers access to unique game mechanics available only to members of that class. Such mechanics reflect specific lore, secrets, or techniques impossible to master without earning the respect and trust of those who already possess that knowledge

Joining a Prestige Class

In order to join a prestige class, you must first check with your Dungeon Master. A DM can opt to include or disallow prestige classes in the game. Typically, a prestige class requires you to undertake specific actions in the game so that your character can begin pursuing that class. If those actions aren’t already possible in your campaign, talk to your DM about integrating the prestige class that interests you.

A prestige class uses the normal D&D multiclassing rules (see chapter 6, “Customization Options,” in the Player’s Handbook). When your character is ready to advance a level, you can choose to gain a level in a prestige class. Your levels in all your classes, including prestige classes, are added together to determine your character level.

Prerequisites

Taking up a prestige class through multiclassing involves meeting certain prerequisites, just as with multiclassing into a standard class. You must meet the ability score prerequisites for your current class and for the prestige class in order to qualify for it.

A prestige class requires a minimum character level and a minimum score in at least one ability, as well as requiring that you complete a specific deed—finding a magic item, defeating a monster, surviving a particular challenge, and so on—before being able to take up that class.

Experience Points

Just as with the standard rules for multiclassing, the experience point cost to gain a level is always based on your total character level, not your level in a particular class.

Hit Points and Hit Dice

Each prestige class specifies the hit points you gain from it. You add together the Hit Dice granted by all your classes and prestige classes to determine your pool of Hit Dice. If the Hit Dice are the same die type, you simply pool them together.

Proficiency Bonus and Proficiencies

Your proficiency bonus is always based on your total character level, not your level in a particular class. A prestige class specifies whether it grants proficiencies when you enter it.

Prestige Class Features

You gain prestige class features just like normal class features. Sometimes, a prestige class can improve features you have gained from other classes. If a prestige class grants Channel Divinity, Extra Attack, or Unarmored Defense, that feature is treated the same way as if you had gained it from multiple standard classes.

Spellcasting

Some prestige classes grant spellcasting. Each prestige class provides details on how to determine your overall spellcasting ability, using the rules for spellcasting and multiclass characters

Brawler

Brawlers, back alley fighters, bouncers. There are many names for those that can hold their own in a fight, regardless if a weapon is nearby. These individuals generally have led a rough life where fighting is commonplace. Through necessity or by choice you have foregone wielding weapons in favor of using your own body as a weapon.

Brawler
Level Features Brawler Points
1st Beaten, but not Broken 2
2nd Brawler Style 3
3rd Powerful Blow 4
4th Ability Score Improvement 5
5th Annihilating Strikes 6

Prerequisites

In order to advance as a Brawler, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class

  • Strength 13 Brawlers need to be strong to punch their way out of any situation.
  • Constitution 13 Brawlers generally have lived a hard knock life, and are able to take a punch because of it.
  • Proficiency in the Athletics skill Brawlers know how to throw their muscle and weight around.
  • Character 5th level A Brawler is a hardened individual, and you must be a 5th-level character before you can gain levels in the Brawler prestige class.

Class Features

As a Brawler, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per Brawler level
  • Hit Points per level: 1d10 (or 6) + your Constitution modifier per Brawler level

Proficiencies


  • Tools: None

  • Saving Throws: None
  • Skills: None

Equipment

A pair of reinforced gloves, brass knuckles, handwraps or other such equipment, whatever your character would feel most comfortable with.

Beaten, but not Broken

At 1st level, you have learned how to roll with the punches. You have learned how to better use your unarmed attacks to inflict damage. Your Unarmed and Natural weapons damage dice increase by one size, or use 1d4 if you do not roll damage dice on unarmed attacks.

You also gain the ability to shrug off some damage or harmful effects that come with the territory of brawling. By expanding your reaction and a "Brawler" point, you may negate up to 1d6 + your constitution modifier worth of bludgeoning, piercing, or slashing damage, OR grant advantage to a checks or saving throws to resist being grappled, shoved, or knocked prone until the start of your next turn.

You have 2 "Brawler" points, and you gain one additional point each time you level up, to a maximum of 6. You regain all "Brawler" points when you finish a long rest.

Brawler Style

At 2nd level, through extensive training, or brawling, you have learned a more aggressive style of unarmed combat. When you use the Attack action with an Unarmed Strike or a natural weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action, and your Critical Hit Range increases by 1 with all attacks.

Critical Hit Range: Your new fighting style lends itself to finding weak points in your enemies defenses. All attack rolls have an increased critical strike range by 1, such as scoring a critical hit on a 19 or 20. If you have increased critical strike range from another feature (Such as champion fighter), this feature further increases it.

Powerful Blow

At 3rd level, you have learned how to maximize the power behind a single unarmed or natural strike. By expending a "Brawler" point and a bonus action, you prepare to unleash an exceptionally devastating unarmed or natural weapon strike this turn. On your first successful attack this turn, the target must make a Strength saving throw against your Brawler DC or be knocked back 10 feet. If the target collides with terrain they take 2d6 additional bludgeoning damage, if they hit a creature instead, both creatures take 1d6 bludgeoning damage. Lastly if you score a critical hit, while using this feature, the target must make a Constitution saving throw vs your Brawler DC or become paralyzed until the end of your next turn.

Brawler save DC = 8 + your proficiency bonus + your Strength modifier

Annihilating Strikes

At 5th level, the power of your unarmed and natural weapons is nearly unrivaled. You may now also add your proficiency bonus to any unarmed or natural weapon damage roll.

Wand Slinger

Wing Slingers are sought after due to their ability to extend the use of magic items beyond what is normally possible. This culminates in the ability to use a magical item with charges longer than is normally possible. See the Class table below for specifics.

Wand Slinger
Level Features Additional Maximum Charges Additional Charges Recharged
1st Charged Attunement 2 1
2nd Simulacrum Focus 2 2
3rd - 4 3
4th Ability Score Improvement 4 4
5th Greater Simulacrum Focus 6 5

Prerequisites

In order to advance as a Wand Slinger, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class

  • Dexterity 13 Wand Slingers need agile fingers, and quick reflexes for the extended use of magic items.
  • Intelligence 13 Wand Slingers need a sharp mind and a deep understanding of the weave.
  • Proficiency in the Arcana skill Wand Slingers are required to know how the weave is contained within a magical item.
  • Character 5th level A Wand Slinger is an experienced individual, and you must be a 5th-level character before you can gain levels in the Wand Slinger prestige class.
  • Ability to cast a 1st level spell OR have a magical item with charges You must have knowledge of how magic is cast, whether that is through learning, innately, or through the use of magical items.

Class Features

As a Wand Slinger, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per Wand Slinger level
  • Hit Points per level: 1d8 (or 5) + your Constitution modifier per Wand Slinger level

Proficiencies


  • Tools: Arcanist's Kit (See appendix)

  • Saving Throws: None
  • Skills: None

Equipment

The Wand Slinger has collected enough tools over time to create their own Arcanist's Kit.

Charged Attunement

At 1st level, you mastered the basics of using magical items that have charges. You gain one additional attunement slot that can only be used for magical items which have or use charges.

Additionally all magical items you wield that have a number of additional charges based on your Wand Slinger level on the Wand Slinger Class Table, and regain an additional number of charges on the same table. Only you are able to access these extra charges.

Simulacrum Focus

Through extensive use, and bending of the weave within magical items with charges, you have discovered how to conjure a Simulacrum Focus. The total number of Simulacrums created by you that can exist at any given time is equal to half of your Intelligence Modifier rounded up, minimum of one. At the end of a short rest you complete a ritual to reach into the weave and conjure a Simulacrum Focus. Only you are able to activate the powers within the Simulacrum Focus. A Simulacrum Focus also counts as a spellcasting focus.

As an action, you may dismiss any of your active simulacrums, regardless of its location. Simulacrums are forcibly dismissed if they are a number of miles away from you exceeding your Wand Slinger level, or are on a different plane of existence from you for more than 1 round. If a Simulacrum is subjected to a null/anti-magic zone they disappear if they are within the zone for 1 round.

A Simulacrum Focus can be used to channel wizard or sorcerer spells that are cantrips or 1st level spells. A Simulacrum focus that channels a cantrip has unlimited uses and progresses at the same rate as cantrips normally would (5th, 11th, 17th levels). A Simulacrum focus that channels a 1st level spell has a base of 1 charge.

While holding a Simulacrum focus, you can use an action to expend 1 or more of its charges to cast the 1st-level version of the spell it is channeling. You can increase the spell slot level by one for each additional charge you expend.

You may only have a single spell or effect channeled into any Simulacrum focus at any given time.

Simulacrum focuses gain charges as per the Wand Slinger's additional maximum charges from the Wand Slinger class table. Simulacrum focuses regain a base of 0 charges, which is increased as per the Additional Charges Regained from the class table, at dawn each day

3
Wand Slinger

Simulacrum Focus Casting Ability

Intelligence is your spellcasting ability for your Simulacrum Focus, You use your Intelligence whenever a spell refers to your spellcasting ability.

In addition, you use your Intelligence modifier when Setting the saving throw DC for a spell you cast and when Making an Attack roll with one

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell Attack modifier = your proficiency bonus + your Intelligence modifier

Greater Simulacrum Focus

At 5th level, you have mastered the art of the Wand Slinger. You may now choose whether your Simulacrum Focus requires an action to use, or the original casting time of its channeled spell.

Additionally, when you conjure a Simulacrum Focus you may have it channel up to 2nd level spells. Simulacrum Focuses that channel a second level spell require you to expend 2 or more of its charges to cast the 2nd-level version of the spell it is channeling. You can increase the spell slot level by one for each additional charge you expend.

Appendix

Arcanist's Kit (250g artisan tool)

  • Tools: A magnifying glass, and a set of magically sensitive tuning forks, pliers, and hammer.
  • Allows you to identify magic items, ley lines, areas, or magical effects over the course of 8 hours of work if you meet or exceed the DC. Also if a magic item is damaged you can potentially repair it.
  • A Failed Identification check by 6 more below the DC will not give any information, but a failed check of 5 or less will give you its rarity.
  • Up to two creatures can work together if both have proficency in arcanist's kit to halve the time, and grant one of the creatures advantage on the check. Only one creature may make the check.

Arcanist Kit Actions

  • As an action you can determine whether an item has any magical properties, but not what those properties are, but you determine its approximate rarity. You may use this action a number of times a day equal to your intelligence modifier.
  • Over the course of 1 minute you can determine if there are any ley lines, or strong magical regions nearby (within 1 mile). This also gives approx direction and distance.
  • Over the course of a short or long rest, if you are in a strong magical region, or near a ley line you may imbue 1 item with an aspect of that ley line, or magical region. This aspect can vary, but generally is 1d4 modifier to any attacks or spells cast which use the item. This imbuement lasts for the next 24 hours.

Identify Magical Item

  • Common: 10 (10 minutes)
  • Uncommon: 12 (10 minutes)
  • Rare: 15 (1 hour)
  • Very Rare: 18 (1 hour)
  • Legendary: 21 (4 hours)
  • Artifact: 24 (8 hours)
    • If used in conjunction with the identify spell, Identify acts as if cast 1 level higher than the spell slot used.

Additional Starting class features

Expanding upon UA/Normal class options. All the below options are granted automatically (with DM approval), if your character would have something else that fits better with the theme/backstory ask your DM for potential alternatives.

Artificer

At first level, gain the mending cantrip, it doesn't count against your cantrips known.

Barbarian

At first level, gain proficiency with up to 3 improvised weapons of your choice. (Choose a item type, such as sticks, rocks, chairs etc)

Bard

At first level, gain the Vicious Mockery cantrip, it doesn't count against your cantrips known.

Cleric

At first level, gain the Thaumaturgy cantrip, it doesn't count against your cantrips known.

Druid

At first level, gain the Druidcraft cantrip, it doesn't count against your cantrips known.

Fighter

At first level, gain proficiency with up to 3 improvised weapons of your choice. (Choose a item type, such as sticks, rocks, chairs etc)

Monk

At first level, gain proficiency with up to 3 improvised weapons of your choice. (Choose a item type, such as sticks, rocks, chairs etc)

Paladin

At first level, gain the Thaumaturgy, or Druidcraft cantrip, it doesn't count against your cantrips known.

Ranger

At first level, gain the Hunter's Mark spell, it doesn't count against your spells known, and once per short rest you may cast it at 1st level for free.

Rogue

At first level, gain the ability to add 1d4 to a skill check once per short rest.

Sorcerer

At first level, gain the Prestidigitation cantrip, it doesn't count against your cantrips known.

Warlock

At first level, gain the Hex spell, it doesn't count against your spells known, and once per short rest you may cast it at 1st level for free.

Wizard

At first level, gain the Prestidigitation cantrip, it doesn't count against your cantrips known.

Subclass Specifics

Artillerist, Artificer Subclass

Your Eldritch Cannon no longer lasts for 1 hour. It now lasts until you dismiss it or it is reduced to 0 hp.

Additionally you can spend your action to swap between any of its forms once per short rest for free. You can swap its forms more than that, but it costs your action and spell slot to do so. When you spend a spell slot to change its form, it also regenerates all its health.

Lastly it gains a new form "Walking" where it gains a movement speed equal to your own movement speed, You can command your turret to swap into and out of this "Walking" mode as a bonus action on your turn.

Chapter 2: Equipment, Races & Feats

This chapter introduces new equipment, new & modified feats, and races. The highlight of this section is the "Build a Race workshop". Which I created in an effort to allow far more variety in the race selection process both for players & GMs.

This races currently includes more warforged variants, an entire system for custom building races from scratch. The Equipment section includes New Trade/ Artisan Expanded Weaponry, Exotic Armors & Weapons, Improvised Armors, and Firearms.

The Feats section contains a variety of feats which I have modified due to them being underwhelming, overwhelming, or just needing more options. It also includes an expansive list of new feats to cover a wide range of playstyles and character archetypes, as well as racial feats.

Warforged Revived v1.0

Warforged are constructs built for a purpose, and thus excel within the realms which their specifications lie. There are 3 main types of warforged, the hulking Chargers, the slim scouts, and the generalized Standard models.

Do note that this document was created prior to the now Official *** Wayfinder's Guide to Eberron *** This document can now be considered an alternate type of warforged.

Built for a Purpose

Warforged were originally invented by house Canneth to fight as mass produced soldiers in the Great War of Eberron. Since those times warforged have varied in both construction methods, and purposes. Some serve as household vassals. Others as part of a circle of mages for a powerful wizard. Others as unsleeping guards of a town with a high population of criminals.

Constructs with a mind

Warforged will serve those whom they either hold to be in power, or currently hold the "contract" for them. Those that have been freed often take jobs that are outside the realm of what normal people prefer to do. Adventurers, Guardsmen, Bodyguards etc. Regardless of their chosen profession they are valued workers for their ability to continue working under harsh conditions and for extended periods of time.

Names

Warforged names are generally pretty simple in nature. When first created they won't have a name, but they tend to give themselves a name based on tasks for which they were built or trained in.

A Mechanic could be Gear, Sprocket, Bolt etc.

A Bodyguard could be Barricade, Ironwall, Shield, Archer etc

A Caster could be Furnace, Cooler, Generator etc.

A Guardsman could be Protector, Investigator, Watcher etc.

Warforged Traits

All warforged gain the following traits.

Ability Score Improvement Your constitution score increases by 2.

Age Unless destroyed or severely damaged a warforged, if kept in good condition, will never expire.

Alignment Generally warforged are anywhere on the neutral scale, leaning towards True Neutral, although they can greatly vary based on their production, creator, intended purpose, and any personality they may have.

Size Warforged can be of any height and width with a minimum of 4 ft tall and maximum of 8 ft tall. Your size is medium.

Speed Your base walking speed is 30 feet.

Darkvision Warforged don't have organic eyes but magical or mechanical sensors, as such they can adapt to low light, or no light situations easily. 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.

Composite Construction Built to last warforged are naturally much sturdier than organic creatures. This grants a +1 bonus to Armor Class. Additionally at 50% cost of the base armor (or 200g whichever is higher), you can incorporate armor into your construction.

Living Construct Even though you were constructed, you are a living creature. You are immune to disease and poisons from non-magical sources, but poisons from magical sources affect you normally. You cannot fall asleep, you do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state, but remain fully aware of your surroundings and notice approaching enemies and other events as normal.

Languages You can speak, read, and write Common and one other language of your choice.

Subtypes There are three main types of warforged, Charger, Scout, and Standard

Charger

A charger warforged is built far heavier, and sturdier, as such they are better at menial or physical stats than other warforged.

Ability Score Improvement Your Strength score increases by 1.

Bull Rush If you move at least 15 feet towards an enemy your first attack has advantage.

Heavy Frame You gain proficiency in Athletics. Any physical effect which would cause you to move unwillingly is reduced by 5 feet.

Scout

A scout warforged is a slightly stripped down warforged with extra muffling on the joints to allow quieter movement and better optics for perceiving more accurately.

Ability Score Improvement Your Dexterity score increases by 1.

Built for Stealth You gain proficiency in Stealth.

Optimized Optics You gain Proficiency in Perception. Increased dark vision range to 90 feet.

Standard

A standard warforged is a generalized build, suited for the function which they were designed for.

Ability Score Improvement You increase one trait, that is not Constitution, by 2.

Varied Production You chose one skill to become proficient in.

Variant Traits/Thoughts on Balance

A dungeon master always needs to look at overall balance. Should this version of warforged be viewed as too strong when compared to others. A more Toned down version can use any or all of the following changes to best suit your DM's definition of balanced

  • Base Warforged ASI: Change the +2 in con to a +1 in Con.
  • Standard Warforged: Change the +2 in a stat, to 2 +1s which can’t increase a stat more than a total of +2 for this race.
  • Remove the armor integration part from Composite Construction

Clarification

The Living Construct Trait says that warforged are immune to poisons from non magical sources. I personally consider mundane poisons to be anything that comes from a beast, or basic/improved poisons. If the poison comes from a spell, or any class of creature that is not a beast it is considered magical.

The Heavy Frame Trait states that any physical movement effect that is unwilling is reduced by 5 ft. Examples of this could be grappling, or knockback from creatures using physical prowess. But a spell or other magical effect that knocks you back would remain unchanged such as Thunder Wave or Eldritch blast with the one of the two movement invocations.

Build a Race Workshop

The intent of this document is to provide players, gms, and other brewers with a means of creating a race utilizing features from other races, and select "monsters" where appropriate. This is loosely based off the Musicus scale, mine and my players' thoughts on what each ability is "worth" in relation to 1 ability score improvement. Not all combinations have been thought of, there is certainly cheese to be created, but on the whole it has worked well for the games I have allowed it in.

These traits costs are determined by the following factors: Overall power of the trait, how often it applies or may be applied, how well does it synergize with any other trait/playstyle/class etc, how common is the trait in the world, & how variable of a campaign setting would the trait be useful in.

To create a race, you must follow the following rules.

  • Choose up to 5 racial traits from the options on the following pages keeping track of their "value". Unless otherwise stated for a trait, you may only take a trait one time.
  • The total "value" for the racial traits you select may not exceed a value of 8.
  • Any "detrimental" racial traits do not count towards your total of racial traits, and you may reduce your total racial trait "value" by no more than 2.
  • If you select two conflicting racial traits, you must choose one of those two traits & remove the other.

If the total value is 8 or lower & total number of non-detrimental traits is 5 or less, your race is complete.

The Following racial traits are not counted to your racial trait limit.

  • Ability Score Increases
  • Your first extra language
  • Racial Detriments
  • Creature type addition/replacement
  • Racial traits that you can select multiple times only count as a single racial trait regardless of the number of times you take that trait.

Mountain Dwarf

  • Ability Scores +4
  • Size Medium +0
  • Creature Subtype: Dwarf 0.25
  • Speed 25 ft -0.5
  • Armored Speed 0.75
  • Darkvision 0.5
  • Dwarven Resilience 1.0
  • Dwarven Combat Training 1.0
  • Tool Proficiency 0.75
  • Stonecunning 0.5
  • 1 extra Languages 0.25
  • Armor Training: 1.0
  • Grand Total of 9.5
  • Number of Racial Traits 7

Half-Elf

  • Ability Scores +4
  • Size Medium +0
  • Creature Subtype: Half-Elf 0.25
  • Speed 30 ft 0
  • Darkvision 0.5
  • Fey Ancestry: 0.75
  • 2 Skill proficiencies 2.0
  • 2 extra Languages 0.5
  • Grand Total of 8.25
  • Number of Racial Traits 5

Warforged (ERftW version)

  • Ability Scores +3
  • Size Medium +0
  • Speed 30 ft 0
  • Living Construct 0.25
  • Constructed Resilience 3.0
  • Sentry's Rest 1.0
  • Integrated Protection 1.0
  • Specialized design 1 Skill, 1 Tool 1.75
  • 1 extra Language 0.25
  • Grand Total of 10.25
  • Number of Racial Traits 6

Yuan-Ti

  • Ability Scores +3
  • Size Medium +0
  • Speed 30 ft 0
  • Darkvision 0.5
  • Innate Spellcasting 2.0
  • Magic Resistance 4.0
  • Poison Immunity 2.0
  • 2 Extra Languages 0.5
  • Grand Total of 12
  • Number of Racial Traits 5

Gnome, Rock

  • Ability Scores +3
  • Size Small -0.5
  • Speed 25 ft -0.5
  • Creature Subtype: Gnome 0.25
  • Darkvision 0.5
  • Cunning 2.0
  • Artificer Lore 0.5
  • Tinkerer 0.75
  • Grand Total of 6
  • Number of Racial Traits 4

Goblin

  • Ability Scores +3
  • Size Small -0.5
  • Speed 25 ft -0.5
  • Creature Subtype: Goblin 0.25
  • Darkvision 0.5
  • Fury of the Small 0.75
  • Nimble Escape 2.0
  • 1 Extra Language 0.25
  • Grand Total of 5.5
  • Number of Racial Traits 3

Kobold

  • Ability Scores +2
  • Size Small -0.5
  • Speed 30 ft 0.0
  • Darkvision 0.5
  • Sunlight Sensitivity -1.0
  • Grovel, Cower, Beg 0.75
  • Pack Tactics 2.0
  • 1 extra Language 0.25
  • Grand Total of 4.5
  • Number of Racial Traits 3

"Testing" Races

The Grappler, A Combo Simic Hybrid & Mark of Passage race

  • Ability Scores +3
  • Size Medium +0
  • Speed 40 ft +1
  • Animal Enhancement 2.0
  • Shared Passage 1.0
  • Intuitive Motion 0.75
  • Grand Total of 7.75
  • Number of Racial Traits 4

The Cheeseball, A min-maxer's option

  • Ability Scores +1
  • Ability Score Detriment -2
  • Size Medium 0
  • Speed 30 ft 0
  • Magic Resistance +4
  • Poisonous Skin +3
  • +1 AC +0.75
  • Lucky +1
  • Mirthful Leaps or Natural Weapon +0.25
  • Grand Total of 8
  • Number of Racial Traits 5

The Undying, It just won't die

  • Ability Scores +3
  • Ability Score Detriment -2
  • Size Medium 0
  • Speed 30 ft 0
  • Creature type Undead 0.5
  • Undead Fortitude 3
  • Relentless Endurance 0.75
  • AC +1 0.75
  • Radiant Soul 2
  • Grand Total of 8
  • Number of Racial Traits 4

Ostrich Diplomat

  • Ability Score +2
  • Size Medium 0
  • Speed 30 ft 0
  • Extra Language 1 0.25
  • Creature type Replacement: Beast 0.5
  • Natural Weapons t4 1.0
  • Skill Proficiency x2 2.0
  • Ever Hospitable 0.75
  • Deductive Intuition (WGE) 0.75
  • Forceful Presence 0.75
  • Grand Total of 8.0
  • Number of Racial Traits 5

The "Point" Shop

0 point racial traits

  • Size Medium
  • Creature type: Humanoid
  • Movement Speed: 30 ft (walk/run)
  • Age
  • Any "cosmetic" features, such as hair color, height, etc.
  • "Starting" language, typically common

0.25 point racial traits

  • Additional Creature Type/subtype: Living Construct, fey, fiend, undead or any other creature type or subtype in addition to the "humanoid" type creature.
  • Additional Language x1 (Can be selected up to 4 times)
  • Black Blood Healing: The black blood that is a sign of your people's connection to That-Which-Endures boosts your natural healing. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll.
  • Cunning Artisan: As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
  • Equine Build: You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot
  • Friend of the Sea: Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.
  • Mirthful Leaps: Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.
  • Natural Weapons T1: 1d4 + str, & pick one damage type: bludgeoning, slashing, or piercing
  • Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
  • Speed Burst: By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 5 feet until the end of your turn.
  • Weapon proficiency "Martial" x1 (can be selected any number of times)
  • Weapon proficiencies "Simple" x2 of your choice (can be selected any number of times)

0.5 point racial traits

  • Additional Movement speed +5 ft movement speed {walking} (can be taken up to 4 times)
  • Artificer's Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
  • Armor Training: Proficiency with Light, Medium Armor or Shields (To choose Medium, you must have proficiency with Light Armor)
  • Brave: You have advantage on saving throws against being frightened.
  • Darkvision 60ft
  • Expert Forgery: You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
  • Expert Handling (WGE): You can use the Help action to aid an ally animal companion or mount within 30 feet of you, rather than 5 feet of you.
  • Hold Breath: You can hold your breath for up to 15 minutes at a time.
  • Hungry Jaws: In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.
  • Natural Armor T1: AC 12 + dex or con
  • Natural Camouflage: You gain advantage to hide in rocky, snowy, or natural plant filled terrain (Forests, fields etc)
  • Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
  • Natural Weapons T2: 1d6 + str or 1d4 with finesse, & pick one damage type: bludgeoning, slashing, or piercing
  • Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Replacement Creature Type: You count as one of the following creature types instead of humanoid (Fey, Fiend, Celestial, Plant, Undead, Beast, or Construct etc.) The creature type selected must be a valid creature type.
  • Silent Speech: You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
  • Standing Leap: Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
  • Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

0.75 point racial trait

  • AC +1
  • Armored Speed: Your speed is not reduced by wearing heavy armor
  • Artisan's Intuition: When you make an Arcana check or an ability check involving artisan's tools, you can roll a d4 and add the number rolled to the ability check.
  • The Bigger They Are (WGE): When you cast a spell that affects only beasts, it also affects monstrosities with an Intelligence score of 3 or lower.
  • Cantrip: You know one cantrip of your choice from the cleric or wizard spell list. The cantrip uses that class's spellcasting ability when you cast it.
  • Charge: If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your unarmed or natural weapon.
  • Cunning Intuition: When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll a d4 and add the number rolled to the ability check.
  • Darkvision T2 120ft with sunlight sensitivity
  • Daunting Roar: As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or long rest.
  • Deductive Intuition (WGE): When you make an Intelligence (Investigation) or Wisdom (Insight) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
  • Earth Walk: You can move across difficult terrain made of earth or stone without expending extra movement.
  • Ever Hospitable: When you make a Charisma (Persuasion) check or an ability check involving brewer's supplies or cook's utensils, you can roll a d4 and add the number rolled to the ability check.
  • Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
  • Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Forceful Presence: You can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma (Intimidation or Persuasion) check, you can do so with advantage. Once you use this trait, you can't do so again until you finish a short or long rest.
  • Fury of the Small: When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
  • Gifted Scribe: When you make an Intelligence (History) check or an ability check using a calligrapher's supplies, you can roll a d4 and add the number rolled to the ability check.
  • Grovel, Cower, and Beg: As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest.
  • Hammering blows: Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
  • Hold Breath: You can hold your breath for up to 1 hour at a time.
  • HP per level +1
  • Hunter's Intuition: When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check.
  • Imprint Prey (WGE): As a bonus action, choose one creature you can see within 30 feet of you. The target is imprinted in your mind until it dies or you use this trait again. Alternatively, you can imprint a creature as your quarry whenever you succeed on a Wisdom (Survival) check to track it. When tracking your quarry, double the result of your Intuition die. When your quarry is within 60 feet of you, you have a sense of its location: it can’t be hidden from you, gains no benefit from invisibility, and your attacks against it ignore half cover. Once you use this trait, you cannot use it again until you finish a short or long rest.
  • Intuitive Motion (WGE): When you make a Strength (Athletics) check or any ability check to operate or maintain a land vehicle, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
  • Intuitive Motion: When you make a Dexterity (Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll a d4 and add the number rolled to the ability check.
  • Kefnet's Blessing: You can add half your proficiency bonus, rounded down, to any Intelligence check you make that doesn't already include your proficiency bonus.
  • Keen Smell: Thanks to your sensitive nose, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.
  • Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  • Wards and Seals (WGE): You can use your mark to cast the alarm spell as a ritual. Starting at 3rd level you can cast arcane lock once with this trait and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
  • Medical Intuition: When you make a Wisdom (Medicine) check or an ability check using an herbalism kit, you can roll a d4 and add the number rolled to the ability check.
  • Mental Discipline: You have advantage on saving throws against the charmed and frightened conditions.
  • Mimicry: You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
  • Natural Armor T2: AC 13 + dex or con
  • Natural Armor Shell: Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal. & Shell Defense: You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
  • Natural Weapons T3: 1d8 + str or 1d6 with finesse, & pick one damage type: bludgeoning, slashing, or piercing
  • Nature’s Voice (WGE): When you reach 3rd level you gain the ability to cast locate animal or plant, but only as a ritual.
  • Partially Amphibious: By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest.
  • Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
  • Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
  • Saving Face: You are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
  • Sentinel's Intuition: When you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll a d4 and add the number rolled to the ability check.
  • Sentinel’s Intuition (WGE): When you roll for Initiative or make a Wisdom (Perception) check to notice a threat, you can roll one Intuition die, a d4, and add it to the ability check.
  • Serenity: You have advantage on saving throws against being charmed or frightened.
  • Spells of the Mark: If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of (your choice) Spells table are added to the spell list of your spellcasting class. Refer to Eberron Rising from the Last War for the mark spell lists. Pages 45-50
  • Stench: Any creature other than a troglodyte that starts its turn within 5 ft. of you must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.
  • Stone's Endurance: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.
  • Surprise Attack: If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
  • Timberwalk: Ability checks made to track you have disadvantage, and you can move across difficult terrain made of non-magical plants and undergrowth without expending extra movement.
  • Tinkerer: You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). For a list of devices & their features, see Rock Gnome in PHB p37.
  • Tool Proficiency x1 (can be selected up to 3 times)
  • Trunk: You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
  • Vengeful Assault: When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. Once you use this trait, you can't do so again until you finish a short or long rest.
  • Warder's Intuition: When you make an Intelligence (Investigation) check or an ability check using thieves' tools, you can roll a d4 and add the number rolled to the ability check.
  • Wild Intuition: When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll a d4 and add the number rolled to the ability check.
  • Windwright’s Intuition(WGE): When you make a Dexterity (Acrobatics) check or any ability check involving operating or maintaining a water or air vehicle, you can roll one Intuition die, a d4, and add the number rolled to the ability check.

1.0 point racial traits

  • Ability Score Increase x1 (can be selected up to 4 times with no ability score being increased beyond +2)
  • Aggressive: As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.
  • Amphibious: You can breathe air and water.
  • Breath Weapon: You can use your action to exhale destructive energy. This produces a 15 foot cone or a 30 ft line dealing damage from the following list: Fire, Cold, Acid, Lightning, Poison, Bludgeoning, Piercing, or Slashing.
  • When you use your breath weapon, each creature in the area of the exhalation must make a dex or constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
  • Burrow Speed. You gain a +10 burrow speed which allows you to dig through dirt, or loose rock. (can be selected up to 3 times, & may never exceed your normal walking speed)
  • Chameleon Skin: You have advantage on Dexterity (Stealth) checks made to hide.
  • Dual Mind: You have advantage on all Wisdom saving throws.
  • Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
  • Determined Stride (WGE): When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
  • Fey Step: As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier: For the additional effects see Mordenkainen's Tome of Foes page 61.
  • Goring Rush: Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your natural weapons that deal piercing damage as a bonus action.
  • Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
  • Healing Touch (WGE): As an action, you can draw power from your dragonmark to spend one of your Hit Dice and revitalize yourself or a creature you touch. Roll the die, add your Wisdom modifier, and the creature regains a number of hit points equal to the total. Once you use this trait, you can’t use it again until you finish a short or long rest.
  • Incisive Sense: You have advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
  • Integrated Protection T1: You gain a +1 bonus to Armor Class. You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. While you live, the armor incorporated into your body can't be removed against your will.
  • Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Magecraft (WGE): You can create a temporary magic item out of common materials. Choose a cantrip from the wizard spell list. Describe the item connected to it. As long as you possess the item, you know that cantrip. At the end of a long rest, you can replace it with a new item and select a new cantrip from the wizard spell list. Intelligence is your spellcasting ability for these cantrips.
  • Mind Link: You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.
  • Mountain Born: You have resistance to cold damage. You're also acclimated to high altitude, including elevations above 20,000 feet.
  • Natural Weapons T4: 1d10 + str or 1d8 with finesse, & pick one damage type: bludgeoning, slashing, or piercing
  • Nimbleness: You can move through the space of any creature that is of a size larger than yours.
  • Other Movement Speed +15 ft movement to climbing or swimming (can be selected up to 4 times, with neither movement speed exceeding your normal walking speed)
  • Resistance: You gain resistance to a damage type.
  • Sense Threats: You can cast the detect magic and detect poison and disease spells, but only as rituals. Intelligence is your spellcasting ability for these spells.
  • Sentry's Rest: When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
  • Shared Passage: As a bonus action, and using your movement you may teleport up to your movement speed. You can also bring along 1 character who is your size or smaller who is not encumbered. Once per long rest.
  • Shifting: As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. Once you shift, you can't do so again until you finish a short or long rest. {See Eberron Rising from the Last War for the variants page 33-34}
  • Skill x1 (can be selected up to 3 times)
  • Slip Into Shadow (WGE): You can use the Hide action as a bonus action, even if you have no cover or if you’re under observation. Regardless of whether you succeed or fail, once you use this ability, you can’t use it again until you finish a short or long rest.
  • Spell: Choose one 1st or 2nd level spell from any class. The spell uses that class's spellcasting ability when you cast it. You must finish a long rest in order to cast the spell again using this trait. The class you select this from uses that class's spellcasting ability.
  • Spellsmith (WGE): You can spend one minute to weave a temporary enchantment into a nonmagical suit of armor or weapon. For the next hour the object becomes a magic item, gaining a +1 bonus to AC if it is armor or a +1 bonus to hit and damage if it is a weapon. Once you use this trait, you can’t use it again until you finish a long rest.
  • Trance: You don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
  • Twins: If your twin is alive and you can see your twin, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If your twin is dead (or if you were born without a twin), you can't be frightened.
  • Unending Breath: You can hold your breath indefinitely while you're not incapacitated.

1.5 point racial traits

  • Telepathic Insight: Your mind's connection to the world around you strengthens your will. You have advantage on all Wisdom and Charisma saving throws.
  • Spellsmith You know the mending cantrip. You can also cast the magic weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn't require concentration. Once you cast the spell with this trait, you can't do so again until you finish a long rest. Intelligence is your spellcasting ability for these spells.
  • Vigilant Guardian (WGE): As an action, you can designate an ally you can see as your ward. You have advantage on Wisdom (Insight) and Wisdom (Perception) checks made to spot threats to your ward. In addition, when you are within 5 feet of your ward, and that creature is the target of an attack that you can see, you can use your reaction to swap places with your ward. When you do, you become the target of the attack.

2.0 point racial traits

  • Animal Enhancement: Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level. {See Guild Master's Guide to Ravnica for the options page 20}
  • Aquatic Adaptation: You have a swimming speed of 30 feet, and you can breathe air and water.
  • Artisan's Expertise: You gain proficiency with two kinds of artisan's tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, whenever you make an Intelligence (History) check related to the origin of any architectural construction (including buildings, public works such as canals and aqueducts, and the massive cogwork that underlies much of the construction of Ghirapur), you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  • Bloodthirst: You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. You also get one of the two following abilities (Feat of Blood, or Null Creation)
    • Feast of Blood: When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.
    • Null Creation: The target dies if this effect reduces its hit point maximum to 0. A humanoid killed in this way becomes a null.
  • Cunning: Advantage on Intelligence, Wisdom, & Charisma saving throws.
  • Darkvision T2 120ft
  • Feat: Select a feat (If you take this, the maximum number of Ability score increases you may select is limited to two)
  • Flying Speed: You gain a flying speed of 30 ft. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your flying speed if you are encumbered.)
  • Hawkeyed: You have proficiency in the Perception skill. In addition, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Innate Spellcasting: Choose 1 cantrip, 1st level spell, and 2nd level spell. The spell uses that class's spellcasting ability when you cast it. You must finish a long rest in order to cast the spell again using this trait. The class you select this from uses that class's spellcasting ability.
  • Integrated protection: Your body has built-in protective layers, which determine your Armor Class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode's prerequisite.
Integrated Protection
Mode Prerequisite AC/Traits
Darkwood core (unarmored) None 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor)
Composite plating (armor) Medium armor proficiency 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus
Heavy plating (armor) Heavy armor proficiency 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks
  • Leviathan Will: You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.
  • Long-Limbed: When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
  • Necrotic Shroud: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.
  • Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.
  • Pack Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
  • Poison Immunity: You gain immunity to poison damage & the poisoned condition.
  • Radiant Consumption: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.
  • Radiant Soul: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.
  • Shapechanger: As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.
  • Spider Adaptation: You have a climbing speed of 30 feet, and you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, without making an ability check.

3.0 point racial traits

  • Poisonous Skin: Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.
  • Constructed Resilience: You were created to have remarkable fortitude, represented by the following benefits:
    • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
    • You don't need to eat, drink, or breathe.
    • You are immune to disease.
    • You don't need to sleep, and magic can't put you to sleep.
  • Undead Fortitude: If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead. (Requires the undead racial trait)

4.0 point racial trait

  • Flying speed T2 You gain a flying speed of 50 ft. To use this speed, you can't be wearing medium or heavy armor.
  • Magic Resistance You have advantage on saving throws against spells and other magical effects.

Detrimental Racial Traits

-0.5 racial traits

  • Movement: -5ft {walking}
  • Size Small

-1.0 racial traits

  • Ability Score: -1 to an ability score of your choice.
  • Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
  • Size Small T2: Your size is Small & -5 ft {Walking}
  • Water Dependency: If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.
  • Vulnerability: You gain vulnerability to a damage type from the following list: Bludgeoning, Slashing, Piercing, Fire, Cold, Lightning, Acid or Poison.

-2.0 racial traits

  • Limited Amphibiousness T2: You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating.

"Unofficial" Racial traits

These traits are typically pulled from monsters from either official or unofficial sources that I think are cool.

0.5 racial traits

  • Gutter Slyness: The gutter gnoll fighter has advantage on Dexterity (Stealth) checks while in sewers and alleyways that are in darkness or dim light.

0.75 racial traits

  • Padded Feet: While not wearing shoes/boots you have advantage on Dexterity (Stealth) checks to move silently.
  • Sprinter: You can use a bonus action to move up to half of your movement speed.

1.0 racial traits

  • Bloodlust If you hit a creature which does not have all its hit points with a melee weapon attack, you may use your bonus action to make a bite attack against the same creature with disadvantage.
  • Heated Body T1: At the start of your turn when you are grappling a creature, or are grappled by a creature. They take 1d6 fire damage.
  • Noxious Spores: Any creature other than a Fungoid that starts its turn within 5 ft. of you must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the Noxious Spores of all Fungoids for 1 hour. Over the course of a long rest you can craft a number of inoculations equal to your proficiency bonus. These inoculations grant immunity to this trait for 24 hours. Each inoculation loses its potency after 12 hours.

1.5 racial traits

  • Precise Aim T1: If you do not move during your turn, you may add 1d4 to your attack roll with a longbow.
  • Stones' Relentless Endurance: You are especially sturdy. When you take damage you may brace yourself and you may reduce damage dealt to you by 1d6 + constitution mod or when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you have used either of these two traits you can't use this feature again until you finish a long rest.

3.0 racial traits

  • Brute: Your melee weapons deal one extra die of its damage . (This does not apply to weapons when thrown)
  • Long Draw: You can overdraw your ranged weapons. You may deal one additional die of damage ranged weapon attacks.
  • Precise Aim T2: If you do not move during your turn, you may add 1d8 to your attack roll with a shortbow.
  • Protector: All allied creatures within 5 feet of you may add +1 to their AC.

4.0 racial traits

  • Coordinated Attack: You grew up with hobgoblins, as such you have some martial strategies ingrained into your thinking. You may 1d4 to its attack rolls against a creature for each non-incapacitated ally within 5 feet of the target, up to a maximum of 3d4.
  • Heated Body T2: Your body now exudes so much heat that you heat up metal weapons you are wielding. When you make a melee weapon attack using a metal weapon or your natural/unarmed weapon(s) you add 1d6 fire damage to the weapon's damage roll. Additionally, at the start of your turn when you are grappling a creature, or are grappled by a creature. They take 2d6 fire damage.
  • Pack Leader: Creatures in your pack within 120 ft. of you that can see and hear you deal an additional 1d4 damage with their bite and claw attacks.

-1.5 racial traits

  • Limited Amphibiousness T1: You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating. While Suffocating you can ignore the first 15 minutes of Suffocation due to your lack of water.

Exotic Armor, Augments, And Weapons

This section provides additional equipment options. The Expanded sections are available to those who have the Simple/Martial weaponry, while the Exotic Equipment requires a new type of proficiency that is unique to each piece of Exotic Equipment . Lastly, I would suggest that this equipment only be found at specialized merchants, reclusive schools or from wandering masters.

Expanded Simple Weaponry

Name Cost Damage Weight Properties
Punch Dagger 10gp 1d4 Piercing & 1 Bludgeoning 1lb Finesse, Light
Scythe 20gp 1d10 Slashing or 1d6 Piercing 10lbs Heavy, Two-Handed
Slingshot 5gp 1d4 Bludgeoning or 1d4 Piercing 1lb Ammunition (range varies), Finesse, Two-Handed
Machete 1g 1d6 Slashing 2lb Light
Pitchfork 5sp 1d6 Piercing 3lb Reach, Two-Handed
Ammunition Variants

The slingshot & sling can utilize Caltrops (25/90 piercing) or Ball Bearings (40/120 bludgeoning) for its ammunition.

Expanded Martial Weaponry

Name Cost Damage Weight Properties
Greathammer 30g 1d12 Bludgeoning 16 lb Heavy, Two-Handed, Special
Longhammer 30g 1d10 Bludgeoning 16 lb Heavy, Two-Handed, Reach
Long Spear 20g 1d8 Piercing 5lb Two-Handed, Reach, Thrown (20/60), Special
Wakizashi 35gp 1d6 Slashing 2lb Finesse, Light, Thrown (15/30)
Katana 50gp 1d8 Slashing 4lb Finesse, Versatile (1d10)
Nodachi 100gp 1d12 Slashing 8lb Finesse, Heavy, Two-Handed

Simple Exotic Weaponry

Name Cost Damage Weight; Properties
Claw Bracer (Tekko) 75gp 1d4 Slashing or 1d4 Piercing 2lb Finesse, Light, Special, Monk Weapon
Sai 75gp 1d4 Piercing 2lbs Finesse, Light, Defensive, Special, Monk Weapon
Khopesh 75g 1d4 Slashing 4lbs Finesse, Special
Kunai 20gp 1d4 Piercing 2lbs Finesse, Light, Thrown (20/60)
Boomerang 20gp 1d4 Bludgeoning 2lbs Finesse, Special, Light, Thrown (25/100), Special
Harpoon 75gp 1d10 Piercing 6lbs Thrown (20/60), Special

Martial Exotic Weaponry

Name Cost Damage Weight; Properties
Falchion 100gp 2d4 Slashing 8lbs Heavy, Special
Whip-Dagger 75g 1d6 Slashing 3lbs Finesse, Reach
Cutlass 75g 1d6 Slashing 3lbs Finesse, Light, Special
Fencing Dagger 50g 1d4 Piercing or Slashing 3lb Defensive, Finesse, Special
Ranseur 100g 2d4 Piercing 12lbs Reach, Two-Handed, Special
Spiked Chain 100g 2d4 Piercing 10lbs Finesse, Two-Handed, Special
Shuriken 20gp 1d4 Piercing or Slashing 1/4lbs Finesse, Light, Thrown Only (15/45), Special, Monk Weapon
Wrist Crossbow 250gp 1d6 Piercing 2lbs Ammunition (Bolts, 25/90), Light, Loading, Special
Shielded Crossbow 100g 1d8 Piercing 10lb Ammunition (Bolts, 80, 320) Defensive, Loading, Two-Handed

Exotic Weaponry Special Descriptions & Traits

  • Defensive: While wielding a weapon with this trait, you gain +1 bonus to your Armor Class (AC) if you are not also wielding a shield.

  • Cutlass: You have advantage on saving throws or skill contests to resist being disarmed of this weapon.

  • Fencing Dagger: You may wield this weapon in your offhand and use your bonus action to make an attack by using two weapon fighting while wielding any one-handed weapon.

  • Greathammer: In addition this weapon may be used as a sledgehammer when applicable.

  • Long Spear: As a bonus action you may extend your reach by an additional 5 ft (totaling 15 ft). When you do so you leave yourself open to counter attack. Until the start of your next turn attacks have advantage to hit you.

  • Sai, Ranseur: When you attempt to disarm a target, using this weapon, the target has disadvantage to resist the effect.

  • Spiked Chain: When you attempt to knock a target prone, using this weapon, the target has disadvantage to resist the effect.

  • Falchion: The critical strike range for this weapon is increased by 1 higher than you would normally have. (IE 19-20)

  • Khopesh On a critical strike with this weapon the target bleeds (can stack up to 3 times) for 1d4 damage at the end of each of their turns. The bleeding can be stopped with a DC 15 medicine check, expending 1 use of a Healer's Kit as an action, or receiving magical healing.

  • Shuriken: Attacking from stealth, hidden, or surprise does not reveal your location except on attack rolls of 6 or less before modifiers.

  • Claw Bracer, Wrist Crossbow: You cannot be disarmed of this weapon.

  • Boomerang: When you miss a ranged attack with this weapon, you catch it as a free action, on a hit you may catch it as a free action if you succeed a DC 13 Dexterity Check.

  • Harpoon: When a successful attack is made with this weapon it stays in the target. Any creature with a harpoon stuck in them can choose to pull it out and take 1d10 damage. As long as it remains in their body and you are holding on to the rope that the harpoon is attached to, they cannot move further away than 30 feet from you. As an action they can attempt to yank the rope out of your hand by making a Strength check versus your own Strength check. Otherwise, they have to cut the line or pull out the harpoon to escape. Creatures one size larger than the creature holding the rope have advantage on the strength check. Creatures 2 sizes or larger ignore movement restrictions. When removing the harpoon outside of combat with a successful dc15 medicine check you gain resistance.

Exotic Armors and Shields

Some exotic armors are generally restricted to a specific class, such as the Spiked Armor from the Battle Rager Barbarian. This document opens the possibility of gaining these, or other unique armors, without the need for multiclassing or being that specific subclass. Currently the only official non-magical armor is the Spiked Armor. Should more be released I shall update this document accordingly.

As a side note, unless the DM states otherwise, you can wield as many shields as you want, but you can only gain the benefit of a single shield when determining your armor class. This is similar to how you can have multiple ways to calculate armor class, such as Lizardmen/Dragon Sorcerer scales, Monk armor, Barbarian armor, or standard worn armor.

Exotic Armors, & Shields

Name Cost Type AC/AC Bonus Weight Properties
Wrist Buckler 100gp Shield +1 to AC 3lbs Special
Aspis Shield 250gp Shield +2 To AC 12lbs Heavy, Special
Tower Shield 500gp Shield +3 to AC 16lbs Heavy, Special
Split Shield 350gp Shield +2, or +3 to AC 7lbs each Special
Spiked Armor 75gp Medium Armor 14 + Dex Mod (Max 2) 45lbs Special
Juggernaut Armor 2500gp Heavy Armor 19 90lbs Heavy, Special

Exotic Armor & Shield Augments

Name Cost Type Weight Properties
Shield Spikes 100gp Shield Augment 5lbs Special
Armor Blades 250gp Armor Augment 10lbs Special
Armor Spikes 250gp Armor Augment 10lbs Special
Armor Weights Half cost of Armor, Minimum 100g Armor Augment 40lbs Special
Armor Padding Half cost of Armor, Minimum 100g Armor Augment 5lbs Special
Exotic Armor, Shiels, and Augments Specials Descriptions
  • Wrist Buckler This shield is strapped to your arm, and thus doesn't require a hand to wield it. You can only use weapons with the Light property, or a light/small object with the arm that has the Wrist Buckler strapped to it.

  • Aspis Shield This shield requires a minimum of 15 strength to wield. At the start of your turn you can, as a bonus action, choose to hide behind this shield. Granting you 1/2 cover against all ranged attacks from in front of you. However, while hiding behind your shield you lose the Extra Attack feature if you have it.

  • Tower Shield This shield requires a minimum of 18 strength to wield, and your movement speed is decreased by 5 feet. At the start of your turn you can, as a bonus action, choose to hide behind this shield. Granting you 3/4 cover against all ranged attacks from in front of you. However, while hiding behind your shield you lose the Extra Attack feature if you have it, and your movement speed is halved. Allies standing directly behind you also gain 1/2 cover against ranged attacks from in front of you.

  • Split Shield A split shield comes in a pair of two shields which can be brought together to act as a single shield. Each shield can be wielded in either hand, and can't be wielded when joined together in a single hand. A Split shield grants +2 to your AC, or +3 if both are wielded. As a Reaction you may create a temporary shield wall by bringing both shields together, granting yourself 3/4ths cover against an attack or saving throw.

  • Spiked Armor This metal armor is covered in spines and spikes. When you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.

  • Juggernaut Armor This metal armor is extremely heavy and bulky and requires a minimum of 19 strength to wear. While wearing this armor it is almost impossible to move silently, when rolling for a stealth check you roll 3 dice and choose the lowest one. When you move at least 10 feet in a straight line towards a target, you may make the shove action with advantage against that target. Additionally, you have advantage to resist effects which would move you against your will, but not any damage associated with such effects. IE thunderwave you take your first die to determine whether or not you take full damage, the second die to help determine if you are moved by the effect.

  • Shield Spikes You have attached spikes to your shield. As such when using your shield to perform the Shove attack action the creature you target takes 3 Piercing damage. Additionally, using materials scavenged from elemental creatures or dragons allows you to deal additional elemental damage of the corresponding type for the materials. Damage or effects is at DM Discretion.

  • Armor Blades or Spikes While you successfully grapple a target, or are grappled, the other creature immediately takes 3 piercing or slashing damage, plus an additional 3 piercing or slashing damage at the start of the wearer's turn. Additionally Unarmed attacks deal an additional 2 Piercing or Slashing damage so long as a blade or spike is affixed to a location which is used in the attack.

  • Armor Weights You have disadvantage on stealth checks while wearing armor with weights. If you would already have had disadvantage, you instead roll 3 dice and choose the lowest one when determining your stealth check. Additionally, you gain advantage to resist effects which would move you against your will, but not any damage associated with such effects.

  • Armor Padding You add additional padding to your armor. This changes disadvantage on stealth checks to a -2 instead. If you would be rolling 3 dice to determine stealth, you instead roll 2 taking the lowest die rolled.

Relevant Feats

Exotic Armor & Augments Master (From Myself)

You have practiced extensively with a selection of exotic armors gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with 2 Exotic armors, or Armor/Shield Augments. You must first be proficient with that category of armor (Light, Medium, Heavy, Shields) in order to gain this proficiency.

Exotic Weapon Master (From Myself)

You have practiced extensively with a selection of weapons, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with 2 Exotic weapons. You must first be proficient with that category of weaponry (Simple or Martial) in order to gain this proficiency.

Improvised Armor

Improvised armors are just that, improvised. They don't function as well as armor fashioned by a craftsman, but can be made quickly, easily and cheaply from almost any available materials you come across. Due to their improvised nature they restrict your movement less than a full set of armor. Typically improvised armor is similar to normal armor, but 1 AC less than its non-improvised counterpart, but higher maximum dexterity limits

The biggest problem with improvised armor is they can rapidly fall apart under harsh use. Whenever you are critically struck your AC decreases by 1. If this AC reduction would bring its AC to 10 the armor breaks and falls to the ground at your feet. You can repair damaged or broken improvised armor by spending at least 1 minute per AC lost repairing your improvised armor. All improvised armors may or may not grant disadvantage on stealth checks. This depends entirely on their construction and DM Discretion. For the purposes of feats and other features, Improvised Armor counts as Medium Armor.

Boilerplate Quite simply this is a plate of metal, lid, or hatch that you have roughly fashioned to be worn with the intent of protecting your chest. AC 11 + Dexterity Modifier (max 3)

Human Billboard This armor can be planks of wood, or other sturdy material that hangs over your chest and back by means of a rope or chains that rest on your shoulders. Better examples have straps which keep these objects from flapping about by fastening them together at their bottom near your waist AC 13 + Dexterity Modifier (max 3)

Armored Clothing A coat, shirt, or other garment which you have stitched or otherwise attached metal plates/objects, wooden planks/sticks, or other similar sturdy objects to help block or lessen blows against you. Depending on your skills & DM Discretion this armor could be also considered "concealed" as it may not be visible. AC 14 + Dexterity Modifier (max 3).

Armor Scraps Scraps of armor, usually mismatched, damaged, or ill-fitting, but still it is actual armor. AC 16 + Dexterity Modifier (max 1)

Improvised Shield An improvised shield is anything you hold in your hand that can be used to deflect or absorb blows. Be it a pot lid, a broken chair, or some poor sod you grabbed earlier. AC +1

New Tools

Miner's Supplies (50g)

  • Tool: Miner's Pickaxe, Shovel, Bucket, Pan, and Sifting device.
  • Allows you to be a miner, which can range from attempting to find ore veins, and then attempting to mine them, to building subterranean cave and tunnel systems. Really anything that involves making a living from moving Dirt, Rock & Stone.

Miner's Supplies Actions

  • Identify Minerals DC 10
  • Identify Structural weak points in a cave/tunnel that require shoring DC 13
  • Locate Mineral Vein DC 15
  • Mine Mineral Vein DC 20

Arcanist's Kit (250g artisan tool)

  • Tools: A magnifying glass, and a set of magically sensitive tuning forks, pliers, and hammer.
  • Allows you to identify magic items, ley lines, areas, or magical effects over the course of 8 hours work if you meet or exceed the DC. Also if a magic item is damaged you can potentially repair it.
  • A Failed Identification check by 6 more below the DC will not give any information, but a failed check of 5 or less will give you its rarity.
  • Up to two creatures can work together if both have proficency in arcanist's kit to halve the time, and grant one of the creatures advantage on the check. Only one creature may make the check.

Arcanist Kit Actions

  • As an action you can determine whether an item has any magical properties, but not what those properties are, you also determine its approximate rarity. You may use this action a number of times a day equal to your intelligence modifier.
  • Over the course of 1 minute you can determine if there are any ley lines, or strong magical regions nearby (within 1 mile). This also gives approx direction and distance.
  • Over the course of a short or long rest, if you are in a strong magical region, or near a ley line you may imbue 1 item with an aspect of that ley line, or magical region. This aspect can vary, but generally is 1d4 modifier to any attacks or spells cast which use the item. This imbuement lasts for the next 24 hours.

Identify Magical Item

  • Common: 10 (10 minutes)
  • Uncommon: 12 (10 minutes)
  • Rare: 15 (1 hour)
  • Very Rare: 18 (1 hour)
  • Legendary: 21 (4 hours)
  • Artifact: 24 (8 hours)
    • If used in conjunction with the identify spell, Identify acts as if cast 1 level higher than the spell slot used. (for use with the modified Identify Spell)

Firearms

Firearms are generally a no-no in most dnd games. I personally don't have an issue with firearms. If a wizard can create a fireball, why couldn't a chemist make blackpowder or smokeless powder. Firearms just require proficiency with firearms. If you want to subdivide it more simply split the firearms into one handed and two handed proficiencies.

If a firearm has 3 ranges, the first range indicates a range at which the weapon cannot be fired unless you ignore the disadvantage within 5 feet (through crossbow expert or close quarters shooter fighting style), in which case that range has disadvantage to hit. A weapon can only use the ammunition listed for it. Lastly, "crafted" firearms which require a schematic can only be crafted if the player has access to the schematic, plus the requisite materials (cost in parenthesis).

Firearm Ammunition

Name Cost Weight Ammunition type
Black Powder & Ball 3gp / 20 shots 2lb / 20 ammo Renaissance
Smokeless Powder & Slug 6gp / 20 shots 1.5lb / 20 ammo Industrial
Modern Bullet Crafted/Found Only 1lb / 20 ammo Modern
Subsonic Crafted/Found Only 1lb / 20 ammo Subsonic
Explosive Crafted/Found Only 2lb / 5 ammo Explosive
Large Caliber Crafted/Found Only 1lb / 10 ammo Large Caliber
Energy Cell Crafted/Found Only .5lb / reload Futuristic

Crafted Ammunition

Some ammunition typically can only be crafted or found. Unless otherwise stated crafting materials can generally be found in most towns/cities.

Modern Bullet Crafting cost 10g / 20 ammo, Purchased price 15g / 20 ammo

Subsonic Crafting cost 15g / 20 ammo, Purchased price 20g / 20 ammo

Explosive Crafting cost 2g / ammo, Purchased price 5g / ammo

Large Caliber Crafting Cost 10g / 10 ammo, Purchased price 20g / 10 ammo

Energy Cell Crafted 200g / reload, Cannot be purchased & materials are rare.

"Common" Firearms

Name Cost Damage Weight Properties Ammunition Type
Flintlock Pistol 250gp 1d10 piercing 3 lb 30/90, loading, Reload 1 Renaissance
Musket 500gp 1d12 piercing 10 lb 40/120, loading, two-handed, Reload 1 Renaissance
Palm Pistol Crafted: Flintlock Pistol + 100gp 1d8 piercing 1 lb 40/160, Light, Reload 1, Misfire 1 Industrial
Simple Revolver Crafted: Palm Pistol + 200gp 1d10 piercing 3 lb 60/240, Reload 4, Misfire 1 Industrial
Pepperbox Crafted: Palm Pistol + 300gp 1d10 piercing 5 lb 80/320, Reload 6, Misfire 2 Industrial
Blunderbuss Crafted: Musket + 300gp 2d8 piercing 10 lb 15/60, Reload 1, Scatter, Misfire 2 Industrial

Firearm Properties

Not all firearms are just point and shoot, some have special properties.

Burst FireA weapon that has the burst fire property can make a single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition.

ExplosiveUpon a hit, everything within 5 feet of the target must make a dexterity saving throw (DC 13) or suffer 1d8 fire damage. The target of this attack does not take this damage unless it is an object or structure. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Explosive 2Upon a hit or miss, everything within 10 feet of the target must make a dexterity saving throw (DC 15) or suffer 1d8 fire and 1d8 piercing damage. If the attack was a hit on a creature, that creature automatically fails this saving throw.

MisfireWhen your attack roll die rolls the weapons misfire number or lower the weapon misfires. The weapon cannot be used until the misfire is corrected. You may attempt to clear a misfire with a DC 12+misfire number using tinkers tools in place of one attack using your attack action. On a failure the weapon cannot be cleared easily and must be repaired over the course of 1 minute.

ReloadA limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).

ScatterWhen you make your attack roll, designate one other target within 5 feet of the target you choose. If the attack roll would beat that creatures' Armor Class, they also take the weapon's damage. You may not add ability modifiers to the Scatter target.

ScopedThis weapon comes with, or requires a modified spyglass in order to be used beyond its normal range.

SuppressedThis weapon is only about as loud as a standard bow or crossbow.

"Rare" Firearms

Name Cost Damage Weight Properties Ammunition Type
Bad News Crafted: Musket + Schematic(300g) 2d12 piercing 25 lb 10/200/800, Two-handed Reload 1, Misfire 3 Large Caliber
Hunting Rifle Crafted: Musket + Schematic(300g) 2d10 piercing 8 lb 80/240 Reload 5, Two-handed Large Caliber
Anti-Material Rifle Crafted: Bad News or Hunting Rifle + Schematic(1200g) 4d6 piercing 15 lb 10/300/2500 Reload 3, Scoped, Two-handed Large Caliber
Hand Mortar Crafted: Blunderbuss + Schematic(300g) 2d8 fire 10 lbs 30/60, Reload 1, Misfire 3, Explosive Explosive
Thumper Crafted: Hand Mortar + Schematic(600g) 1d8 bludgeoning 10 lbs 10/60/120, Reload 1, Misfire 2, Explosive 2 Explosive
Semi-Auto Pistol Crafted: Pepperbox + Schematic(300g) 2d6 piercing 3 lb 50/150, Reload 15, Light Modern
Revolver Crafted: Simple Revolver + Schematic(300g) 2d8 piercing 3 lb 40/120, Reload 6 Modern
Shotgun Crafted: Blunderbuss + Schematic(300g) 2d8 piercing 7 lb 30/90 (shot) or 80/240 (slug) Reload 2, Two-handed, Scatter (if shot) Modern
Repeater Crafted: Hunting Rifle + Schematic(600g) 3d4 piercing 8 lb 90/320, Reload 11, Two-handed Modern
Scorpion SMG Crafted: Semi-Auto Pistol + Schematic(900g) 2d6 piercing 3 lb 30/120, Reload 20, Burst Fire, Light Modern
Automatic Rifle Crafted: Repeater + Schematic(600g) 2d8 piercing 8 lb 80/240, Reload 30, Burst Fire, Two-Handed Modern
Pneumatic Dart Gun Crafted: Musket + Schematic(900g) 2d4 piercing 7 lb 40/160, Reload 1, Suppressed Two-Handed Sub-Sonic
Suppressed Pistol Crafted: Semi-Auto Pistol + Schematic(900g) 2d4 piercing 3 lb 30/120, Reload 7, Light Subsonic
Suppressed Rifle Crafted: Hunting Rifle + Schematic(900g) 2d6 piercing 8 lb 50/200, Reload 10, Suppressed, Two-Handed Subsonic
Laser Pistol Schematic (10,000g) 3d6 radiant 2 lb 40/120, Reload 50 Futuristic
Laser Rifle Schematic (10,000g) 3d8 radiant 2 lb 100/300, Reload 30, Two-Handed Futuristic
Antimatter Rifle Schematic (10,000g) 6d8 necrotic 10 lb 120/360, Reload 2, Two-Handed Futuristic

New and Expanded feat list

This section contains all the new & modified feats that I have made or run across. These feats are in addition to all normal WOTC feats, if a feat is within the "changed" section, I would allow either option, but you cannot select both.

Changed Feats

Charger (From Myself)

You have become incredibly adept at moving quickly, and converting your locomotion into increased physical strikes.

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • While dashing you increase your movement speed by 10 feet (this is not doubled by the dash action).
  • When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Defensive Duelist (From Myself)

Prerequisite: Dexterity 13 or higher

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. If this would cause the attack to miss you may immediately make a single melee attack with that weapon, you may make this reaction attack a number of times equal to your dexterity modifier per long rest.

Dual Wielder (From Myself)

You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
  • While wielding two weapons, your critical strike range increases by 1.

Great Weapon Fighter (From Myself)

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. OR you gain +1 to your critical strike range on all melee weapon attacks (choose when you take this feat)

Keen Mind (Inspired by DawnforgedCast)

When you encounter a creature you can draw upon your vast stores of knowledge to discern important details about their tactics and abilities. You gain the following Benefits

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.
  • As an Action on your turn, make an Intelligence check (arcana, history, Nature, or Religion, with the particular skill being tied to the creature.) The DC of this check is equal to 10+ the monster's CR. On a success you determine the following traits
  • Their Immunities, Resistances, and Vulnerabilities
  • Their Senses, Languages, and any Special Abilities
  • Any Legendary Actions the monster may possess.
  • One from the following list: AC, HP, Special Traits

You may convey this information to your party as part of this action. If you succeed on your Knowledge check by 5 or more, until the end of your next turn, the party may add their proficiency bonus to all attack and damage rolls against the creature, as well as saving throws against its abilities. This additional bonus is added on top of any other proficiency bonus normally applied.

Linguist (Inspired by DawnforgedCast)

You have studied languages and codes, gaining the following benefits

  • Increase your Intelligence score by 1, to a maximum of 20.
  • you learn three languages of your choice.
  • you can ably create written ciphers. Others can't decode it unless you teach them, or they pass an Intelligence check (DC Equal to your Int+prof bonus), or use magic to decipher it.
  • You gain advantage on Intelligence, Wisdom, and Charisma saving throws against any spells that are cast which utilize a vocal component and which are spoken in a language that you understand.
  • You are able to communicate basic ideas and principles to any creature as long as they have a language and you have spent at least 1 hour with them.

Martial Adept (From Myself)

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • If you already have superiority dice, you gain two more; otherwise, you have two superiority dice, which use a d6. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  • At 9th level you gain an additional superiority die.

Savage Attacker (From Myself)

Your melee and thrown weapon attacks become especially fierce.

  • Your critical strike range with melee and thrown weapons increases by 1.
  • Your Critical strikes with melee and thrown weapons deal additional damage depending on your character level. At 1st level this additional damage is 1d4, at 5th level becomes 1d6, at 11th level becomes 1d8, at 17th becomes 1d10
  • Once per turn on a successful melee or thrown weapon attack, you may choose to have a single weapon damage dice roll their maximum amount. You must choose to do so before damage is applied, but can choose to do so after damage is rolled. Example d4=4, d6=6, d8=8, d10=10, d12=12. You can use this feature a number of times equal to your proficiency bonus, you regain all uses after you complete a short or long rest.

Sharpshooter (From Myself)

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • You gain proficiency with a single Simple or Martial Ranged Weapon. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage. You may only use this feature once per round. OR you gain +1 to your critical strike range on all ranged weapon attacks (choose when you take this feat)

Skilled (From Myself)

  • Select up to 3 skills or tools and gain proficiency in them, OR
  • Select 1 skill to gain expertise, and 1 skill or tool to gain proficiency

Spell Sniper (From Myself)

You have learned techniques to enhance your attacks with certain kinds of spells

  • Prerequisite: The ability to cast at least one spell
  • When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you choose from.
  • Before you make an attack with a spell that requires an attack roll, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage. You may only use this feature once per round. OR you gain +1 to your critical strike range on all spell attacks (choose when you take this feat)

Tenacious (Inspired by DawnforgedCast)

This feat is a combination of Durable and Tough. It does not stack with either of these two feats.

  • Increase your constitution score by 1, to a maximum of 20.
  • When you roll a hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your constitution modifier (minimum of 2)
  • Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
  • You may continue to push yourself even when past the point of exhaustion. When you have 1 or more levels of exhaustion you can choose to push yourself for 1 hour. While pushing yourself you ignore the last level of exhaustion you have. After that hour you gain 1 additional level of exhaustion. You can never reach exhaustion level 6 by using this trait so long as you still eat and drink normally if needed.

Weapon Master (From Myself)

You have practiced extensively with a variety of weapons, gaining the following benefits

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Choose 4 weapons with which you are proficient, you gain an additional +1 to hit and +1 to damage with those weapons. You don't need to choose all 4 weapons at the time you select this feat.
  • Once per rest you may choose one of the following options when it would apply.
  • When you make the attack action you are able to make 1 additional attack
  • Ignore disadvantage on attack rolls this turn
  • You may use your reaction to roll your weapon's damage die and reduce damage dealt to you by that number.

Custom Feats

Adapted to Darkness (Inspired by DM Guild unknown author)

You have learned to cope with darkness, honing your senses to supernatural levels gaining the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain darkvision out to 30 feet, if you already have darkvision or gain access to it at a later level increase the range by 30 feet instead
  • Additionally you have advantage on saving throws against being blinded.

Advanced Attunement (Inspired by DawnforgedCast)

You have gained a great familiarity with magic items and how they work

  • Increase your Intelligence score by 1, to a maximum of 20
  • Attuning to a magic item now only requires 1 minute of uninterrupted focus
  • You gain one additional attunement slot.
  • When regaining charges from magic items, it regenerates a number of additional charges equal to the half the number of attuned items you have (rounded down, and you may reroll if the result is a 1, you must take the new result.

Armory Apprentice (Inspired by DawnforgedCast)

You have trained to be capable in the use of a wide variety of weapons, armor, and shields gaining the following benefits.

  • You may select this feat up to two times, choosing new proficiencies each time.
  • Prerequisite: Strength or Dexterity score of 15 or higher
  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with 1 type of armor or shields. You must have the previous "tier" of armor as a proficiency. (Light --> Medium --> Heavy)
  • You also gain proficiency with four Simple or Martial weapons of your choice, you do not need to select these weapons when you take this feat.

Exotic Armor & Augments Master (From Myself)

You have practiced extensively with a selection of exotic armors gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with 2 Exotic armors, or Armor/Shield Augments as you are proficient with that category of armor (Light, Medium, Heavy, Shields)

Exotic Weapon Master (From Myself)

You have practiced extensively with a selection of weapons, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with 2 Exotic weapons of your choice as long as you are proficient with that category of weapon (Simple or Martial)

Flash Recall (Inspired by Tal'Dorei)

Prerequisite: The ability to prepare spells, and cast at least one spell

  • Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20. You’ve developed the ability to instantly recall an unprepared spell in moments of sudden necessity. As an action, you can instantly prepare a spell from your available class spell list (or spellbook, if you prepare spells from one) that you did not have prepared. This spell choice must be of a level for which you have spell slots. You then lose preparation of a different spell of your choice of equal or higher spell level. If you are multiclassed, you can only Flash Recall spells from a class that prepares spells. Once you use this ability, you must finish a short or long rest before you can use it again.

Force of Destiny. (Inspired by DawnforgedCast)

  • You are able to retain a number of DM Inspiration equal to your proficiency bonus, you may gift your Marks of Destiny to other party members without them, and, if you roll a one using your Destiny die, you may reroll it, taking the new roll

Friend of the Wild. (Inspired by DawnforgedCast)

You acquire an animal companion capable of being trained, which improves as long as you travel together.

  • Requires a player level of 6 or higher.
  • Choose one beast of Challenge 1 or lower.
  • The animal companion adds a number of extra Hit Die to its health equal to one half of your level and adds half of your proficiency bonus to its attack rolls, damage rolls, armor class, and saving throws.
  • These numbers change as your level and proficiency bonus increase
  • If your Wild Companion dies, you may gain a new Wild Companion or resurrect your old one the same way a Beast Master Ranger does.

The selection of animal companions is reliant on DM approval

Grappling Master (From Myself)

This should probably replace the sad Grappler Feat….

  • Prerequisite: 13 Strength
  • You have advantage on attacks against your grappled target.
  • As a bonus action you can deal your strength modifier in damage to one creature that you have grappled.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
  • As a Reaction to taking damage from a source that you can see, you may attempt to use your grappled target, so long as it is no more than 1 size smaller than you, to take the brunt of the attack. Make a contested Grapple check with disadvantage, while the grappled target has advantage. If you succeed, you take half of the damage from that attack, the grappled target takes the other half and the damage then escapes your grapple. On a Failure the target escapes your grapple.

Magic Novice (From Myself)

You seek more knowledge in the magical arts as it has proven useful

  • Prerequisite: Magic Initiate, Ability Score of 11 for the casting modifier of the chosen class
  • You gain a cantrip & level 2nd-level spell, with either a 1st-level spell, or a second 2nd-level spell. You must select these spells from the class you selected for magic initiate.
  • The spell you gain from this feat is always cast at its lowest level, unless you expend the appropriate spell slot to cast it at a higher level. If you are a non-caster class, you must complete a long rest before you can cast the spell at ANY level again. Example: Arcane Trickster and Eldritch Knight can use spellslots to cast these spells if they selected Wizard
  • Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.

Magic Apprentice (From Myself)

You think you are a real caster now!

  • Prerequisite: Magic Novice, Ability Score of 13 for the casting modifier of the chosen class
  • You gain a 3rd-level spell, and one additional spell from spell levels of 0-3. You must select these spells from the Magic Initiate class you initially choose.
  • The spell you gain from this feat is always cast at its lowest level, unless you expend the appropriate spell slot to cast it at a higher level. If you are a non-caster class, you must complete a long rest before you can cast the spell at ANY level again. Example: Arcane Trickster and Eldritch Knight can use spellslots to cast these spells if they selected Wizard
  • Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.

Magic Journeyman (From Myself)

People mistake you for that class due to your magical abilities at this point… Stop confusing the commoners

  • Prerequisite: Magic Apprentice, Ability Score of 15 for the casting modifier of the chosen class

  • You gain a 4th-level spell, and can select up to two additional spells from spell levels of 0-3, or you can select a second 4th-level spell. You must select these spells from the magic initiate class you initially choose.

  • The spell you gain from this feat is always cast at its lowest level, unless you expend the appropriate spell slot to cast it at a higher level. If you are a non-caster class, you must complete a long rest before you can cast the spell at ANY level again. Example: Arcane Trickster and Eldritch Knight can use spellslots to cast these spells if they selected Wizard

  • Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.

Mending Affinity (Inspired by Tal'Dorei)

Your body has begun to adapt extremely well to healing itself through extraordinary means, gifting you the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When a creature uses a healer’s kit to stabilize you when you are dying, you also regain hit points equal to your proficiency modifier.
  • Whenever you regain hit points as a result of a spell, potion, or class ability, you regain additional hit points equal to your proficiency modifier.
  • You have advantage on death saving throws and your "critical" success for death saves becomes 18-20.

Minor Infusion (From Myself)

You have been exposed to the intricacies of magical infusion at some point in your life and are now able to replicate them. As such you gain the following benefits

  • Prerequisite: 5th level character, have at least a 1st level spell slot, and 15 int
  • You gain a +1 to your intelligence score with a maximum of 20.
  • You gain 1 infusion of your choice from the following list. Enhanced Arcane Focus/Defense/Weapon, Repeating Shot, or Returning Weapon.
  • Whenever you gain a level in any class you can swap this infusion for any other on the above list.
  • You must obey all rules for infused items.

Monkey Style (Inspired by various 3.5e rules)

You are unusually adept at wielding large weapons.

  • Increase your Strength or Dexterity by 1, to a maximum of 20
  • You ignore the Heavy trait on weapons if you are small.
  • You may wield a 2 handed melee weapon in a single hand. Your other hand can wield a light weapon.

Rapid Drinker (Inspired by Tal'Dorei)

Through a lifestyle of hard, competitive drinking, you’ve learned how to quaff drinks at an incredibly accelerated pace. You gain the following benefits:

  • Increase your Constitution by 1, to a maximum of 20
  • You can drink a potion as a Bonus action, instead of as an action. If you can already drink potions as a bonus action you may now administer potions as a bonus action and drink them using your object interaction.
  • You have advantage on any saving throws triggered by ingesting an alcoholic or dangerous substance.

Reactionary. (Inspired by DawnforgedCast)

You are extremely aware of the movements and actions of your foes and can react quickly to even the most minor of mistakes that leave your foes vulnerable

  • By expending all your reactions you may take one reaction when you are surprised.
  • You may take an additional number of reactions during combat equal to half of your proficiency bonus rounded down.
  • These additional reactions must be utilized for additional attacks of opportunity and each foe may be attacked only once per round with this reaction.

Second Skin (Inspired by DM Guild unknown author)

You've become so accustomed to wearing your armor that it no longer feels like it's there, granting you the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20
  • You don and doff armor in half the normal time, or a quarter the time if assisted.
  • You can don or doff a shield using your free item interaction on your turn, instead of as an action.
  • While moving at half your normal speed or resting you do not take any penalties or disadvantages to your ability checks normally imposed by wearing medium or heavy armor.
  • You ignore your worn armor's weight when calculating your encumbrance or carrying capacity.

Thrown Arms Master (Inspired by Tal'Dorei)

You’ve honed your ability to lob weaponry into the fray, including weapons not meant for ranged combat. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Simple and martial melee weapons without the thrown property can be treated as if they have the thrown property. One-handed weapons have a range of 20/60, while two-handed weapons have a range of 15/30.
  • Weapons that naturally have the thrown property increase their range by +20/+40.
  • When you miss with a thrown weapon attack using a light weapon, the weapon immediately boomerangs back into your grasp.
  • You can use your reaction to deflect or catch a thrown weapon when you are hit by it. When you do so, the damage you take from the attack is reduced by 1d4 + your Strength or Dexterity modifier. If you reduce the damage to 0, you can catch the thrown weapon if it is small enough for you to hold in one hand and you have at least one hand free. If you already have a feature or item that grants this reaction, you may add your proficiency bonus to that roll.

Improved Cleave (Myself)

You have learned how to control the momentum of your melee strikes to strike adjacent foes when you fell your current target. You gain the following benefits:

  • Requirement: Cleave Variant Rule from the DMG
  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Whenever an attack reduces a creature to 0 hit points, any excess damage from that attack might carry over to another nearby creature. Choose another creature within your reach (without moving), if your original attack roll -1 would still hit, any excess damage is applied to the selected creature. Repeat this process, with cumulative loss of to hit, carrying over the remaining damage until there are no valid targets, you miss, or until the damage carried over fails to reduce a creature to 0 hit points.
  • If the attack reduces a creature to 0 hit points from full hp, you ignore the -1 to hit, and you may move up to 5 feet towards another target without expending any movement to cleave into a new target. You may only benefit from this free movement once per round, but may expend up to 5 feet of your movement to continue this cleave to another creature within your reach, you may repeat this until you can no longer cleave.

TPK Gaming inspired feats

All feats within this section are modifications I have made from the feats found in their feats book that I liked.

Arcane Infusion

You have learned how to control the flow of magic through weaponry. You gain the following benefits:

  • Prerequisite: The ability to cast spells
  • Your Wisdom, Intelligence, or Charisma score increases by 1 (to a maximum of 20)
  • Choose 4 weapons with which you are proficient, you gain an additional +1 to hit and +1 to damage with those weapons. You don't need to choose all 4 weapons at the time you select this feat.
  • When you reach 6th character level your chosen weapon types count as magical for the purposes of overcoming resistances (Rank uncommon). The rank increases to Rare at 11th level, and very rare at 17th.

Backstabber

You have learned how to strike from the shadows or at a distracted creature with even greater effect.

  • Prerequisite: Stealth prof, and Sneak attack feature
  • On a successful hit from stealth, against a surprised target, or when you are flanking a creature who is engaged with at least 2 other creatures your critical strike range increases by 1.
  • You gain a bonus to the damage dealt on an attack when you use your sneak attack equal to the number of sneak attack dice you use on that attack.

Deep Reserves

You have learned how to focus your mind, body, or both increasing the well of power you are able to draw from.

  • Prerequisite: One of the following features - Channel Divinity, Sorcery Points, Ki points, Lay on Hands, Bardic Inspiration, Rage, Superiority dice, infusions (etc).
  • If you have more than one of these features, choose one to gain the following bonus.
  • You gain a number of additional uses equal to half your proficiency bonus (rounded up) to the number for that feature that you may draw from before they are expended.
  • For lay on hands specifically, you treat your pool as if it were 10 per level.
  • For infusions specifically, you gain a number of additional infused items or infusions known equal to the number you would gain from this feat except it rounds down for you (minimum 1). These additional infused items or known infusions these can be split up however you choose.
  • You may select this feat more than once, but you must choose a different feature each time.

Defensive Techniques

You have learned how to add just a little bit extra to your armor, either to shore up its deficiencies, your deficiencies, or to further expand upon its protection. Alternatively, you have learned how to best place yourself to help avoid being hurt in the first place.

  • Prerequisite: Int 13
  • You gain +1 to your armor class so long as you are wearing armor.
  • You gain +2 to your ac if you are unarmored and using the standard AC calculation (10+dex), or an additional +1 if you are using some other means of unarmored defense (monk, racial, barbarian etc)

Dirty Fighting

Growing up you learned how to trick your enemies, use underhanded tactics, and things against the standard norms of combat. Anything to tip the scales in your favor.

  • Prerequisite: Int 13, Dex 13
  • As a bonus action you attempt to mislead, misdirect or otherwise waylay an opponent. The target must make an Intelligence saving throw against your Intelligence DC (8+prof+int mod). On a failure the target suffers disadvantage on their next attack this round.
  • Alternatively, you may use a bonus action to grant yourself an additional 1d4 to your attack rolls this round. This must be stated before any attack roll is made.

Focused casting

You have focused so heavily on a single type of spells that they are even more potent than normal.

  • Prerequisite: The ability to cast spells of 2nd level or higher.
  • Choose one non-physical damage type (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder). Spells that deal this type of damage gain a +1 bonus to your spell dc, or a +1 bonus to your spell attack modifier, but not both if both would apply (choose either DC or to hit when you cast the spell, but before any rolls are made).

Know thy enemy

Your intense focus on a specific enemy type has garnered stunning results.

  • Prerequisite: Intelligence or Wisdom of 15
  • Your Wisdom, or Intelligence score increases by 1 (to a maximum of 20)
  • Choose a type of subtype of enemy (Humanoids {Dwarves, or Elves}, Undead {Zombies, or Skeletons}, Dragons {Red, or White}, etc), you gain this subtype as a Favored Enemy.
  • You add half of your proficiency bonus (rounded down), to your AC when attacked by your Favored Enemy.
  • You add +1 to your damage rolls against your favored enemy

Master of your Craft

Through years of hard work and dedication, you are now recognized as a master within your field.

  • Prerequisite: Proficiency in a tool, and Intelligence of 13
  • Choose a specific artisan tool, this tool gains the following benefits.
  • You craft objects and items using this tool at twice the rate as normal.
  • Any check you make with these tools is made with advantage.
  • When crafting weapons, or armor, make a DC 20 check with your tools. If you succeed this check, they gain the effects of having a +1 to hit and damage, but still do not count as magical for the purposes of resistances unless the item you are creating is also a magic item.
  • When crafting consumable items (such as a potion of healing, acid, alchemist fire, etc) make a DC 20 check with your tools. If you succeed this check the consumable is more potent than normal. This potency translates as an increase of its die size by one, gain one additional die to their effect, and double the number of uses if they have multiple uses (such as with a healer's kit). Example would be a healing potion that succeeds this check would be 3d6+2 rather than 2d4+2
  • Any crafted item can be designed however you want for aesthetic purposes, this will not affect its utility or use.

Spell Shield

You have learned how to force the weave to form a protective layer around you.

  • Prerequisite: The ability to cast spells
  • As a bonus action, you may choose to sacrifice a spell slot of 2nd level or higher and gain a +1 bonus to your AC. This bonus AC lasts for the next minute, or until you have negated a number of hits equal to the spell slot you expended due to this bonus AC.

When you expend a spell slot of 4th level or higher, this bonus AC increases by an additional +1 for every even spell slot level (4, 6, 8).

Racial Feats

Racial feats are something that WOTC partially implemented (primarily from the PHB races), and then haven't touched since. This is a collection of custom and other sourced racial feats that I know of. Some are "revived" from previous editions, while most are not.

Aarakocra: Air Superiority (From Myself)

You have fully embraced the dominance that having flight gives you in a fight and can now attack like a great eagle.

  • Prerequisite: Aarakocran race
  • Increase your Strength or Dexterity by 1, to a maximum of 20
  • If you are flying and dive at least 30 ft. in a straight line toward a target and then hit it with a melee weapon attack, the attack deals an extra 1d6 damage to the target. If this attack was with your talons, this extra damage instead becomes 2d4.
  • While flying, if you take the dash action attacks of opportunity are made with disadvantage.

Aarakocra: Large Wings (From Myself)

Your wings have grown to be twice as large as they were.

  • Prerequisite: Aarakocran race
  • Your new wingspan means you count as a large creature while flying for the purposes of room needed to fly. You are still a medium creature in all other respects.
  • When you make a melee attack on your turn with a held weapon that does not have the heavy property, your reach for it is 5 feet greater than normal.
  • You can now wear medium or heavy armor while flying, but your flying speed is reduced by 20 feet while wearing medium or heavy armor

Aasimar: All Consuming Light (From Myself)

Your celestial heritage has burdened you with a power that threatens to consume you.

  • Prerequisite: Aasimar (Scourge) race
  • Your "Radiant Consumption" trait now has a number of uses equal to your proficiency bonus, and can now be activated as a bonus action.
  • While your "Radiant Consumption'' trait is active, creatures within the bright light you shed are more vulnerable to radiant damage. Whenever they take radiant damage, they take an additional amount equal to your Charisma modifier, this extra radiant damage ignores resistances.

Aasimar: Light of Life (From Myself)

Your celestial heritage is more closely tied with the restorative powers of the higher planes. Through intense inner focus you have unlocked greater powers of healing.

  • Prerequisite: Aasimar race
  • Increase your Wisdom or Charisma by 1, to a maximum of 20
  • Your "Hands of Healing" trait now has a number of uses equal to your proficiency bonus.
  • When you use your "Hands of Healing'' ability, you may choose to expend two uses of "Hands of Healing" instead of one to let a wave of healing light wash out from you. Each creature within 15 feet of you regains a number of hit points equal to half your level, rounded up.
  • Lastly your "Hands of Healing" trait gains a 30 foot range.

Aasimar: True Terror (From Myself)

Your celestial heritage is more closely tied with the darkness that tainted those who fell from the higher planes. This corruption can be expanded through intense inner focus.

  • Prerequisite: Aasimar (Fallen) race
  • Your "Necrotic Shroud" trait now has a number of uses equal to your proficiency bonus, and can now be activated as a bonus action.
  • Creatures frightened by your presence remain so until you can no longer see them and they save against your DC, or "Necrotic Shroud" ends.
  • Additionally these creatures lose half of their movement speed while they can see you.

Aasimar: Wings of Protection (From Myself)

Your celestial heritage has left you an innate drive to protect others from harm.

  • Prerequisite: Aasimar (Protector) race
  • Your "Radiant Soul" trait now has a number of uses equal to your proficiency bonus, and can now be activated as a bonus action.
  • While your "Radiant Soul" trait is active, you or an ally of your choice within 5 feet of you gains +2 to their AC as you use your wings to deflect blows.
  • Lastly, you may use your reaction to quickly fly to an ally within 15 feet of you to take a blow that would hit them. Using this reaction you reduce the damage you receive by an amount equal to half your level rounded down.

Bugbear: Ambush Predator (From Myself)

Your body has adapted to move as silently as possible, helping ensure you get the drop on your foes.

  • Prerequisite: Bugbear
  • You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You gain the "Padded Feat" trait. While not wearing footwear you gain advantage on stealth checks to move silently.
  • Your "Surprise Attack" trait increases to 3d6.

Bugbear: Feral Nature (From Myself)

You embrace your more feral nature by putting more muscle into each weapon swing.

  • Prerequisite: Bugbear
  • Your Strength increases by 1, to a maximum of 20.
  • Once per turn when you make a strength based weapon attack, you may add 1 additional weapon damage die.

Centaur: Heavy Cavalry (From Myself)

Your body and strength allow you to perform feats of strength that other races are not capable of.

  • Prerequisite: Centaur
  • When grappling creatures, you do not need to expend any extra movement to move them with you. When you are grappled, you can, as part of your movement, make a contested athletics check with your grappler. If you beat your grappler you may move as if you were in difficult terrain.
  • When you are moving a creature you have grappled, if you move at least 30 feet in a straight line they take 2d6 bludgeoning damage.
  • Lastly, you can move through any creature's space as if it were difficult terrain. If they are 2 sizes or more larger than you are, it is not difficult terrain.

Centaur: Nomad (From Myself)

You have grown accustomed to life on the move and surviving off the land.

  • Prerequisite: Centaur
  • You gain proficiency in the Survival or Perception skill. If you are already proficient in the skill you choose, you add double your proficiency bonus to checks you make with it.
  • Ranged and thrown weapon attacks ignore half and three quarters cover when you have advantage.
  • Ranged and thrown weapons you wield gain 30 feet additional range to both their normal and far shots when moving towards your target.
  • You ignore difficult terrain created by non-magical plants

Changeling: Broad Knowledge (From Myself)

Having so many personas means that you have numerous skills that would come with them.

  • Prerequisite: Changeling
  • You gain 1 skill proficiency, and 1 tool proficiency.
  • Choose 1 skill you are not proficient in, you gain advantage on ability checks with that skill.
  • Chameleon Skin: While unarmored and wearing minimal or no clothing you can attempt to hide even while in plain sight so long as you are not being actively observed while attempting to hide as your skin takes on the appearance of your surroundings.

Changeling: Comfortable in their skin (From Myself)

You have grown accustomed to living in someone else's form.

  • Prerequisite: Changeling
  • You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You gain the "Unsettling Visage" trait. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. Using this trait reveals your shape shifting nature to any creature within 30 feet that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
  • If you kill a humanoid with a non-ranged attack, you gain access to some of their memories that will aid you in passing yourself off as them. Such as basic mannerisms and friends/family members' names. You gain a +5 to deception or performance checks to pass yourself off as that person.

Firbolg: Destroyer of Nature (From Myself)

You have turned your ties with nature against it.

  • Prerequisite: Firbolg
  • Increase your Strength, Dexterity, or Wisdom by 1, to a maximum of 20
  • When attacking beast or plant creatures you have advantage to hit. When a beast or plant creature is making a saving throw against a DC of yours, they have disadvantage against that saving throw.
  • You learn the cantrip Bonfire with the following modifications: It automatically spreads to nearby non-creature plants within 5 feet of the bonfire. If a plant creature fails its saving throw against bonfire, it catches on fire. Plants that are on fire from your Bonfire burn as if they were part of the bonfire cantrip. Each additional round you maintain concentration the fire can spread another 5 feet to nearby plants. When you lose concentration or the spell ends all fires go out.

Firbolg: One with Nature (From Myself)

You have been born closely attuned with the natural flows of magic of nature.

  • Prerequisite: Firbolg
  • You gain the following spells: Starting at first level you gain Druidcraft & Entangle. Starting at 5th level, you can cast Plant Growth with it, and starting at 9th level, you can also cast Transport Via Plants. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest or expend the appropriate spell slot to do so again. Wisdom is your spellcasting ability for these spells. These spells do not count against your spells or cantrips known or prepared.

Genasi: Convergence of the Elements (From Myself)

The power of the elemental planes flows through your veins.

  • Prerequisite: Genasi
  • You gain the following spells: Starting at first level you gain Absorb Elements and Chromatic Orb. Starting at 5th level, you can cast Elemental Bane with it, and starting at 9th level, you can also cast Summon Elemental, Summon Elemental does not require concentration when you use this feature. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest or expend the appropriate spell slot to do so again. Wisdom is your spellcasting ability for these spells. These spells do not count against your spells or cantrips known or prepared.

Genasi: Elemental Manifestation (From Myself)

The power of the elemental planes flows from you.

  • Prerequisite: Genasi
  • Increase one ability ability score of your choice by 1, to a maximum of 20
  • You gain one of the following traits based on which type of Genasi you are.
  • Air: You take on some physical aspects of a Genie. You gain fly (hover) speed equal to half of your walking speed.
  • Earth: Your skin hardens forming a natural barrier between you and harm. You gain +1 AC or you may use your new natural armor. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity or Constitution modifier. You can use a shield and still gain this benefit.
  • Fire: You gain resistance to fire damage.
  • Water: You gain resistance to cold damage.

Gith: Greater Psionics (From Myself)

You are particularly adept at psionics.

  • Prerequisite: Gith
  • You gain the following spells: Starting at first level you gain Mind Sliver & Sword Burst. Starting at 5th level, you can cast Tasha's Mind Whip, and starting at 9th level, you can also cast Phantasmal Killer. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest or expend the appropriate spell slot to do so again. Intelligence or Wisdom is your spellcasting ability for these spells. These spells do not count against your spells or cantrips known or prepared.

Gith: Otherworldly Training (From Myself)

You have spent time training with your fellow gith.

  • Prerequisite: Gith
  • Increase one ability ability score of your choice by 1, to a maximum of 20
  • You gain one of the following traits based on which type of Gith you are.
  • Githzerai: Monastic Training. You gain a +1 bonus to AC while you aren't wearing medium or heavy armor and aren't using a shield. Many githzerai receive basic training from monks, and the monks among them are unmatched in their defensive abilities.
  • Githyanki: Decadent Mastery. You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu'narath, githyanki have bountiful time to master odd bits of knowledge.

Gnoll: Plains Hunter (From Myself)

You are accustomed to long distance running and short distance dashing from your time hunting with your pack.

  • Prerequisite: Gnoll
  • Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20
  • You may take the Dash action as a bonus action.
  • You may move at a Fast travel speed without any of the detriments that normally come from it.

Gnoll: Bloodlust (From Myself)

You revel in battle and sometimes your frenzy overtakes you.

  • Prerequisite: Gnoll
  • Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20
  • You gain a bite attack. This bite attack deals 1d4 piercing damage and uses strength for your attack and damage modifiers. If you already have a bite attack, this feature increases its die size by 1.
  • You gain the Rampage trait. When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a bite attack.

Goblin: Position Swap (From Myself)

You use your small frame and sneaky nature to avoid blows against you.

  • Prerequisite: Goblin
  • Increase your Dexterity, or Charisma by 1, to a maximum of 20
  • When a creature you can see targets you with an attack, you may choose another creature within 5 feet of yourself. Make a deception or sleight of hand check contested by the other creature's insight or perception check. If you win the skill contest you swap places with that creature, and the chosen creature becomes the target instead. You may only use this feature successfully once per short or long rest. You may attempt to use this feature again if you fail the skill contest.

Goblin: Trapper (From myself, inspired by Revenge of the Horde's Forest Goblin Trapper)

You were the trapper for your clan, as such you have great familiarity with laying and spotting traps.

  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of traps.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • You can set the following traps as a bonus action instead of as an action. Ball Bearings, Caltrops, and Hunting Traps.
  • You can craft one of the following traps so long as you have access to basic materials such as wood, string, metal, or plant material. Hunting Trap, Punji Sticks, Trip Wire, Snare Trap.
Goblin Trapper: New Traps
  • Punji Sticks: Sharpened spikes that can be driven into an area of ground measuring no more than 5 ft. square which can be set up over the course of two turns using your action each turn. You may cover them up with leaves or other detritus as an additional action. The spikes can be detected with a DC 10 Wisdom (Perception) check if they are uncovered, and a DC 13 Wisdom (Perception) check if they are covered. If a creature enters the affected area it must make a DC 12 Dexterity saving throw. On a failed save the creature takes 5 (2d4) piercing damage. If planted at the bottom of a pit at least 5 feet deep the damage increases to 4d4 piercing damage save for half damage.
  • Trip Wire: A rope or vine attached to two points up to 25 ft. apart and 1 ft. off the ground, which can be set up over the course of two turns using your action each turn. The trip line can be detected with a DC 12 Wisdom (Perception) check. If a creature passes through the affected area it must make a DC 15 Dexterity saving throw or fall prone.
Goblin Trapper: New Traps Continued
  • Snare Trap: A spring-loaded snare in a 5 ft. square, which can be set up over the course of five turns using your action each turn. You may spend an additional turn using your action to cover it with leaves and other detritus. The snare can be detected with a DC 12 Wisdom (Perception) check if uncovered, or a DC 14 Wisdom (Perception) check if covered. If a Small or Medium creature enters the affected area it must make a DC 13 Dexterity saving throw. On a failed save the creature is restrained and pulled upside-down 5 ft. off the ground. A creature can destroy the snare, freeing any restrained creature, by dealing 1 damage to the snare (AC 10).

Goliath: Larger than Most (From Myself)

The blood of giants flows through your veins, suddenly manifesting in a sudden growth spurt.

  • Prerequisite: Goliath, 5th level
  • Your size increases to large, you gain an additional 2d4 height in feet and 10d20 pounds in weight.
  • You can now catch and throw rocks (boulders). You gain proficiency with these improvised weapons. Rocks and Boulders use your strength modifier for attack and damage rolls, have a range of 40/120 and deal 3d6 bludgeoning damage on hit. As a reaction to being the target of a thrown rock/boulder thrown by a creature your size or smaller, you can make an athletics check contested by the attack roll, if you win the contest you catch the rock/boulder and take no damage.
  • You may now wield "Large size weapons" in addition to normal size weapons.

Goliath: Mountain’s Endurance (Inspired by Adam Bradford's Expanded Racial Feats)

Your ability to shrug off some injuries is legendary, even for your race.

  • Prerequisite: Goliath
  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • When you use your Stone’s Endurance trait as a reaction to reduce damage, you now may choose to roll 3d4 instead of 1d12, while still adding your Constitution modifier. Alternatively, you can choose to gain resistance to the triggering attack’s damage type until the start of your next turn. If the triggering attack deals more than one type of damage, choose one. You can use this feature a number of times equal to your Proficiency Bonus, regaining all uses when you complete a short or long rest.

Grung: Poison Dart Frog (From Myself)

You are more closely related to highly poisonous frogs than that of your kin.

  • Prerequisite: Grung
  • Your "Poisonous Skin" trait becomes far more potent. Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 15 Constitution saving throw or take 1d6 poison damage and become poisoned for 1 minute. At the start of your turn any enemy that is still holding you takes an additional 1d6 poison damage. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 15 Constitution saving throw taking 3d6 poison damage on a failed saving throw or half on a successful save.
  • Additionally your standing or running high jump is increased to 10 feet plus your strength or dexterity modifier, while your standing or running long jump is now 20 feet plus your strength or dexterity modifier.

Grung: Poison Toad (From Myself)

You have grown larger than your kin.

  • Prerequisite: Grung, 5th level
  • Your size becomes Medium, and your Movement speed increases by 5 feet.
  • You gain a bite attack. This bite attack can use your Strength or Dexterity for the attack and damage rolls. On hit you deal 1d4 piercing and 1d6 poison damage, and the target is grappled (Escape DC 13). Until this grapple ends, you can't bite another target. If you hit the same creature that you are grappling with your bite with another bite, and they are your size or smaller, you start to swallow them, restraining them in the process.
  • While swallowing a creature that is one size smaller than you are, and you hit them with another bite attack, they are swallowed and your grapple ends on them. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 2d6 acid damage at the start of each of your turns. You can have only one target swallowed at a time. If you take more than 10 damage in a single turn from the swallowed creature you must make a DC 5 + the damage dealt constitution saving throw. On a failure you throw up the swallowed creature.

Hobgoblin: Breed for War (From Myself)

You were born and raised for the Hobgoblin war machine. As such you gain the following traits.

  • Prerequisite: Hobgoblin
  • When you make a weapon attack while within 5 feet of an ally, you gain 1d4 bonus to the attack roll.
  • Formation Fighting: You are trained to fight in close formations where each soldier is responsible for the defense of those around them. When you are wielding a melee weapon or shield and aren’t incapacitated, allies within five feet of you gain a +1 bonus to their AC.
  • If you already have this trait, you also gain the +1 AC.

Hobgoblin: War Magic (From Myself)

You were born and raised for the Hobgoblin war machine. As such you gain the following traits.

  • Prerequisite: Hobgoblin
  • When you cast a spell that affects an area, you may choose a number of creatures of your choice equal to your proficiency bonus, the selected creatures automatically succeed any saving throw against the spell you cast. You may use this feature a number of times equal to your proficiency bonus.
  • When a creature within 15 feet of you casts a spell, you may expend your reaction and to amplify the effects of that spell. The spell gains 2d4 to its effects. You may use this feature a number of times equal to your proficiency bonus.
  • You gain the ability to cast Aganazzar's Scorcher. You can cast this spell without expending a spell slot. Once you cast the spell in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. Intelligence is your casting modifier for this spell.

Kalashtar: Dreamless (From Myself)

The spirit who is a part of you has taken a greater hold of you than normal.

  • Prerequisite: Kalishtar
  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • You no longer need to sleep, you may instead spend time you normally would sleep doing light activities.
  • You gain the ability to cast Dream, but without the ability to make the messenger monstrous until you reach 9th level. You can cast this spell without expending a spell slot. Once you cast the spell in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. Wisdom or Charisma is your casting modifier for this spell.

Kalashtar: Mind Delver (From Myself)

The spirit within you greedily delves for the knowledge hidden within other's minds.

  • Prerequisite: Kalishtar
  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
    • You gain the ability to cast Detect Thoughts without any Verbal, Somatic, or Material Components. When you do so using this feature, on a target you have Mind Linked with, that creature has disadvantage on any Wisdom Saving throw from Detect Thoughts, and doesn't realize you are delving their mind even on a success. You can cast this spell without expending a spell slot. Once you cast the spell in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. Wisdom or Charisma is your casting modifier for this spell.

Kenku: Expert Lookout (From Myself)

Your sordid past has given you skills which others find enviable.

  • Prerequisite: Kenku
  • You gain proficiency in the Perception Skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • While your allies are at least 30 feet away from you, and you are on lookout, you gain advantage on any perception checks to detect either danger or the law and you cannot be surprised.

Kenku: Information Relay (From Myself)

Your sordid past has given you skills which others find enviable.

  • Prerequisite: Kenku
  • You gain proficiency in the Deception Skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You can cause your voice to come from a location you can see within 30 feet of you.
  • You can read any text within 30 feet of you, so long as it is in a language you know, if it is visible to you.
  • As a bonus action, you can attempt to misdirect a creature within 30 feet of you. That creature must make an Insight check versus your Deception check, if you succeed, the next attack against that creature before the start of your next turn gains advantage. If you fail the check, the creature is immune to your misdirection for the next minute.

Kobold: All that glitters (From Myself)

Your heritage has granted you unique insights on how to find treasure.

  • Prerequisite: Kobold
  • Increase your Wisdom or Intelligence score by 1, to a maximum of 20.
  • Whenever you make an ability check to find treasure, you have advantage on that ability check.
  • Whenever you find treasure you are able to scrounge up an additional 1d10 * your proficiency bonus in additional monetary pieces (such as gold, gems or other shiny objects).
  • When you are resting on a "horde" you gain the effects of a long rest after spending a short rest, you may only receive this benefit once per week.

Kobold: Urd (From Myself)

Whether through evolution, magical manipulation, alchemical modification, or a fluke you have gained a set of wings.

  • Prerequisite: Kobold
  • You gain a 30 foot flying speed.
  • You gain the ability to drop rocks on your enemies, as an attack you may drop a rock on a target directly below you. This attack uses your strength or dexterity modifier for the attack roll & damage (your choice). On hit the rock does 1d6 damage.

Leonin: Catlike Reflexes (From Myself)

You have embraced your lion heritage more so than your kin.

  • Prerequisite: Leonin
  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Whenever you take falling damage you may use your reaction to reduce the damage you take by 5 * your proficiency bonus and land on your feet. If you have the "Slow Fall" feature, this feature further reduces falling damage you take.
  • While you are hidden, you may spend an action to ready a pounce. When a creature enters a space within 15 feet of you, you may choose to pounce, which allows you to jump up to 15 feet and perform a melee attack with your claws or a melee weapon which you are holding. If this pounce hits, the target must succeed a DC 13 strength saving throw or be knocked prone.

Leonin: Vicious Claws (From Myself)

Your claws are long and can secrete a poisonous substance.

  • Prerequisite: Leonin
  • When you attack with your claws you deal 2d4 slashing and the target must make a Constitution saving throw against your constitution DC (8 + Constitution Modifier + Proficiency Bonus) taking 1d6 poison damage on a failure.
  • Whenever you critically strike with your claws the target takes an additional 2d6 slashing damage.
  • Additionally you gain a climbing speed equal to your walking speed.

Lizardfolk: Diverse Heritage (From Myself)

Lizardfolk come from many different areas, as such they have gained different traits.

  • Prerequisite: Lizardfolk
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • Additionally, choose one of the follow traits
  • Blackscale: Whenever you make a successful melee attack with an unarmed or natural weapon you deal additional damage equal to your proficiency bonus as acid damage.
  • Desert: You lose your swimming speed, but gain a 15 foot burrow speed and you ignore the effects of environmental extreme heat .
  • Poison Dusk: You are never at risk of harming yourself when harvesting or applying poisons to weapons. Additionally you may apply poisons as a bonus action.

Lizardfolk: Tough Scales (From Myself)

Your scales are especially tough that help protect you against blows.

  • Prerequisite: Lizardfolk
  • Whenever you are using your natural armor to calculate your AC, you may also add half your Constitution modifier (rounded down) to your AC.
  • Whenever you are using any other calculation for AC, you may further increase your AC by 1.
  • Whenever you take non-magical slashing, piercing, or bludgeoning damage, you may reduce that damage by 3.

Locathah: Hardy Mucous Membrane (From Myself)

You have become adapted to living on land.

  • Prerequisite: Locathah
  • Increase your Constitution score by 1, to a maximum of 20.
  • Your Limited Amphibiousness trait has changed to the following: You can breathe air and water, but you need to be submerged at least once every 24 hours to avoid suffocating.
  • If you were submerged in water within the last 8 hours, you are especially slimy and hard to grab. You have advantage on any check to resist or escape grapples & restraining effects. If an attack includes a grapple or restrain on hit, you may make a dexterity saving throw versus the attack roll, on a success you are not grappled or restrained.

Locathah: Sea Magic (From Myself)

You have the power of the sea flowing through you.

  • Prerequisite: Locathah
  • You gain the following spells: Starting at first level you gain Shape Water & Create or Destroy Water. Starting at 5th level, you can cast Water Breathing & Wall of Water, and starting at 9th level, you can also cast Control Water & Watery Sphere. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest or expend the appropriate spell slot to do so again. Intelligence or Wisdom is your spellcasting ability for these spells. These spells do not count against your spells or cantrips known or prepared.

Loxodon: Bull Elephant (From Myself)

You have grown to be significantly larger than your kin.

  • Prerequisite: Loxodon & 5th level
  • Your size increases to large, you gain an additional 2d4 height in feet and 10d20 pounds in weight.
  • You may choose to walk using your arms in addition to your legs on your turn. When doing so you may not use weapons that turn, but gain an additional 10 feet to your movement speed. When walking on all 4 limbs, you also gain a Stomp Attack which uses your Strength modifier for the attack and damage rolls and deals 2d10 bludgeoning damage on hit. In addition you gain the following trait.
  • Trampling Charge: If you move at least 20 feet straight toward a creature and then hit it with a stomp attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, you can make one stomp attack against it as a bonus action.
  • You may now wield "Large size weapons" in addition to normal size weapons.

Loxodon: Thick Hide (From Myself)

Your hide is especially thick and it helps protect you against blows.

  • Prerequisite: Loxodon
  • Increase your Constitution score by 1, to a maximum of 20.
  • When you are using your Natural Armor trait, the calculation becomes 14 + your Constitution modifier
  • Whenever you take non-magical slashing, piercing, or bludgeoning damage, you may reduce that damage by 3.

Minotaur: Maze Walker (From Myself)

You have an exceedingly good memory for the paths you have walked.

  • Prerequisite: Minotaur
  • Increase your Wisdom score by 1, to a maximum of 20.
  • You can always retrace your steps without fail, unless you were teleported or made lost via magical means.
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of traps.

Minotaur: Raging Bull (From Myself)

You have embraced the fury that comes with your heritage.

  • Prerequisite: Minotaur, and 5th level
  • Your size increases to large, you gain an additional 2d4 height in feet and 10d20 pounds in weight.
  • You gain the ability to enter a "Blind Rage" as a reaction to taking damage. This Blind Rage lasts until the end of your next turn. While in this blind rage, you have disadvantage on perception checks, and you may deal extra damage equal to your proficiency bonus on a melee attack once per turn.
  • Additionally, If you have the "Barbarian Rage" feature, you gain one additional use of it.

Orc: Berserker (From Myself, Inspired by Revenge of the Horde)

You have an anger problem, but it helps solve other problems.

  • Prerequisite: Orc
  • Brutal: Once per round, when you roll minimum damage with a successful melee weapon attack, you can roll the weapon’s damage dice again, adding that to the total damage.
  • Healing Rage: Once per day you may heal a number of hit points equal to 5 times your proficiency bonus as a bonus action.
  • Pain Powered Strikes: When you are below 25% of your maximum hit point total, you may make one additional attack when you take the attack action.

Orc: Raider (From Myself)

You lived or worked with an Orcish Raiding party.

  • Prerequisite: Orc
  • When you make a successful attack with a melee weapon, you may add 1d6 additional damage once per turn.
  • You deal "siege" damage to doors and barricades.
  • Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
  • You may travel for 4 additional hours before being subjected to the effects from a "Forced March".
  • When you find a settlement or group of people, you can spend an hour watching them to learn the following information: The number of "warriors", their normal patrol routes, and an estimated difficulty of a raid on them.

Satyr: Life of the Party (From Myself)

You have spent much time partying and making merry.

  • Prerequisite: Satyr
  • Increase your Charisma score by 1, to a maximum of 20.
  • Over the course of a short rest you can prepare and throw a small party for up to 6 willing creatures. Those who partake in the party regain one additional class feature more than normal or the first hit die they spend has its effect doubled (their choice).
  • Whenever you attend a party, or gathering you are able to gather information much easier as you talk with the participants.
  • Additionally any Charisma ability checks you make during a party are made with advantage.

Satyr: Talented Musician (From Myself)

You have spent much time playing instruments to wile away the time.

  • Prerequisite: Satyr
  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in 3 instruments of your choice.
  • You gain advantage on any check which requires playing an instrument or making/using music.

Shifter: Beast Kin (From Myself)

You feel as much at ease with beasts as you do with anything else.

  • Prerequisite: Shifter
  • You have the ability to communicate in a limited manner with beasts. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
  • You gain the ability to cast Animal Messenger & Summon Beast. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest or expend the appropriate spell slot to do so again. Wisdom is your spellcasting ability for these spells. These spells do not count against your spells known or prepared.

Shifter: Weretouched protection (From Myself)

Your heritage does involve lycanthropy.

  • Prerequisite: Shifter
  • Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
  • The number of temporary hit points you gain when you shift is doubled
  • Whenever you take non-magical slashing, piercing, or bludgeoning damage, you may reduce that damage by 3.

Simic Hybrid: Additional Enhancements (From Myself)

Additional enhancements have recently been made.

  • Prerequisite: Simic Hybrid
  • Choose two of the following traits
  • Increase one Ability score of your choice by 1, to a maximum of 20.
  • You gain 1 additional arm that functions like any other.
  • Limited Regeneration: you regain 1 hp per hour, and lost limbs will grow back over the course of 2 weeks.
  • Chameleon Skin: When you are stationary for 1 minute or more, your skin blends in with your surroundings granting you advantage on stealth checks which require sight. When you move your skin reverts to its normal coloration.
  • Squishy: You can squeeze through gaps and holes that are 1 foot across or more.
  • Keen Ears: You gain advantage on perception checks that require hearing.
  • Keen Eyes: You gain advantage on perception checks that require sight.
  • Keen Nose: You gain advantage on perception checks that require smell.

Simic Hybrid: Ultimate Enhancement (From Myself)

You have gained one final enhancement.

  • Prerequisite: Simic Hybrid, prerequisite 10th level.
  • Increase one Ability score of your choice by 1, to a maximum of 20.
  • You gain one of the following traits
    • Breath Attack: As an action, you can release a breath attack. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 6d6 fire, cold, or lightning damage (your choice) on a failed save, or half as much damage on a successful one. This damage increases by 2d6 when you reach 14th level (8d6) and 17th level (10d6). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
    • Wings: You gain a 50 ft flying speed. If you are wearing heavy armor this speed is reduced by 10 feet.
    • Burrowing: You gain a 20 ft burrow speed through dirt & stone.
    • Tremorsense: You gain a 20 ft tremorsense

Tabaxi: Cat’s Grace (From Myself)

Your feline heritage has granted you additional abilities.

  • Prerequisite: Tabaxi
  • Increase your Dexterity score by 1, to a maximum of 20.
  • Whenever you take falling damage, make a Dex save with a DC = to the falling damage. On a success you reduce the falling damage to 0 and land on your feet.
  • You may use your Feline Agility feature changes to the following: Your reflexes and agility allow you to move with a burst of speed. This ability has two charges, when you move on your turn in combat, you may expend a charge to double your speed until the end of the turn. Whenever you move 0 feet on one of your turns you regain 1 charge. You may only extend one charge per turn.

Tabaxi: Cat’s Claws (From Myself)

Your feline heritage has granted you additional abilities.

  • Prerequisite: Tabaxi
  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Your claws now deal 2d4 damage, and gain the finesse trait. Additionally, while you are grappling or restrained, you have advantage to hit the target which is grappling or restraining you with your claws.

Tortle: Venerable Tortoise (From Myself)

Through change in mindset, your metabolism, and aging now similarly match your non-sentient tortoise kin.

  • Prerequisite: Tortle
  • You lose 10 feet of movement speed.
  • You gain resistance to poison damage and immunity to disease.
  • You can now live to be 200 years old.
  • You ignore the effects of old age.
  • As your life progresses you constantly grow. At 50 years old you are now considered large, and may wield large weapons.
  • At 150 years old your shell has become especially hard, your natural armor class is now 19.

Tortle: Snapping Turtle (From Myself)

You are more closely related to snapping turtles.

  • Prerequisite: Tortle
  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You gain a bite attack with a range of 5 feet. This bite attack uses your strength modifier for attack and damage rolls. On hit you deal 1d8 piercing damage. You may use this attack while you are retracted into your shell.

Triton: Depth Dweller (From Myself)

You spent a long time towards the bottom of seas and oceans.

  • Prerequisite: Triton
  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You gain a darkvision of 60 feet, while underwater this darkvision increases to 120 feet.
  • While underwater, you have advantage on perception checks to spot creatures which are hiding from you.

Triton: Inquisitive Collector (From Myself)

You greatly enjoy finding and acquiring curios for your collection

  • Prerequisite: Triton
  • Increase one ability score of your choice by 1, to a maximum of 20.
  • When performing an ability check related to the lore or use of items which you can hold you have advantage on those ability checks.
  • When searching ruins and debris you have advantage on any ability check to find items.
  • You can accurately determine the origin and rough price of most objects.
  • Your affinity for items has granted you one additional attunement slot.

Vedalken: Pursuit of Perfection (From Myself)

Your endless search to achieve the perfection that is always out of reach has granted you vast stores of knowledge

  • Prerequisite: Vedalken
  • Increase your Intelligence score by 1, to a maximum of 20.
  • Choose a skill or tool you are proficient in. This skill or tool now can use your intelligence instead of its original ability score. Additionally, You gain a number of "perfection" charges equal to your proficiency bonus. Before you make an ability check with your selected skill or tool you may choose to expend one of these charges to have rolled a 15 on your d20. You must choose to do so before making the ability check.

Vedalken: Embracing Failure (From Myself)

You understand that failure is but a part of the journey to an unreachable state of perfection.

  • Prerequisite: Vedalken
  • Increase one ability score of your choice by 1, to a maximum of 20.
  • Whenever you fail an ability check with a skill or tool you are proficient in you gain a "failure counter". When you reach 5 failure counters, you gain one "Failure Charge". You may store a number of "Failure Charges" equal to your proficiency bonus. Whenever you fail an ability check with a skill or tool you are proficient in, you may expend your reaction and a "Failure Charge" to change your d20 roll to a 10, possibly turning a failure into a success.

Verdan: Chaos Theory (From Myself)

You were born from the chaos, which That-Which-Endures briefly held back.

  • Prerequisite: Verdan, & 5th level.
  • You gain the ability to cast Alter Self as an "At Will" spell. When you cast this spell with this trait, this spell does not require concentration, and the effects last until you choose them to end, but you cannot choose to use the Natural Weapon feature. You may choose to cast Alter Self normally, once you cast this spell normally with this trait, you can't cast that spell with it again until you finish a long rest or expend the appropriate spell slot to do so again. Constitution is your spellcasting ability for these spells. These spells do not count against your spells known or prepared.
  • Additionally, you undergo one an additional mutation. This mutation grants you one feature of your choice from the list below.
    • You gain dark vision with a range of 60 feet.
    • You gain the ability to psychically ward yourself from harm. By expending your reaction you gain a +2 to your armor class or to a saving throw to the triggering effect. You can do so a number of times equal to your proficiency bonus and you regain all uses whenever you complete a short or long rest.
    • You gain +5 to your movement speed

Verdan: Fit into many groups (From Myself)

Your friendly and innocent nature allows you to easily fit into any group.

  • Prerequisite: Verdan
  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain expertise in the Persuasion skill.
  • Additionally, you may use your Persuasion skill to become "Friendly" with individuals who would normally not be open to such relationships. The option and DC for this ability is up to DM discretion, not all individuals can be made "friendly" towards you.

Warforged: Built for Destruction (From Myself)

Through modifications you have made, come across, or just now gained access to you gain the following traits.

  • Prerequisite: Warforged, 5th level
  • Your size increases to large, you gain an additional 2d4 height in feet and 10d20 pounds in weight.
  • When attacking objects and structures you deal Siege damage (Double damage). In addition, effects which move you against your will are reduced by 5 feet, or cost an additional 5 feet.
  • You may now wield "Large size weapons" in addition to normal size weapons.

Warforged: Built to Last (From Myself)

Through modifications you have made, come across, or just now gained access to you gain the following traits.

  • Prerequisite: Warforged
  • You gain 1 additional hit point per level
  • You gain one of the following 3 "modifications"
    • Terra Forged (Earth, Wood, Stone): You gain the following conditional immunities: Poisoned, Petrified, your form can not be altered against your will, and You gain tremor sense with a range of 10 feet.
    • Mithril Forged: Your movement speed increases by 5 feet, and you gain advantage on stealth checks to move silently.
    • Adamantine Forged: You are considered to be wearing Adamantine armor at all times (Critical strikes deal regular rather than critical damage)

Yuan-Ti: Coldblooded Cruelty (From Myself)

Your heritage has left you cold hearted.

  • Prerequisite: Yuan-Ti
  • When a creature you can see within 30 feet of you is reduced to 0 hit points, you may expend your reaction to cast a cantrip or make a weapon attack against another creature within 30 feet of you that was an ally of the creature that was reduced to 0 hp.
  • You gain advantage to resist the frightened condition, and advantage on intimidation checks.

Yuan-Ti Pureblood: Snakeblood (From Myself)

You have gained enough power to ascend to a higher rank of Yuan-Ti.

  • Prerequisite: Yuan-Ti
  • You gain the "Shapechanger" subtype & trait.
  • You can use your action to polymorph into a Medium snake, or back into your true form. Your statistics are the same in each form. Any equipment you are wearing or carrying isn't transformed. You do not change form if you die.
  • You gain a bite attack. This bite attack uses your Strength modifier for its attack and damage rolls. On hit it deals 1d4 piercing and 1d6 poison damage.

Index of new terminology

Critical strike range

Your attack rolls have an increased critical strike range by 1, such as scoring a critical hit on a 19 or 20. If you have increased critical strike range from another feature (Such as champion fighter), this feature further increases it.

If the source specifies a type of attack, it only expands it for that attack type.

Large Size Weapons

Large Sized weapons are weapons much larger than those made for medium creatures. These weapons have more weight and power meaning that these weapons deal 1 additional damage die, on each successful attack.

One Additional Attunement Slot

Traditionally a player character has 3 possible attunement slots, when you gain one additional attunement slot, your maximum capacity to attune to items increases by one.

Chapter 3: Spells

This chapter introduces new spells for most classes, although primarily focusing on Arcane casters. The spells currently range from cantrips to 5th level spells.

Most spells on this list may be taken by Wizards, Sorcerers, or Warlocks (and Artificers if Artificers are allowed in your world). These four casters will be referred to as Arcane Casters for the purpose of this document. There are exceptions to this, and it will be noted right below the spell's name in bold text, primarily to expand those spells to the other caster classes.

Do note that if a spell has the (Modified) tag at the end of the spell name this spell is only available to those who would have it on their spell list normally. If the spell has (X Replacement) then this spell is intended to replace that spell. So far this only covers Fireball and Lightning bolt as both are massively outside the power curve, with both being the equivalent of 5th level spells at 3rd level both in area covered and damage dealt. Most replacements are meant to be "normalized" damage and more suited to the level at which they belong.

For me, normalizing a spell's damage generally means tossing a bunch of d4s at the problem until the expected average damage is around the same level as the recommended dice according to the DMG. This solves two issues, the wild inconsistency with few, but large dice, while still allowing for variance in damage dealt rather than just saying it deals X damage.

Regardless, this document is intended to fix spells which I feel are either below the curve, or above the curve in relative power, as per the DMG on page 283-284. As well as there are a few new spells which follow those base rules.

Cantrips

Bolt

0-level Evocation


  • Casting Time: 1 action
  • Range: 90 Feet
  • Components: V, S, M (An object that is Small or Smaller)
  • Duration: Instantaneous

You throw a bolt of undulating energy at a target within range. This bolt wobbles between acid (1), cold (2), fire (3), and lightning (4) damage. Make a ranged spell attack against the target. If the attack hits the creature, roll 1d4 to determine the damage type, then roll 1d6 for your damage dice.

Your control and power with this spell increases when you reach certain levels. At 5th level, you may choose one damage type to consistently use and the damage increases to 2d6. At 11th level, you may add one more damage type to consistently use and the damage increases to 3d6. At 17th level, you may use any element consistently and the damage increases to 4d6.

Carmine's Makeshift Weapon (Altered from a Reddit post)

0-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (An object that is size Small or Smaller)
  • Duration: Concentration, up to 1 minute, OR instantaneous

You touch an object that is small or smaller, and transform it temporarily into a simple weapon. For the duration, you can make attacks using your spell casting modifier, or the weapons closest equivalent for its properties, and is considered magical (common) for the purposes of overcoming resistances. This transformation lasts for up to one minute while you maintain concentration, and ends earlier if you are no longer holding it.

Alternatively, you may attempt to briefly alter an item another creature is holding or wearing into a dangerous object, potentially damaging them in this process. Make a Melee spell attack. If the attack hits, the creature takes 1d8 physical damage (Bludgeoning, Slashing or Piercing. Depending on what aspect you altered).

This spell cannot affect any magical object, and increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Minor Explosion

0-level Evocation


  • Casting Time: 1 action
  • Range: 20 feet (5 ft radius sphere)
  • Components: V, S, M (A vial of Liquifacted Coal)
  • Duration: Instant

You cause a tiny mote of power to manifest at a location of your choice within range. This mote glows briefly while you recite an incantation of your choice (the words of the incantation are irrelevant, but an incantation must be made). Once the incantation finishes you cause the mote to detonate in an explosion with a 5ft radius from the point you chose. All creatures within this explosion must make a dexterity saving throw or take 1d4 damage. When you cast this spell choose the damage type from the following list: fire, thunder, bludgeoning or force. This explosion can be heard up to 100 feet away.

The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Additionally, when you cast this spell, you may expend a spell slot to deal extra damage. The damage increases by 2d4 for a 1st-level spell slot, plus 2d4 for each spell level higher than 1st, to a maximum of 8d4. If you expend a spell slot of 2nd level or higher the explosion radius also increases by 10 feet.

Thorny Blow

0-level Conjuration Druids, Clerics, and Wizards


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You have learned how to augment your melee weapon attack against a creature within 5 feet of you with the power of natural magic creating a hazard under your target's feet. On a hit, the target suffers the weapon attack's normal effects and thorns magically grow under and around their feet. If the target ends their turn in the spot where the thorns grew they take 1d8 piercing damage. Regardless, the thorns wither and disappear at the start of your next turn.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 piercing damage to the target on a hit, and the damage the target takes for staying in the same spot increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Throw Voice

0-level Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a cone with both ends open)
  • Duration: 1 Round

You have learned how to both amplify and throw your voice to a location of your choosing through the aid of magic. While this spell lasts creatures hear your voice coming from a point of your choosing within range. As part of this check you can also change the volume of your voice to moderately quieter or louder than you are normally capable of. Creatures may make an insight or perception check versus your spell dc, alternatively they may make an intelligence saving throw (their choice) to see through this trick.

This spell increases its casting range by 10 feet when you reach 5th level (40 feet), 11th level (50 feet), and 17th level (60 feet).

True Strike (Modified)

0-level Divination


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

You extend your hand and point a finger at a target in range. This spell differs from other spells as it is simply pointing at a target thus some targets might not realize this is a spell, while other creatures might assume any pointing is a spell. Make a spellcasting check (adding your proficiency bonus if you are proficient with insight), with a DC equal to 10 + the Challenge Rating of the creature (minimum of 1). On a successful check, your magic grants you a brief insight into the target’s defenses. For the next minute, or until you have made a number of attack rolls equal to your proficiency bonus, you gain advantage on your attack rolls against the target. The spell ends once you run out of advantaged attack rolls, or your concentration ends.

Wind Strike

0-level Evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You have learned how to augment your melee weapon attacks with magic granting them extended reach. Make a melee weapon attack as normal against a creature within 30 feet that you can see and is not behind total cover, doing so sends out a burst of wind at the target. This attack is a melee weapon attack, but the target creature would also be granted the benefits from cover as if it were a ranged weapon attack, and you suffer any detrimental effects to the attack roll as if you were making a ranged attack. If there are any creatures in this line they must make a dexterity saving throw against your spell dc to dodge this attack, on a failure they become the target of the attack instead. On hit the target takes damage as if you had struck them with a melee weapon attack as normal.

This spell's damage increases when you reach certain levels. At 5th level, the spell causes the melee weapon attack to deal an extra 1d8 slashing damage to the target on a hit. The damage rolls increase by 1d8 at 11th level (2d8) and 17th level (3d8 ).

First Level Spells

Corrosive bolt

1st-level Conjuration


  • Casting Time: 1 action
  • Range: Self (20 ft long)
  • Components: S, M (Powdered Limestone)
  • Duration: Instantaneous

A bolt of acid 20 feet long and 5 feet wide sprays out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d4 acid damage on a failed save, or half as much damage on a successful one.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st, and the line also increases by 5 feet in length.

Ice Knife (Modified)

1st-level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a drop of water or piece of ice)
  • Duration: Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 plus your casting modifier in piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Identify (Modified)

1st-level Divination


  • Casting Time: 1 Minute
  • Can be Ritually cast at its lowest level
  • Range: Touch feet
  • Components: V, S, M (A Pearl worth 100g, and/or proficiency with and a set of Arcanist's Tools)
  • Duration: Instantaneous

When this spell is cast at its lowest level you may use a pearl in place of the Arcanist's Tools as the material component.

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you may learn some its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You may learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

The magical effects you learn depend on what level of spell Identify is cast at. If you meet the spell level requirement you learn most of the effects of the item. If you cast identify at a lower level than needed to identify an item, the only thing you learn is what rarity the item is. Regardless of the level it is cast at, Identify will never reveal if an item is cursed.

Level Identify is Cast At.
Spell Level Item Rarity
1st common/uncommon
3rd rare
5th very rare
6th legendary
7th artifact

Artificer Notes Artificers are far more adept than all other casters with the use of the spell Identify. For an Artificer, the identification level requirement is reduced by 2, with a minimum of first level.

Arcanist's Kit (250g artisan tool)
  • Tools: A magnifying glass, and a set of magically sensitive tuning forks, pliers, and hammer.
  • Allows you to identify magic items, ley lines, areas, or magical effects over the course of 8 hours work if you meet or exceed the DC. Also if a magic item is damaged you can potentially repair it.
  • A Failed Identification check by 6 more below the DC will not give any information, but a failed check of 5 or less will give you its rarity.
  • Up to two creatures can work together if both have proficency in arcanist's kit to halve the time, and grant one of the creatures advantage on the check. Only one creature may make the check.

Arcanist Kit Actions

  • As an action you can determine whether an item has any magical properties, but not what those properties are, but you determine its approximate rarity. You may use this action a number of times a day equal to your intelligence modifier.
  • Over the course of 1 minute you can determine if there are any ley lines, or strong magical regions nearby (within 1 mile). This also gives approx direction and distance.
  • Over the course of a short or long rest, if you are in a strong magical region, or near a ley line you may imbue 1 item with an aspect of that ley line, or magical region. This aspect can vary, but generally is 1d4 modifier to any attacks or spells cast which use the item. This imbuement lasts for the next 24 hours.

Identify Magical Item

  • Common: 10 (10 minutes)
  • Uncommon: 12 (10 minutes) -Rare: 15 (1 hour)
  • Very Rare: 18 (1 hour)
  • Legendary: 21 (4 hours)
  • Artifact: 24 (8 hours)
    • If used in conjunction with the identify spell, Identify acts as if cast 1 level higher than the spell slot used.

Poison Nova

1st-level Conjuration


  • Casting Time: 1 action
  • Range: Self (10 foot radius)
  • Components: S, M (A rotten egg, or a poisonous mushroom)
  • Duration: Instantaneous

Each creature in a 10 foot radius centered on you must make a Constitution saving throw. On a failed save, a creature takes 2d8 poison damage. On a successful save, the creature takes half as much damage.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st, and if they fail the constitution saving throw they are poisoned until the end of that creature's turn. If cast at 6th level or higher the creature is also stunned, a creature who is immune to poison or the poisoned condition is immune to the stun.

Witch Bolt (Modified)

1st-level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M V, S, M (a twig from a tree that has been struck by lightning)
  • Duration: Instantaneous

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range at the end of your turn, or if it has total cover from you at any point.

When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st. At the end of your following turns you lose 1d12 damage to a minimum of 1d12 as the spell slowly weakens.

Second Level Spells

Cannon Shot

2nd-level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (A hollow iron tube 2 inch long, a ball bearing, and some sulfur)
  • Duration: Instantaneous

A larger illusory projection of the spell components forms next to you and an iron ball is shot out of it. Make a ranged spell attack against the target. On a hit, the target takes 2d4 bludgeoning damage. Hit or miss, the iron ball then explodes. The target and each creature within 5 feet of the point where the iron ball exploded must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire damage ignites flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d6 for each slot level above 2nd.

Cloud of Daggers (Modified)

2nd-level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (a sliver of glass)
  • Duration: Concentration, up to 1 minute

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there. Additionally as a bonus action you may cause part of the cloud to shoot out at a target within 60 feet dealing 2d4 slashing damage. Each time you do this the cloud loses 2d4 slashing damage, and ends if all d4s of slashing damage are expended.

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

Shield Wall

2nd-level Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M, S (A shield, or piece of iron worth 10 gold, which the spell consumes)
  • Duration: Concentration, up to 10 minutes

You create a 10 ft tall, 1 inch thick wall of shields or iron (based on components consumed). This wall can be a half dome that covers a 180 degree area over a 5 foot cube, or it is made up of two 10-foot-by-10-foot panels. Each panel has a number of hit points equal to 10 times the spell level it was cast at, and an AC of 15.

When you cast this spell using a spell slot of 3rd level or higher, you create 1 additional panel, or the cube increases by 5 ft on a side. Additionally its AC increases by 1. If cast at 4th level or higher you can make a 360 degree dome over the target location.

Snilloc’s Snowball Swarm (Modified)

2nd-level Evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, M (a piece of ice or a small white rock chip)
  • Duration: Instantaneous

A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. The snowballs turn the area of effect into difficult terrain until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Third Level Spells

Conjure Barrage (Modified)

3rd-level Transmutation Druid, Ranger


  • Casting Time: 1 action
  • Range: self (60-foot cone)
  • Components: S, M, V (one piece of ammunition or a thrown weapon)
  • Duration: Instantaneous

You throw a nonmagical weapon or fire a piece of nonmagical ammunition or object into the air to create a cone of identical weapons or objects that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 8d4 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon, ammunition or object used as a component.

Erupting Earth (Modified)

3rd-level Transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S, M, V (a piece of obsidian)
  • Duration: Instantaneous

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

Explosive Vial (Fireball Replacement for 3rd level)

3rd-level Evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S, M, V (a small glass vial filled with bat guano and sulfur) Worth 10g, which the spell does NOT consume
  • Duration: Instantaneous

You hurl a small vial of burning bat guano and sulfur. Make a ranged spell attack against a target. On a hit, the target has disadvantage on the dexterity saving throw. Hit or miss, the vial then explodes. The target and each creature within 20 feet of the point where the vial exploded must make a Dexterity saving throw. A target takes 8d4 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that isn't being worn or carried.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd.

Ionized Arc (Lightning Bolt Replacement for 3rd level)

3rd-level Evocation


  • Casting Time: 1 action
  • Range: Self (100-foot line)
  • Components: S, M, V (a bit of fur and a rod of amber, crystal, or glass)
  • Duration: Instantaneous

You create an ionized field in the shape of a line of 100 feet long and 5 feet wide from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d4 lightning damage on a failed save, or half as much damage on a successful one. If there is only one target in the line and they are wearing metallic armor, or composed entirely of a conductive liquid they have disadvantage on the saving throw.

The lightning ignites flammable objects in the area that isn't being worn or carried.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd.

Lightning Arrow (Modified)

3rd-level Transmutation


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S
  • Duration: Concentration, 1 minute

The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, is surrounded by a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, in addition to the weapon's normal damage.

Whether you hit or miss, each creature within 10 feet of the target & in a 5 foot line between you and your target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

The piece of ammunition or weapon then returns to its normal form.

When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

Manufacture

3rd-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You convert raw materials into products of the same material. For example you could manufacture a ladder from a small pile of planks, or a crossbow from a pile of wood, iron, and hemp.

Choose raw materials that you can touch. You can manufacture a Medium or smaller object (contained within a 5 ft cube, or up to 25 square feet of connected material), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Small (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures, objects that are currently being worn/carried, or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.

Fourth Level Spells

Aura of the Arcane

*4th-level Transmutation


  • Casting Time: 1 Action
  • Range: Self (30 foot radius)
  • Components: V, S, M (a spell focus or object imbued with arcane power worth at least 300 gold pieces)
  • Duration: Concentration, up to 10 minutes

Arcane energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each creature you choose within this radius gains the following benefits.

  • Any weapon attacks they make gain a +1 to hit and +1 to the damage rolls, and are considered magical for the purposes of overcoming resistances.
  • Any spells cast while within this aura gain a +1 to hit and +1 to the damage rolls, or a +1 to the dc (your choice).
  • They gain resistance to Force damage

Additionally, you may choose to transfer one of your spell slots to another creature within this aura as an action. As a reaction to seeing a spell cast within this aura, you may choose to amplify it by expending a 3rd level or higher spell slot increasing any damage or healing it does by 3d10.

Fan of Knives

*4th-level Conjuration Arcane Casters, Rangers, and Clerics


  • Casting Time: 1 Action
  • Range: Self (30-foot cone)
  • Components: V, S, M (three differently styled knives tied together with a string or chain)
  • Duration: Instantaneous

You throw out your set of knives on a string, the knives multiply and rocket forward at great velocity. Your set of knives reappear in your hand after you throw them with this spell. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 7d6 piercing, slashing, or bludgeoning (your choice) damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes pinned to an appropriate wall within range. The conjured knives disintegrate when removed.

Mass Mend

*4th-level Evocation & Transmutation


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a set of artisan tools, healer's kit, and some glue)
  • Duration: Instantaneous

Looking at up to 6 creatures, and objects (large size or smaller) within range you ascertain the fastest way to fix them, or bind their wounds. Once you have done this a wave of energy flows out from you causing this spell's components to animate and go about achieving the goals you have already outlined as part of this spell. Once you finish casting this spell the selected creatures and objects heal for 2d6 + your spellcasting ability modifier.

If you target an inanimate object(s) with this spell, it will repair large cracks or fissures in the objects as well as restore hit points. This generally is enough to get the object back into working order.

Mind Crush

*4th-level Conjuration Arcane Casters, and Bards


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You reach with your mind, hand, and voice to crush the psyche of a creature within range. The target takes 5d6 psychic damage then makes Charisma saving throw or fall unconscious for 1d4 rounds as they reel from the blow to their psyche. A target affected by mind crush may repeat the saving throw at the end of their turns ending the effect on a success, and automatically is woken from their stupor upon taking any damage.

Creatures with an Intelligence score of 3 or less are unaffected by this spell.

Fifth Level Spells

Arboreal Catapult

5th-level Conjuration Druids


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (an acorn and a polished sphere of granite which the spell consumes)
  • Duration: Concentration, up to 1 minute.

You toss a magically infused acorn and polished sphere of granite to a location within range. A huge oak tree sprouts from the ground immediately. When you cast this spell, and as an action on subsequent turns for the next minute, or until you lose concentration, you may command this tree to conjure and hurl a sphere of granite at a target within 90 feet. Make a ranged spell attack, on a hit the target takes 6d10 bludgeoning damage and must make a Dexterity saving throw. On a failure, the target is restrained until the start of their next turn under this boulder when it crumbles to dust and disappears.

When this spell ends, if you maintained concentration for the duration. The oak tree is permanent, and there is a rough granite bench within the shade of its branches.

Fireball (Modified & Raised from 3rd level)

5th-level Evocation


  • Casting Time: 1 action
  • Range: 150 ft
  • Components: V, S, M (a tiny ball of bat guano and sulfur)
  • Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d8 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 6th.

Giveth and Taketh

5th-level Evocation Paladins


  • Casting Time: 1 action
  • Range: self (30-foot radius)
  • Components: V, S, M (a sickle and hammer crossed together)
  • Duration: Concentration, up to 10 minutes.

An aura of absolute judgment radiates from you giving to those you deem worthy and taking from those you deem not. Until this spell ends, as a bonus action on your turn you may send out a pulse of judgment.

Any number of creatures in this aura you deem unworthy, that you can see, must make a Wisdom saving throw and takes 3d8 radiant or necrotic damage (your choice) on a failed save, or half as much damage on a successful one. Creatures in this aura you deem worthy then are healed by half of the amount of the 3d8 you rolled for damage.

Infuse Object

5th-level Transmutation


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (a spell focus or object imbued with arcane power worth at least 1000 gold pieces)
  • Duration: Concentration, up to 8 hours

Over the course of 10 minutes you imbue great power into a single object or piece of equipment. While casting this spell, choose up to three of the following options.

  • The object acts as +1, or if it already is a +1 object this spell increases it to a +2.
  • The object gains resistance to a damage type of your choosing, if this object is a worn piece of equipment, such as an armor or piece of jewelry, it grants this resistance to its wearer as well.
  • The object's weight is halved. If it was a weapon, it gains the light property if it did not have the two handed property. If it had the two handed property it loses that property.
  • The object's weight is doubled. If it was a weapon, it loses the light property if it had it. If it doesn't have the light property it gains the two handed property. Regardless it gains 1 additional die of damage.
  • The object floats 4 inches above the ground. If the object is a worn object, it grants the wearer a hover speed, but they cannot be higher than 4 inches above the ground.
  • The object is magically reinforced for destruction of other objects, it acts as a siege weapon against objects (dealing double damage).

Lightning Bolt (Modified & Raised from 3rd level)

5th-level Evocation


  • Casting Time: 1 action
  • Range: self (100-foot line)
  • Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass)
  • Duration: Instantaneous

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d8 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Prosthesis (Altered from a Reddit post)

5th-level Transmutation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a non-magical object of similar shape and size to the body part being replaced, worth at least 1000g which the spell consumes)
  • Duration: 30 days

Throughout the casting time you touch one creature and hold the object against them in the space that the body part they are missing would be. During this process you inscribe arcane runes onto the object, which binds it to the creature. For the duration, the object acts as a replacement for the creature's missing body part, magically kept in place and reacting to mental commands as their missing limb would normally. The creature can remove the object as an action, which ceases to react to their mental commands. It can be re-attached as an action and functions as normal for the remaining duration.

While within an area where magic ceases to function, such as an anti-magic field or a null magic zone, the object doesn't react to commands given to it and does not remain magically connected to the creature.

When the spell ends the Prosthesis part falls off and is rendered non-magical. It may be salvaged for half of its initial value, or repaired and used again for this spell on the same creature for at a cost of 1g/day it was used as a Prosthesis.

At Higher Levels. When you cast this spell with a spell slot of higher level, the duration increases to 90 days with a 6th level slot, 180 days with a 7th level slot, and lasts until dispelled if cast with a 8th level slot.

Summon Modron

5th-level Conjuration


  • Casting Time: Action
  • Range: self (20 ft radius)
  • Components: V, S, M (a component of a pentadrone who gave it willingly)
  • Duration: 1 minute, concentration

The caster creates a rift to Mechanius. This rift pulls through a random squad of modron at the start of each of the caster's turns. If 20 or more "Modron" are summoned, any additional summons replace the most damaged or lowest health units.

These Modron are view the caster as a Modron of 1 rank higher than themselves for the duration of the spell, thus accepting any orders the caster gives them. The caster may use a bonus action to command all modron to do one task, or subdivide the tasks out per "rank" of modron. If no bonus action is taken to command the Modron, they act in accordance to their nature, continue the previously given task, or take the dodge action (DM discretion)

These modron take their turn immediately after the caster. When this spell ends all modron are forcibly recalled to Mechanus.

At the start of each turn roll the following dice. 1d4-2, 1d6-2, 1d8-2, 2d6-2, & 4d4-2. The Modron that appear are Penta Drone, Quadron, Tridron, Duodron, and Monodron in that order.

Chapter 4: Gm's Workshop

This chapter is for all the GM's out there. The first section is my "Standard" general homebrew compendium. Each campaign I run gets slightly different rules based on the world and game setting, but for the most part the rules present here are used.

The next section is about Gestalt characters which was a ruleset for previous editions which has not had an official implementation as of yet. This is my take on how Gestalt characters should be made for 5th edition. For those who do not know, a Gestalt character is a character that gains a level in two separate classes whenever they would normally level up.

General Homebrew Rules

This section is a compiled list of all the "normal" house rules I use in every game I run.

Stat Array

In an effort to make sure that everyone starts off on the same footing approx is I roll 1 array and everyone will use it. Or allowing standard array/point buy at player discretion.

Starting Level and Gear

  • Your Selection of gear from your STARTING class or you can opt for rolling starting gold based on your starting class.
  • Any gear/money that comes with your Background
  • You start with an additional 100g
  • Should you have a "Tool" proficiency, you also gain those tools (with the exclusion of tools that cost 50g or more).
  • Your starting character is level 2
  • Your first 2 levels your hit die is maximized. You can then roll or take the average +1 +con for any level past lvl 2 as normal.
  • No restrictions on multi-classing.
  • You also start off with a free feat. This feat can be from either the PHB, or one of the feats from the provided Additional Allowed Feats document
  • UA/3rd party/homebrew Material is pseudo allowed. Before you select any of that material run it by me prior for approval and/or tweaking.

Making Intelligence Great Again

Being smart should have its benefits. As such, you gain additional benefits from your intelligence.

The first is any sort of "theoretical" or "hypothesis" style ability check may use intelligence instead of its regular stat.

The second is you gain a number of proficiencies based on your intelligence modifier as per the table below.

Additional proficiencies
Modifier Bonus
1 1 additional "common" language
2 1 Additional tool proficiency
3 1 additional skill proficiency
5 1 additional skill or tool, and any 1 language

Do you even Lift? (Swoly Strength)

Strength is the ability score that doesn't have much going for it outside of carrying capacity and heavy armor. As such, strength based attacks gain a + to their damage equal to half your strength modifier rounded down. Additionally, strength can be used to replace various checks depending on character actions and goals. For example you can attempt to intimidate a creature using strength instead of charisma.

New Tools

Miner's Supplies

  • Tool: Miner's Pickaxe, & Shovel
  • Allows you to be a miner, which can range from attempting to find ore veins, and then attempting to mine them, to building subterranean cave and tunnel systems. Really anything that involves making a living from moving Dirt, Rock & Stone.

Miner's Supplies Actions

  • Identify Minerals DC 10
  • Identify Structural weak points in a cave/tunnel that require shoring DC 13
  • Locate Mineral Vein DC 15
  • Mine Mineral Vein DC 20

Arcanist's Kit (250g artisan tool)

  • Tools: A magnifying glass, and a set of magically sensitive tuning forks, pliers, and hammer.
  • Allows you to identify magic items, ley lines, areas, or magical effects over the course of 8 hours work if you meet or exceed the DC. Also if a magic item is damaged you can potentially repair it.
  • A Failed Identification check by 6 more below the DC will not give any information, but a failed check of 5 or less will give you its rarity.
  • Up to two creatures can work together if both have proficiency in arcanist's kit to halve the time, and grant one of the creatures advantage on the check. Only one creature may make the check.

Arcanist Kit Actions

  • As an action you can determine whether an item has any magical properties, but not what those properties are, but you determine its approximate rarity. You may use this action a number of times a day equal to your intelligence modifier.
  • Over the course of 1 minute you can determine if there are any ley lines, or strong magical regions nearby (within 1 mile). This also gives approx direction and distance.
  • Over the course of a short or long rest, if you are in a strong magical region, or near a ley line you may imbue 1 item with an aspect of that ley line, or magical region. This aspect can vary, but generally is 1d4 modifier to any attacks or spells cast which use the item. This imbuement lasts for the next 24 hours.

Identify Magical Item

  • Common: 10 (10 minutes)
  • Uncommon: 12 (10 minutes)
  • Rare: 15 (1 hour)
  • Very Rare: 18 (1 hour)
  • Legendary: 21 (4 hours)
  • Artifact: 24 (8 hours)
    • If used in conjunction with the identify spell, Identify acts as if cast 1 level higher than the spell slot used.

Racial Dark Vision, ASI Adjustment options

Racial Dark Vision

Dark Vision is removed from the vast majority of races. There are three types of Dark Vision. Limited (30 ft), Regular (60 ft), Superior (120ft). Refer to the following table for races that have dark vision and what type, note these are the ONLY races which have natural/innate dark vision.

Additionally, if you think I made an omission in error. Let me know!

Build a race is exempt from this rule.

Natural Dark Vision
Race or Subrace Dark Vision Type
Aasimar (fallen) Limited
Bugbear Limited
Dwarf (all) Regular (Duergar Superior with Sunlight Sensitivity)
Elf (all) Limited (Drow Superior with Sunlight Sensitivity, Eladrin/Sea with Regular)
Gnome (deep/svirfneblin) Superior
Goblin Limited
Halfling (ghostwise) Limited
Hobgoblin Limited
Kobold Superior with Sunlight Sensitivity
Orc Limited
Simic Hybrid Limited
Tabaxi Regular
Triton Regular
Warforged Limited

Background ASI Adjustment

Background based ASI adjustment allows a player to modify a base Ability Score for a race/subrace. This modification may then be substituted for any other ability score (with no total Ability score being larger than +2 for both the race and subrace if applicable. For example a Mountain Dwarf could elect to lower constitution by 1-2 point and gain 1 (or 2) point into Dexterity, but could not take a point into strength as that would increase the total modifier to +3.

Essentially, this gives the player the option to swap 1 ability score modifier from a race/subrace around as they choose so long as a racial bonus does not exceed +2 to any given ability score.

Spells

Custom Spells (283)

The spells in the various source books are the most common spells used. Certain casters do have spells unique to them. Players have this option as well. To make a custom spell refer to pages 283-284 in the DMG for damage/level. If you wish to add a custom effect to a spell, please discuss it with the GM. Regardless, consult the GM before using any custom spells you have made for approval.

Spell Slots or Spell Points (p288 DMG)

Players may choose which type of spell system to use. Spell slots are the "norm" but Spell points are more versatile.

Spell points explained. Some casters are able to draw from a uniform pool of magical capability based on their own prowess. Refer to the two following tables to determine how much a spell costs and how spell points you have.

Spells of 6th level and higher are particularly taxing to cast. You can use spell points to cast a spell of one slot of each level of 6th or higher. You can't cast another spell of the same level until you finish a long rest.

Do note that the tables below assume full casters. For half casters, third casters look at your spell table as per your class table, then compare it to the multi-classer's spell table on p166, that is your effective full caster level. (IE a 5th level paladin has 4 first level spells, and 2 2nd level spells, which is equal to a 3rd level full caster). For multi-class casters calculate your caster level according to the PHB rules (p165). Once you have your full caster level, you then refer to the tables below.

For Warlocks, Pact Magic has had no changes. You have two spell slots per rest (You gain a 3rd spell slot at 6th level). These spell slots are always cast at your highest level.

Removed/Modified Spells

Some spells have been modified, removed or added. Refer to this document for the new spells, as for removed spells. See the campaign document for specifics.

I recommend replacing Fireball and Lightning Bolt with Explosive Vial and Ionized Arc respectively, but leave that up to player choice. (Insert worn out argument that fireball/lightning bolt are actually 5th level spells here)**

List of Modified Spells
Spell Name Spell Level
True Strike 0
Ice Knife 1
Identify 1
Witch Bolt 1
Cloud of Daggers 2
Sinloc's Snowball Swarm 2
Conjure Barrage 3
Erupting Earth 3
Lightning Arrow 3

Spell Point & Slot Regeneration

Spell Casters regenerate all expended spell points or slots at the end of a long rest.

Spell Point Cost
Spell Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10
8th 11
9th 13
Full Caster Spell Points by level
Caster Level Spell Point Capacity Maximum Spell Level
1st 4 1st
2nd 6 1st
3rd 14 2nd
4th 17 2nd
5th 27 3rd
6th 32 3rd
7th 38 4th
8th 44 4th
9th 57 5th
10th 64 5th
11th 73 6th
12th 73 6th
13th 83 7th
14th 83 7th
15th 94 8th
16th 94 8th
17th 107 9th
18th 114 9th
19th 123 9th
20th 133 9th

Additional Action Options

Flanking

Cinematic Flanking Rules

  • The player(s) must state how they wish to gain advantage via flanking. This could be jumping off a banister, swinging from a rope, coordinating with fellow players to "taunt" a creature to focus on only one of them, or any other such action which might be advantageous. Based on what the player(s) are attempting to do the DC and skill check will be decided by the GM. If the player gains flanking, they only gain it for that turn, and only for up to two attacks. On a failure, the player(s) have left themselves open to attack, and the first attack against that player(s) is made with advantage.

This variation of flanking is intended to make combat feel more dynamic and engaging, while sparking creative uses of the environment for the players/gm, while not stepping on the toes of other abilities such as Reckless Attack, stealth, or a variety of spells, which standard flanking rules laugh at as flanking is so easy to obtain.

Additional Action Options (271)

Climbing onto larger creature can be done by grappling, or If the size difference is large enough, a creature can attempt to climb the larger creature.

After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses a variant grapple attack and makes a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature's space and clings to its body. While in the target's space, the smaller creature moves with the target and has advantage on attack rolls against it. The smaller creature can move around within the larger creature's space, treating the space as difficult terrain. The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to your description. The larger creature can dislodge the smaller creature as an action- knocking it off, scraping it against a wall, or grabbing and throwing it- by making a Strength (Athletics) check contested by the smaller creature's Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.

Disarm A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item. The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.

Overrun When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn.

Shove Aside With this option, a creature uses the special shove attack from the Player's Handbook to force a target to the side, rather than away. The attacker has disadvantage on its Strength (Athletics) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach.

Tumble A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn.

Dodge

When you take the dodge action, in addition to its normal effects, you also gain advantage on acrobatics or athletics checks to repel grapel attempts. Note this does not change how you break an already established grapel.

Critical Strikes

  • Roll Critical strikes as normal using vanilla rules.

Daily Powers/abilities

These are specially created abilities that will be gained through extraordinary circumstances, personal quests, quest rewards, rare tutors etc. If you are looking for inspiration on these types of abilities, consult 4th edition's daily powers.

Rest Rules

Slower Healing

Short Rest Non-Legendary creatures may only spend up to 1/4th of their total hit die (rounded up) to heal themselves at the end of a short rest. A creature may only benefit from a number of short rests per long rest equal to their proficiency bonus.

Long Rest At the end of a long rest a creature naturally recovers a number of hit points equal to their hit dice amount (IE 5th level character would have 5 hit die, and recover 5 hp). If a creature has the durable feat, they double the amount of hit points restored this way. A creature may then choose to expend any number of hit die, up to half of their hit die total rounded down, to recover additional health. If any hit dice are spent, the creature doesn't recover any hit dice at the conclusion of the long rest.

Magical regeneration, such as a trolls regenerate trait or Ring of Regeneration, ignores all of the above rules

Various Miscellaneous Rules

Attunement slots and changes

You have a number of attunement slots equal to your proficiency bonus. If you have a class feature that sets your attunement slots to a new total, take that total, subtract 3, then add that to your proficiency bonus for your total attunement slots.

  • Example, if you take the advanced attunement feat which grants you a 4th attunement slot, you would then add your proficiency bonus plus one for your attunement slots.

When attuning to an item, you now only learn its simple properties, such as it being a + equipment.

Identifying magical equipment.

In some settings, you may only identify magical equipment via the Arcanist's kit, use, or via consumable "Tomes of Knowledge" which you will find periodically throughout the adventure. You can also purchase identification in town for a moderate fee. If the "Identify" spell is allowed, please refer to the modified Identify spell.

Cleaving Attacks (272)

When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points

Downtime

Downtime activities are listed through the various source books, but if you want to do something in particular, just talk to your gm and they will figure something out with you.

Fate (From Darkest Dungeon)

Fate, a destiny yet to be fulfilled represented by fate points. The simplest way to use Fate is as inspiration (either 1d6 add/subtract to a roll, or 1d20 to force adv/disadv). Another use is to change the outcome of a specific event in your favor. This could prevent an untimely demise, or other such instances. Using a fate point is wildly variable up to the DM to decide the outcome except for the simplest way. Some fate points come with an unknown cost.

Fate points can be saved, but only up to 3 fate points at any given time.

Inspiration

Inspiration can be used to grant yourself advantage on any d20 roll. The use of this inspiration must be declared before any outcome is determined. Inspiration cannot be carried over between sessions, unless you take the feat that grants this ability.

Ripper Docs & Tattoo Attunement

Ripper docs come in one of two varieties, legal, and back alley. Each has their own benefits and detriments.

What a ripper doc does is replace some part of you with a magi-tech replacement. These replacements can do a variety of things, but due to the stress on the body there are a limited number of augmentations/replacements that can be done. This number is equal to your constitution modifier (minimum of 1).

Augments/replacements can be replaced, but if for example you replaced your entire arm with plasma cannon, you aren't getting that arm back, although you can always get a suitable replacement from the spell Prosthesis or from other powerful casters through Regenerate.

Tattoo magical items are utilizing their UA version of attunement. Any number of tattoos on you that require attunement only require a single attunement slot. Refer to the following tatoo chart for their body space requirement.

Tattoo Coverage
Rarity Area Covered
Common One hand or foot or a quarter of a limb
Uncommon Half a limb or the scalp
Rare One limb
Very Rare Two limbs or the chest or upper back
Legendary two limbs & the torso

Encumbrance

We will be utilizing this variant rule.

The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table.

If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.

If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.

Additionally, worn armor only weighs half as much as the listed weight when calculating encumbrance.

Treasure Tokens (Adventure league ripoff with modifications)

Treasure tokens is a new form of currency that can be gained from completing objectives/quests, doing favors, or other such actions. Additionally these tokens will be gained by turning in the cores or components of monsters you slay. The core's/components value is determined by their CR.

These tokens can be exchanged for magical items, or for gold (player's choice).

There are four tiers of points that can be acquired. T1 points can only be spent on t1 items, T2 points can be spent on either t2 or t1 items etc.

Most adventurer's "bank" their tokens with the primary guild or in some other institution. Purchasing tokens for gold is frowned upon as the tokens are a measure of one's skill.

Treasure Token Tier by CR
Tier Creature CR percent chance to drop a core
1 1-3 CR1: 33%. CR2: 66%, CR3 100%
2 4-7 CR4: 25%, CR5: 50%, CR6: 75%, CR7: 100%
3 8-12 CR8: 20%, CR9: 40%, CR10: 60%, CR11: 80%, CR12: 100%
4 13+ CR 13-15: 50%, CR16+: 100%

If a Core fails to drop for a monster, and there is a tier of core below it, they instead drop that tier of core. Additionally there is a 1% chance that a core is a "mutated" core. A mutated core is worth 3 of the next tier up.

TP to Gold Value
Tier Gold Pieces
1 20
2 75
3 450
4 1350

These Treasure points can be spent on magic items from the following tables at the following rates. You may also purchase items with gold, but the cost of the item is doubled. Check with your DM & this list before any purchases.

Magic Items tables by Tier (using my document)
Magic Item Table TP Tier Point cost
A 1 2
B 1 4
C 2 4
D 3 4
E 1 8
F 2 12
G 3 16
H 3 20
I 4 24

Permanent Magic items can also be "sold" for a number of tokens equal to 1/4th its value according to this table.

Refer to this document for the tiers of items. Not all items will always be available. If the item comes from a published source, is not legendary/artifact tier or unique then you can probably find it, or Commissioned items require a mundane version, or the equivalent gold in addition to the cores/tokens it at the very minimum. Refer to this document below to find an item's table.

I also will allow completely custom magic item creation. Please give me all the stats of the item & I will assign it to a table for its cost to create, plus a small additional fee due to the unusual nature of the item.

https://homebrewery.naturalcrit.com/share/B1w2sptR4

Evergreen items

Evergreen items are items that are universally available. All other items will be available to purchase via random rolls, or once "Unlocked" via quests, or turning in a similar item.

There is a list of all "Evergreen Items"

  • Heward's Handy Haversack
  • Spell scrolls (any)
  • Potions of healing (any)
  • Rod of the pact keeper, +1, +2, or +3
  • Shield, +1, +2, or +3
  • Wand of the war mage, +1, +2, or +3
  • Weapon, +1, +2, or +3
  • Armor (or barding), +1
  • Ammunition: Unbreaking, Silvered, or Adamantine

Gestalt Ruleset

What to expect

Gestalt characters is an idea/ruleset that harkens back to older editions. When boiled down to a single sentence, it would be described as this "A character that simultaneously takes 2 different classes each time they level." Typically this will end up with PC's being stronger/more flexible than their non-gestalt counterparts. From what I have found this is typically reserved for either low player count games (1-3 players, generally 1 or 2, to simulate 3-5 players), or for a high powered/munchkin/epic fantasy/legendary heroes esq game.

This document will contain the ruleset for Gestalt character for D&D 5th edition, or at least my take on it as WotC have not given any indication that they will publish anything for Gestalt characters for 5e. This document aims to take the rules on the DnD wiki, refine them slightly to be more in line with what I believe to be the core design philosophy of 5e, rather than a the more "direct" port from 3rd edition. (Although in all honesty I didn't make many changes as the author did a good job overall, I just disagreed with a few finer points).

In addition to all that, I will endeavor to cover some of the more common variant rules which I am familiar with. As well as a few of the homebrew rules I routinely use. (Homebrew modifications will be towards the bottom, so feel free to ignore those unless you have looked at my "Homebrew rule compendium document, or are playing in one of my games).

As a final note, this will result in much more complicated characters due to having multiple fully leveled classes, and that is before the mess that multiclassing gestalt characters can bring to the table. I personally recommend against doing a Gestalt campaign unless all players and the GM are experienced with 5e and are comfortable with all rules used at the table. As a note to the GM's, a potentially easy way to account for Gestalt characters is to count them as about 1.5 players when determining encounter difficulty. As always, encounter design is less about the honestly bad CR system in 5e, and more of an art that will greatly differ from table to table based on both GM and Player skill levels.

Core Gestalt Rules

Choosing your classes

Building a Gestalt character allows you to take any 2 different classes at the same time. Mult-classing is still a potential option, and will be discussed towards the end of this document.

Hit Dice and Hit Points

When determining hit die pool and your hit point maximum, you would take whichever hit die would give you the most benefit. For every subsequent level after making your character, look at the two classes you have selected, and choose whichever class gives the largest hit die and add to your hit die pool, and to determine your new Hit Point maximum. Do note that you still only gain 1 hit die, and 1 hit die worth of maximum HP with a gestalt character.

For example if you were a Fighter/Wizard gestalt character, your hit die would be d10s, which would then be used to determine your maximum hit point total.

Proficiency Bonus

When determining your proficiency bonus, you still look at your current character level as if you were a non-gestalt character, as per normal.

For example a 5th level gestalt character might be a 5th level Fighter and 5th level wizard, but they are still a 5th level character, not a 10th level character for determining their proficiency bonus.

Skill/Tool Proficiencies

When determining what skills your character is proficient with, look at your two starting classes, determine which of the two would grant the most skills, and use that total, but utilizing both classes skill list for your skill list. Likewise this also applies to tool proficiencies. If one or both classes would grant you tool proficiencies, select the class that would grant more tool proficiencies to determine total tool proficiencies, but use both classes for the list from which to choose your tool proficiencies.

For example a Fighter/Rogue would have 4 skill proficiencies, and thieves tools, but they could pull those 4 skill proficiencies from either the Fighter or Rogue's skill/tool list.

Saving Throws

To determine your saving throws, you do so by taking both starting classes saving throws and combining those into a list. You then choose two of those saving throws from that list with which to be proficient in. (IE Fighter/Rogue would choose 2 from Str/Dex/Con/Int)

Starting Equipment

When first building a character there are two options for choosing starting equipment.

Option 1: Select one class's equipment list and equip your character from that list like normal.

Option 2: Look at p143 in the PHB, determine which of the two classes would be "wealthier" and roll for starting wealth using that. (At GM Discretion this gold total can be "maximized" as if you had rolled max for each die)

Class Features

For Gestalt character, you gain all class features & restrictions from each of your classes. If your two classes would grant the same feature, such as extra attack, or spell slots, use whichever class which would grant you the best bonuses.

For Example, a Paladin/Sorcerer would determine their spell slots as per the Sorcerer spell slot table. For Example, a Fighter/Barbarian would determine their extra attack from Fighter.

If a feature "mimics' ' another class feature, utilize only one of those features. For example a Fighter/Warlock could only benefit from Extra Attack or Thirsting blade invocation, not both.

Spell Casting (Specifics)

As already stated above, when determining your spell slots you use the class which would give you the most spell slots. The one exception to this is Warlocks with any other spell casters. As warlocks do not gain the "Spell casting" feature and instead get "Pact Magic" a Warlock/Caster would get both the spell slots from Warlock and spell slots from the caster.

When determining which spells you can cast/prepare/know, do so as written for each class as normal for your given level. This means that if you have two different casters you would prepare spells for both classes as normal. This in turn grants you a much wider spell list from which to choose from over the course of your "adventuring day", but does not grant you extra spell slots (with the above stated exception of warlocks and pact magic).

Ability Score Improvement (Specifics)

Ability Score Improvement (ASI for short), has a major change from the normal ruleset when making a Gestalt Character. The ASI's from levels 4, 8, 12, 16, 19 are half as effective. Meaning that if you wanted to increase your ability scores you would only gain 1 ASI point for each "ASI" you would gain at the above levels. If you are using feats you must expend BOTH of your ASI's in order to select a feat. This might mean (if you multi-class on a gestalt character) that you must "bank" your ASI if you wish to gain a feat.

The exception to this rule is any ASI gained from the non-standard list (4, 8, 12, 16, 19), such as from Fighters levels 6/14, or rogues from level 10. These "non-standard" ASI levels work as normal, granting you 2 ASI points, or the ability to select a feat (if allowed in your game).

An easier way to think of this is, any ASI you would gain at class levels 4, 8, 12, 16, 19 are "half" ASI's, while any ASI granted at any other class level is a "full" ASI.

Multiclassing

As touched upon at various points throughout this document. You may multiclass with a Gestalt character. Each of your "gestalt" classes functions independently for the purposes of multiclassing. All standard rules with multiclassing still apply. For example if you multi-class into a caster, you would use the multiclassing spell slot table in the PHB to determine your spell slots. Likewise you would also gain any proficiencies as per the multiclassing table.

As normal, multiclassing is at GM discretion on whether or not it is allowed.

Variant Rules and Gestalt Characters

Spell Points

Spell points is a variant rule found in the DMG on p288. If you are using spell points with gestalt characters instead of spell slots, you determine the number of spell points available to you as per your best caster class similar to spell slots.

Essentially, determine your full caster level as you normally would for a gestalt caster, then refer to the Spell Point chart in the DMG to determine how many spell points you would have.

Variant Saving throws

As an alternative to the above rules on saving throw rules in this document there are 2 other options, which the GM may allow you to use.

Option 1: You are proficient in all saves from both of your starting classes. (IE Fighter/Rogue would be proficient in Str/Dex/Con/Int)

Option 2: Choose one of your "starting" classes to become proficient in those saves. (IE a Fighter/Rogue would either be prof in Str/Con or Dex/Int)

Variant Spell Slots/Spell Points

As an alternative to the above rules on spell slots/spell points in this document. A GM may allow each Gestalt character to determine the number of slots/points they have from both classes. Doing so drastically increases the number of spells that can be cast per day.

For example Sorcerer/Wizard of 5th level would have the following spell slots available to them (spell points follow the same logic)

Variant Spell Slot totals
Spell Slot Level Spell Slot Count
1st 8
2nd 6
3rd 4

Other Variant rules

As far as I am aware, there are no other variant rules which would affect a Gestalt character creation, or be different than would affect a normal character.

Chapter 5: Magic Items

This chapter is all about magic items. Most of these items are of my own creation which have been used throughout my campaigns. Some come from the rules of other GMs I have been a player for, while the rest were created by my players, either as a cool idea or as something for their characters.

Do note that I do not go by the WOTC standard of magical item rarity. I go by a personal philosophy that the rarer or more powerful the item it is, the higher "table" that item should belong to. This is reflected in my "Magic item tables" at the very end of this document, where tables and indexes really belong.

Magical Spheres, Tandy Wands

Magic can take many forms. Sometimes solid, other times squishy and malleable. These spheres and wands are quite malleable with a core of magic that can fit to the design of its creator, or adjust to whatever they are inserted into.

Tandy wands, Tandy Corp, and Tandy nasty are the creation of RedLolington, a DM on R20 whose game I have played in for little over a year now. I have adapted Tany Wands to a low level substitute for the wands in the DMG. They are little more than sticks with an unusual red gem affixed to the end, with an unknown and unstable power source.

General Sphere Info

Spheres are not a new concept. I personally took the idea from a combination of FFX, and Path of Exile. They were first introduced to my own game, which takes place about 200 years after a magical apocalypse where magic was fundamentally destroyed & altered, and the barriers between the planes were sealed. These Spheres were invented by a dwarven artificer who was one of the first to discover that magic was returning to the world. Having read many tales about adventures in the olden days carrying many magical items to suit their needs he dedicated himself and his resources to reinventing the fundamentals of these items. This dwarf decided that the best place to store this magical power was in gemstones cut into spheres of varying sizes and shapes. Unfortunately not much is known about this dwarf as he was a recluse and is rumored to have gone mad during his research. The manufacturing of these spheres fell to Tandy Corp.

Tandy Wands & Tandy Corp

Tandy wands were invented by a gnomish artificer named Tandy Nasty & founder of Tandy Corp, who is generally unpleasant and loves to poke, prod, and insult those who he works with. Tandy Corp appeared out of seemingly nowhere with explosive and unstoppable growth. In just one year, Tandy Corp went from not being in existence to being spread across the entire kingdom, and possibly contient.

The history of the creation of these wands, which can replicate spells, are unknown and a well kept secret. Additionally, these wands are generally at a low enough price that they are somewhat available to the common man. The one odd thing about these wands, is that necromantic wands are never created. Tandy Corp, has officially stated that necromantic goes against the natural order and thus is not possible with their methods of creating wands.

The last well kept secret of Tandy Wands is sometimes they fail... explosively. Generally this only happens in circumstances where the flow of magic in the wands themselves somehow becomes accelerated beyond what is normal, or is otherwise disrupted. Certain creatures can affect these wands. These creatures have been ruthlessly hunted down and exterminated since the first time the explosive failures and their existence was linked.

Spheres: Modular Magic Items

Spheres Types and Slots

Spheres, by default, come in 4 major enchantment types, and 3 "slot" types. The slot type determines where the sphere can be inserted: Weapons, Armors, or either with a Universal Sphere.

Additionally Spheres have a "Slot Cost". This determines how many spheres a piece of equipment can hold. Lastly, you cannot have multiple of the same type of spheres such as 2 flat damage spheres. Also if you have multiple options for adding a + to hit, choose one. Note that any static damage increases/decreases can only be applied to one target, or one successful attack each turn.

Lastly Spheres have a slot cost, these costs must be met or exceed by the number of available slot points in a piece of equipment.

Sphere Chart
Enchantment Type Slot Cost
Flat Damage Increase/Decrease 1
Change Damage Type Dealt 1
+(#) to hit & Damage 2
Resistance(s) 2
DMG Full Magic Item Effects (Common/Uncommon) 2
DMG Full Magic Item Effects (Rare/Very Rare) 3
Multiple Effects Added Slot cost of all effects or 3 whichever is lower

Adding Sphere "Slots" to Equipment

This can be done one of two ways, Simple or Difficult.

Regardless, the cost to add a Sphere slot to any piece of equipment with innate magical properties (such as a +1 sword), can only be done by a master craftsman. The cost to add a slot is also increased to 300% of the base price.

Additionally, slot points can be added to a set of armor, a weapon, or a single piece of jewelry. Lastly, due limitations within the compression of magic in confined areas, you may only have up to three pieces of equipment that contain spheres. Exceeding this can have...explosive results.

Sphere Slot Count
Equipment Type Maximum Slot Count
Mundane Equipment 3
Common/ Uncommon Equipment 2
Rare/Very Rare Equipment 1
Note that the final ruling on Slot costs or Slot points available is ALWAYS up to the DM.

Simple Rules

In order to add a slot point to a piece of equipment it costs 250g x number of slots points currently on the piece of equipment. EX: First slot is 250g, Second is 500g, Third is 750g. These can be added by the players for this cost if they are proficient in tool type to create said piece of equipment (Smithing, Tinkering, Leather Working, Wood Carving etc). Each slot takes 8 hours.

Alternatively, these can be added by various npcs in major towns/cities for a 50% increase in price should no players have the proficiency required to do it themselves.

Difficult rules

Master Crafters are the only people capable of adding sphere slots. These crafters are extremely rare, generally only 1 or 2 such crafters exist per province/kingdom.

The cost to add these slots can vary from crafter to crafter or game to game, but a good starting number would be 1000g x number of slots (1000, 2000, 3000 respectively). Each slot takes 1d4 x number of slots days to add (1d4, 1d4x2, 1d4x3 respectively)

Inserting and Removing Spheres.

To insert a sphere, a character only needs to use an action to do so provided that they have the sphere, and a piece of equipment with a slot available. Note if multiple effects require attunement, and all the effects are slotted into a single piece of equipment, it only requires a single attunement slot.

To remove a sphere is a much trickier matter. A master crafter can remove them with no possibility of failure. A player may attempt to remove a sphere, this takes 1 minute to do, and requires proficiency in either Tinkers, Jewelers, or the tool to add a slot to that piece of gear. If the attempt results in a failure, the sphere's quality goes down one level and its enchantment adjusts accordingly (or is potentially lost). If the sphere is already cracked then the sphere shatters dealing 5d10 force damage in a 20 ft radius as the magical energies escape.

Sphere Removal

Type DC NPC Costs
Cracked 15 500g
Normal 17 1000g
Exceptional 19 2000g
Pristine 21 4000g
Perfect 23 8000g

Sphere Rarity and Effects examples

Alternatively instead of choosing one of the effects listed below, you may select effects from magic items from WoTC published sources that match the rarity of the sphere. Note that if a sphere that contains such a property becomes damaged the effect might be destroyed or also damaged (subject to DM ruling).

Note the + to DC only applies to warlock spells.

Type Rarity level Effects Possible
Cracked Common(1) +1/-1 Damage
Normal Uncommon(2) +2/-2 Damage
Exceptional Rare(3) Choose up to 2: +1 weapon/armor, change damage type dealt, +3/-3 damage, or +1 DC
Pristine Very Rare(4) Choose up to 2: +2 weapon/armor, change damage type dealt, +4/-4 damage, or +2 DC
Perfect Legendary(5) Choose up to 2: +3 weapon/armor, change damage type dealt, +5/-5 damage, or +3 DC

Purchasing spheres (Optional)

If allowed, a gnomish merchant named Tim, or something far more gnomish may appear in town (90-100 on a d100 roll) that can sell these spheres. The spheres available are completely up to the DM, as are the costs, but here are some general rolling rules. (I suggest using a dice roller... for your own sanity)

Type D100 Roll Cost in gold
Number of spheres 1d4-1 -
Cracked 1-60 10d10 * 10
Normal 61-89 20d10 * 30
Exceptional 90-95 30d10 * 50
Pristine 96-99 40d10 * 75
Perfect 100 50d10 * 100

Sphere Elemental types & Overcoming resistances

A sphere can grant a weapon/armor a bonus to damage or damage negation, or change it to be that element type. If a piece of gear is changed to that elemental type it now deals that elemental type, or grants resistance to that element.

When a sphere is inserted into a weapon, it only makes the weapon's damage "magical" for the purposes of overcoming resistances if the rarity of highest sphere inserted is at least Rare. Any damage added by a sphere such as +1/2 damage of x type is considered magical for the purposes of overcoming resistances.

Elemental/Physical Types

Damage Type # to roll
Acid 1
Bludgeoning 2
Cold 3
Fire 4
Force 5
Lightning 6
Necrotic 7
Piercing 8
Poison 9
Psychic 10
Radiant 11
Slashing 12
Thunder 13

(Alternatively, you can ignore the various physical types and use 1d10 for elemental types, and 1d3 for physical types)

Unstable combinations (Optional)

Spheres can be combined. To do so a player/creature must use their action to push the two spheres together. To determine the result of this action, roll 1d20.

  • On a roll of 13 or higher the spheres combine taking up a number of slots = to the previous total of both spheres or 3, whichever is lower.
  • On a roll of 12 or lower, roll an additional 1d20, on a 10 or higher have the player choose one sphere to save, while the other loses 3 quality levels. The saved sphere loses 1 quality level. On a 9 or lower GM determines which sphere loses 3 quality levels, and the other loses 1 quality level.
  • On a roll of 9 or less GM rolls or determines which sphere loses 3 quality levels, the other loses 2 quality levels.
  • On a roll of 5 or less gm determines if both gems lose 3 quality levels.

If a sphere's quality drops to 0 or less it explodes violently. As per the Inserting and Removing spheres section this deals a base 5d10 force damage. For each quality level lost directly prior to its explosion, add one more d10 of force damage. This damage cannot be negated or resisted in any way.

When spheres combine, their quality level is the average of the gems involved. For example if a Cracked (1) combines with a Perfect (5) then the new quality of the sphere is an Exceptional (3). This combination always rounds down. So if a (2) and a (3) combine, the new combo sphere will be a quality of (2).

Additionally if there are two different elemental or physical damage types present on the combined sphere refer to the table below for a new effect (Subject to GM Approval)

New Damage Types

DamageTypes of Combined Spheres Result Effect
Fire & Cold Blast Deals Cold/Fire whichever is best, on crit Dex save DC = 12 + quality level or be knocked prone
Lightning & Acid Corrosive Deals Lightning/Acid whichever is best, on crit Con save DC = 12 + quality level or lose quality level of AC until the end of the sphere holders next turn
Thunder & Poison Gas Deals Thunder/Poison whichever is best, on crit places down a 10ft cube of poison gas. If a creature starts, enters, or ends their turn in this poison cloud they must make a Con Save DC = 12 + quality level or take (quality level)d10 poison damage and become poisoned, half damage and not poisoned on a successful save. Gas cloud & poisoned condition lasts a number of turns = to quality level of sphere.
Force & Lightning Magnetic Deals Force/Lightning whichever is best, on a crit Con save DC = 12 + quality level or all attacks gain advantage for a number of turns = to quality level of sphere.
Psychic + Radiant Radiation Deals Psychic/Radiat whichever is best, on a crit Wisdom Sav DC = 12 + quality level or act as if under the confusion spell next turn.
Necrotic & Poison Viral Deals Necrotic/Poison whichever is best, on crit Con save DC = 12 + quality level or take an additional (Quality level) d6 additional damage these dice are not multiplied by the crit.
Any 2 Physical Finishing Deals whichever is physical damage type is best, on crit con save DC = 12 + quality level or start bleeding. Bleeding deals 1d6 damage at the start of each of the bleeding creatures turns until it receives healing, heals naturally or a creature uses an action to stop the bleeding using a healer's kit or performs a successful dc10 medicine check.

Tandy Wands, Wands for the common man!

Types of Tandy Wands

Tandy wands come in many varieties, but the essentially amount to a spell from any list. Cantrips, and 1st - 3rd level spells are what are available in these "starter" wands of unstable origins.

Wands are generally found on leaders/end of dungeon loot hoards. But can be sold by the traveling merchant listed above in the spheres list. If found from the traveling merchant, he always has 5-10 in stock. DM can determine what is available or use the following tables to determine what is available.

For the pricing, I generally go with the following formula: (3d8 x Level of Spell + 1) x 5 for gold value. Although the GM has the free rein to set the prices as they so choose. NOTE: If a cantrip wand that casts as a 1st lvl character is considered a lvl 0 wand, whereas a cantrip casts as a 5th lvl character it is considered a lvl 1 wand.

Wands that hold a cantrip cast the cantrip at the level the wand is capable of, and has 3 charges. The wand regenerates 3 charges at dawn.

Wands that hold a leveled spell have 1 charge and always cast at the lowest possible level. The wand regenerates 1 charge at dawn.

School of Magic

School D8 # to roll
Abjuration 1
Conjuration 2
Divination 3
Enchantment 4
Evocation 5
Illusion 6
Transmutation 7
Reroll 8

Level of spell

Level D20 # to roll
Cantrip 1-10
First 11-15
Second 16-19
Third 20

Cantrip Wand Power level

Equiv Character level D20 # to roll
1st 1-16
5th 17-19
11th 20

Cantrip Wand Abjuration

Spell D6 # to roll
Blade Ward 1-3
Resistance 4-6

Cantrip Wand Conjuration

Spell D6 # to roll
Acid Splash 1
Create Bonfire 2
Mage Hand 3
Poison Spray 4
Produce Flame 5
Sword Burst 6

Cantrip Wand Divination

Spell D6 # to roll
Guidance 1-3
True Strike 4-6

Cantrip Wand Enchantment

Spell D6 # to roll
Friends 1-3
Vicious Mockery 4-6

Cantrip Wand Evocation

Spell D12 # to roll
Booming Blade 1
Dancing Lights 2
Eldritch Blast 3
Fire Bolt 4
Frostbite 5
Green-Flame Blade 6
Light 7
Lightning Lure 8
Ray of Frost 9
Sacred Flame 10
Shocking Grasp 11
Thunder Clap 12

Cantrip Wand Illusion

Spell
Minor Illusion

Cantrip Wand Transmutation

Spell D12 # to roll
Control Flames 1
Druidcraft 2
Gust 3
Magic Stone 4
Mending 5
Message 6
Mold Earth 7
Prestidigitation 8
Shape Water 9
Shillelagh 10
Thaumaturgy 11
Thorn Whip 12

1st lvl Wand Abjuration

Spell D8 # to roll
Absorb Elements 1
Alarm 2
Armor of Agathys 3
Mage Armor 4
Protection from Evil and Good 5
Sanctuary 6
Shield 7
Shield of Faith 8

1st lvl Wand Conjuration

Spell D10 # to roll
Arms of Hadar 1
Ensnaring Strike 2
Entangle 3
Find Familiar 4
Fog Cloud 5
Grease 6
Hail of Thorns 7
Ice Knife 8
Tenser's Floating Disk 9
Unseen Servant 10

1st lvl Wand Divination

Spell D8 # to roll
Beast Bond 1
Comprehend Languages 2
Detect Evil and Good 3
Detect Magic 4
Detect Poison and Disease 5
Hunter's Mark 6
Identify 7
Speak with Animals 8

1st lvl Wand Enchantment

Spell D12 # to roll
Animal Friendship 1
Bane 2
Bless 3
Charm person 4
Command 5
Compelled Duel 6
Dissonant Whispers 7
Heroism 8
Hex 9
Sleep 10
Tasha's Hideous Laughter 11
Pick a spell 12

1st lvl Wand Evocation

Spell D20 # to roll
Burning Hands 1
Chromatic Orb 2
Cure Wounds 3
Divine Favor 4
Earth Tremor 5
Faerie Fire 6
Guiding Bolt 7
Healing Word 8
Hellish Rebuke 9
Magic Missile 10
Searing Smite 11
Thunderous Smite 12
Thunder Wave 13
Witch Bolt 14
Wrathful Smite 15
Pick a spell 16-20

1st lvl Wand Illusion

Spell D4 # to roll
Color Spray 1
Disguise Self 2
Illusory Script 3
Silent Image 4

1st lvl Wand Transmutation

Spell D8 # to roll
Catapult 1
Create or Destroy Water 2
Expeditious Retreat 3
Feather Fall 4
Goodberry 5
Jump 6
Longstrider 7
Purify Food and Drink 8

2nd lvl Wand Abjuration

Spell D6 # to roll
Aid 1
Arcane Lock 2
Lesser Restoration 3
Pass Without Trace 4
Protection from Poison 5
Warding Bond 6

2nd lvl Wand Conjuration

Spell D6 # to roll
Cloud of Daggers 1
Dust Devil 2
Find Steed 3
Flaming Sphere 4
Misty Step 5
Web 6

2nd lvl Wand Divination

Spell D8 # to roll
Augury 1
Beast Sense 2
Detect Thoughts 3
Find Traps 4
Locate Animals or Plants 5
Locate Object 6
See Invisibility 7
Pick a spell 8

2nd lvl Wand Enchantment

Spell D8 # to roll
Animal Messenger 1
Calm Emotions 2
Crown of Madness 3
Enthrall 4
Hold Person 5
Suggestion 6
Zone of Truth 7
Pick a spell 8

2st lvl Wand Evocation

Spell D20 # to roll
Aganazzar's Scorcher 1
Branding Smite 2
Continual Flame 3
Darkness 4
Flame Blade 5
Gust of Wind 6
Melf's Acid Arrow 7
Moonbeam 8
Prayer of Healing 9
Scorching Ray 10
Shatter 11
Snilloc's Snowball Swarm 12
Spiritual Weapon 13
Warding Bond 14
Pick a spell 15-20

2nd lvl Wand Illusion

Spell D8 # to roll
Blur 1
Invisibility 2
Magic Mouth 3
Mirror Image 4
Nystul's Magic Aura 5
Phantasmal Force 6
Silence 7
Pick a spell 8

2st lvl Wand Transmutation

Spell D20 # to roll
Alter Self 1
Barkskin 2
Cordon of Arrows 3
Darkvision 4
Earthbind 5
Enhance Ability 6
Enlarge/Reduce 7
Heat Metal 8
Knock 9
Levitate 10
Magic Weapon 11
Maximilian's Earthen Grasp 12
Pyrotechnics 13
Rope Trick 14
Skywrite 15
Spider Climb 16
Spike Growth 17
Pick a spell 18-20

3rd level Wand Abjuration

Spell D8 # to roll
Beacon of Hope 1
Counterspell 2
Dispel Magic 3
Glyph of Warding 4
Magic Circle 5
Nondetection 6
Protection from Energy 7
Remove Curse 8

3rd level Wand Conjuration

Spell D12 # to roll
Call Lightning 1
Conjure Animals 2
Conjure Barrage 3
Create Food and Water 4
Hunger of Hadar 5
Sleet Storm 6
Spirit Guardians 7
Stinking Cloud 8
Summon Lesser Demons 9
Thunder Step 10
Tidal Wave 11
Pick a spell 12

3rd level Wand Divination

Spell D6 # to roll
Clairvoyance 1-3
Tongues 4-6

3rd level Wand Enchantment

Spell D6 # to roll
Catnap 1-3
Enemies Abound 4-6

3rd level Wand Evocation

Spell D20 # to roll
Aura of Vitality 1
Blinding Smite 2
Crusader's Mantle 3
Daylight 4
Fireball 5
Leomund's Tiny Hut 6
Lightning Bolt 7
Mass Healing Word 8
Melf's Minute Meteors 9
Sending 10
Wall of Sand 11
Wall of Water 12
Wind Wall 13
Pick a Spell 14-20

3rd level Wand Illusion

Spell D4 # to roll
Fear 1
Hypnotic Pattern 2
Major Image 3
Phantom Steed 4

3rd level Wand Transmutation

Spell D8 # to roll
Blink 1
Elemental Weapon 2
Erupting Earth 3
Flame Arrows 4
Fly 5
Gaseous Form 6
Haste 7
Lightning Arrow 8
Meld Into Stone 9
Plant Growth 10
Slow 11
Speak with Plants 12
Tiny Servant 13
Water Breathing 14
Water Walk 15

Minor Enchantments & Curses

Extension

By speaking a command word as a bonus action this weapon gains the reach property until the start of your next turn.

Unbreaking

This item is magically reinforced. It can withstand the rigors of combat even if it would normally be unable to. For example a guitar could now be a maul, or a glass rod can be a club, or a piece of paper could be a short sword.

Shattering

This is a curse. If it is on any piece of weaponry, gear, or armor. The first time the user either makes (in the case of a weapon), or gets struck by a critical strike the item shatters and is gone forever.

Aerodynamic

If this is on an armor your movement speed increases by 5ft. If on a weapon it gains the thrown/ranged property, if it already has the thrown/ranged property its range is increased by 50%.

Sticky

This is a curse. If this is on a piece of armor your movement speed decreases by 5ft. If it is on a weapon it loses 50% of its range, with or without the thrown/ranged property. (Example a heavy crossbow would only have 50/200 for its range instead of the usual 100/400)

Returning

This is generally a curse, although only a minor curse, but can also be a desired enchantment. This item will return to the owner within a given time span. For weapons I would suggest as soon as it strikes anything, so extra attack and AoO can be utilized if this is meant to be a beneficial curse. For gear/armor I would suggest 1d6+6 hours. Alternate timeframes and items are up to DM discretion.

Fleeing

This is a curse. This item will randomly teleport to the floor within 10 feet of you every 1d6 hours when held, worn, or carried. In combat if it is a weapon when you miss a strike by 7 or more the item teleports to the floor within 10 feet of you. Additionally when looking for this item you must make a successful active perception check (DC13) in order to find the object as it attempts to hide from you.

Heavyweight

This can either be a curse or desired enchantment. This enchantment doubles the base weight of the item, and if it is a weapon adds the heavy feature. Additionally critical strikes with a weapon deal 1 extra die of damage. Criticals received while this is on an armor piece reduce the number of dice by 1. Additionally if this is on a weapon there is now a strength requirement of 13 to wield it and gain your proficiency bonus, if it is an armor the strength requirement increases by 1 tier (plate increases to 17 strength requirement)

Featherweight

This can either be a curse or desired enchantment. This enchantment halves the base weight of the item, and if it is a weapon it adds the light or finesse feature (DM's discretion). Additionally critical strikes with this weapon can deal only 50% more damage instead of 100% more. (IE the dice added on crit is halved). Armor with this trait increases the number of dice used when critically struck by 1 but reduces the strength requirement to wear by 1 tier (IE plate now requires 13 strength).

Enlarged

This can only be placed on weapons or objects. If it is a weapon, it adds 1d4 to the weapon's total damage. Additionally its weight is multiplied by 2, requires a strength score of 13 or higher, and cannot be wielded by small or smaller creatures.

Shrunk

This is a curse, and you subtract 1d4 from your damage dealt with this weapon. Additionally this reduces the weapon's weight by half, and cannot be wielded by large or larger creatures. This can also be placed on objects to varying degrees of change.

Reign's Magic Item Vault

This section contains a master list of all custom items I have made, found & like, or my players/fellow gms have made.

This section will be split into the following categories, each category will be done alphabetically.

Modified Existing Items

The following pages contain the suggested/optional changes to various items to add new life into them, create plot points, or further enhance their flavor. Some of these changes do change how the various items work, including their power level. Make sure to read through each item before applying any such change.

Bag of Holding

I personally like to introduce variants to the bag of holding beyond the Bag of Devouring. These variants include 100lb limit but twice the opening diameter, 250lb with a 50% larger opening diameter, Ability to change its outward appearance/shape to any worn or carried object that can hold items, or an "Ender Pouch" which acts as a one way teleporter for objects put inside it linked to either another "Ender Pouch", chest, or location (doesn't cross planes). You can set the link by spending 100g on magical components used in a 1 hour ritual.

Candle Mace

The candle mace is honestly a straight downgrade from the Greenfire Mace of OotA. As such, I would just use the Greenfire Mace's stats. The only upside of the candle mace is that it doesn't require attunement. Just my thoughts on this item.

Docent

Docent are extremely cool items, especially if you have a warforged in the party. If you do not have a warforged, but you still want to include them, variants of Docents can act independently of a warforged, they only require attunement, and being on the person (such as in an amulet, a ring, etc) to convey its benefits. Another fun idea is to have tiers of Docents. Some only have 1 ability, some docents might have all of them.

Gambler's Blade

In addition to or as an alternative to the corresponding penalty to death saving throws, other options could include AC, Ability Checks, or Saving throws. I personally would never apply more than 2 corresponding penalties to such a weapon.

Hammer of Thunderbolts

Being the one of, if not the only, magic item that requires two other attuned items in the game I suggest the following Changes.

A creature does not need to attune to this for it to count as a +1 magic weapon. If you have both the Gauntlets of Ogre Power and a Belt of Giant Strength equipped. It then may be attuned to. Attuning to it at this point increases it to a +3 Weapon, grants the Giants Bane trait, which further increases your strength past what either the Gauntlets of Ogre Power or the Belt of Giant strength provides, up to a maximum of 30.

Additionally, the creature attuned to the Hammer of Thunderbolts is exempt from making the Constitution saving throw versus the Stunning effect.

Rational: Once the set is completed it effectively grants it an additional +4 to hit and to damage. It also sufficiently rewards anyone who manages to collect all three pieces, and chooses to use all of their attunement slots for the set.

This also makes these weapons one of the most powerful weapons in the game. I personally love set bonuses and a number of my custom items include them. This is just the only RAW item set AFAIK.

Holy Avenger

Holy Avenger is an iconic weapon for paladins, but I personally also extend its use to Clerics as well. Adding a pseudo sentience, or even full blown sentience to the Holy Avenger can create really cool plot points and RP potential. When adding other features to the Holy Avenger, you are also increasing its rarity to that of Artifacts.

Sentient Holy Avenger options (pick as many as you want GMs)

  • Ability to cast up to 3rd level paladin spells (pick up to 3). The weapon ignores all material components. These are once a day casts.
  • Ability to reflexively protect its wielder as long as their goals align (parry +2 ac 1x/combat)
  • Ability to increase the paladin's aura range by an additional 10 feet (regardless of current paladin level)
  • Grant one use of channel divinity from a subclass of paladin that best aligns with the Sentient Holy Avenger's personality.
  • Emit Holy Light when Undead/Fiends are nearby in a range of 10/10. Undead and fiends take 1d6 radiant damage when starting their turn in the bright light.

Unholy Avenger is another variant option that hails from earlier editions. A hallmark of these weapons is instead of dealing radiant damage they deal necrotic damage. They also change the creature types affected from undead/fiends to humanoids/one other creature type that best aligns with their personality. Generally Unholy avengers were Holy Avengers that were corrupted in some way or intentionally created to be unholy avengers. This can be for either sentient or non-sentient versions. If additional features are added, flip the effects to match. For example the Holy light would be flipped to Unholy light and affect Humanoids and the other creature type, while dealing necrotic damage.

Generally a Good aligned paladin or cleric won't use an unholy avenger except when their goal is to "cleanse" it of its evil nature due to the innate conflicting nature of such a weapon.

As with some sentient weapons, if the weapon deems its wielder to be doing something counter to its goals they may attempt to take control of its wielder's body. Both the Holy/Unholy Avenger and the wielder make contesting charisma checks. If the weapon wins this check it might make one of the following demands.

  • The item insists on being carried or worn at all times.
  • The item demands that its wielder dispose of anything the item finds repugnant.
  • The item demands that its wielder pursue the item’s goals to the exclusion of all other goals.
  • The item demands to be given to someone else.

If its wielder refuses to comply with the item’s wishes, the item can do any or all of the following:

  • Make it impossible for its wielder to attune to it.
  • Suppress one or more of its activated properties.
  • Attempt to take control of its wielder.

If a sentient item attempts to take control of its wielder, the wielder must make a Charisma Saving Throw, with a DC equal to 12 + the item’s Charisma modifier. On a failed save, the wielder is Charmed by the item for 1d12 hours. While Charmed, the wielder must try to follow the item’s commands. If the wielder takes damage, it can repeat the Saving Throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can’t use this power again until the next dawn.

Horned Ring

I gave this item its legendary status, because in non WDMM games it serves no purpose. As such, I suggest that it allows the wearer to also ignore magic altering or suppressing effects such as Null Magic Zones, counter spell, Etc. I personally suggest choosing one to two effects for this ring to ignore rather than the broad "all'' magic altering effects simply to avoid arguments or off the cuff rulings.

Luck Blade

Luck blade is an incredible weapon. Not only is it a magic sword a once a day luck point, it also has a number of wishes contained within. I suggest that the following changes are made to the weapon to make it even more unique.

This weapon always acts as a +1 weapon with one luck point (used for the Luck property). In addition to that it gains a number of luck points and + to hit/dmg equal to the number of wishes remaining in the item.

This way the Luck blade is more powerful corresponding to the number of wishes remaining, meaning that the wielder is less likely to use the wish spells contained within. I flavor this as the fabric of reality is drastically weakened around this item corresponding to the power it still contains. That said, it is still capable of reshaping reality even if the wishes are depleted due to its unique nature of once holding wish spells.

Mace of Disruption

Alternatives of this weapon could be hyper focusing on undead or fiends and increasing the 2d6 radiant to 3d6 radiant. Or you can exchange 1d6 radiant to add a +1 to the weapon. I personally also scale down the destruction of effect to 15 hit points DC 12 wisdom saving throw when altering the 2d6 radiant portion of this weapon.

Mask of the Dragon Queen & Dragon Mask

These masks are all part of the same item. The Mask of the Dragon Queen. Individually they are powerful, but when all 5 masks are brought together they can form the Mask of the Dragon Queen. Due to this trait if any one mask already exists as a separate item it is unique and no other of its kind may exist. This also means that the Mask of the Dragon Queen can also not exist if any of the other masks already exist on their own.

All that said, a GM is free to ignore the above lore. I just thought I should provide it as that was a central plot point in the Tyranny of Dragons campaign.

Ring of Three Wishes

Beyond being an item which stores three wishes, this ring has a large amount of innate value. The GM may determine its worth as a ring. I personally recommend something between 5-25k gold. This is due to its construction using extremely rare and expensive materials and unique ability to contain extremely powerful magic. Alternatively once the wishes are expended, the GM can select or roll for the ring of 3 wishes to turn into any other Very rare or lower ring.

Scribe's Pen

This is a variant of the Scribe's Pen for more of a wizard character or those without the Mark of Scribing that I have used in my campaigns.

Scribe's Quill, Common Attunement It allows the user to write on any surface.

  • First Property: If used to copy wizard spells it reduces the cost of the transcription by 10g/level.
  • Second Property: When Writing with this quill the writing can be visible—traced in glowing mystical lines—or invisible to any creature. If it is invisible it can be seen if a creature is concentrating on detect magic, see invisibility, or has truesight.
  • Third Property: This quill automatically supplies cheap ink whenever it is used, unless supplied with higher quality inks which it consumes in the writing process. Each time the quill is used roll 1d20. On a 1 the tip cracks and it loses its first property. If another 1 is rolled when using the quill it loses its second property. It cannot be degraded further. Do note that even though this is a magic quill, it can still be broken as if it were a normal quill (Ie snapped, or stepped on, or anything else which would break a normal quill).

Wonderous Items

Book of Undeath (Table J)

Artifact Tome

This tome contains the forbidden knowledge of the universe. This knowledge grants the reader a massive boost to their entire being, but with a potential cost to their body and/or soul.

By spending 24 hours reading this time without interruption all abilities scores are increased by 2 and their maximum possible values are increased by 4. The reader must then make 3 saving throws. One Intelligence, One Wisdom, and One Charisma, all with a DC of 18

On one failed save, the wearer's skin becomes pale and papery as if they are a corpse. With two failed saving throws the creature becomes an undead instead of their previous creature types. With three failed saving throws the creature is driven completely mad by the book of undeath attacks everything it sees. Only a wish can cure this madness. Greater Restoration will suppress the effects for 72 hours.

Additionally, the creature gains one of the following applicable traits. If a creature would qualify for multiple traits they select only one.

  • If the reader can cast at least 3rd level spells, they gain 1 additional spell slot of every level they can cast (this includes if they gain access to higher spell slots at later levels).
  • If the reader has the Extra Attack feature, they may use their reaction to make one weapon attack against any creature within their range whenever they hit a creature with a weapon attack.
  • If the reader has Ki points, they add half their total level as additional ki points.
  • If the reader has Sorcery Points, they add half their total level as additional sorcerer points, and may restore these additional sorcerer points on the conclusion of a short or long rest.
  • If the reader has Eldritch invocations, they may add one more Eldritch invocation regardless if they meet the prerequisites for it or not.
  • If the reader has Infusions, they gain 2 more infusions known, and 1 more infusion slot. These infusions know and slot may be used for any infusion regardless of prerequisites.
  • If the reader has resistance to a damage type, they gain immunity to that damage type and instead heal from that damage type.
  • If the reader has any other form of "points" from another class not listed above, they add half their total level as additional points, and may restore these additional points on the conclusion of a short or long rest.

Bone Token of Protection from Lesser Undead (Table F)

Uncommon bone charm

This charm grants the holder small protections against weak undead (CR 1 or lower) when the holder wills it. This charm has two charges, you may expend one charge as a creation to use one of the following effects. The token regains all charges daily at dawn

Reaction(s) By expending your reaction & a charge when hit by an attack or a failed saving throw from creatures which this token protects against, you may choose to turn a successful attack into a miss or a failed saving throw the into a successful saving throw.

Action! By expending your action & a charge while crushing a portion of this charm in your hand, you may sprinkle the dust over a creature. That creature and you gain the effects of Protection from evil and good(Undead only). The Duration is 5 minutes, and doesn't require concentration. If this is the last charge of the Token, the token is destroyed in the process.

Collapsible Cart (Table E)

Common, Cart

These carts come in two varieties. The Mundane and the magical variety.

Mundane: A cart which can be disassembled and put together with 5 minutes of work. Collapses down when disassembled to a 6" x 12" crate.

Magical: A cart which can be collapsed and "constructed" by using a bonus action, the cart will then assemble itself over the course of a minute. This variety can also have mending/reinforcement magic placed on it, but also increases its rarity accordingly.

Draak Totem (Table I)

Legendary Totem, Attunement

This totem was carved from the sternum of Tiamat's dead consort. As such it contains a small portion of the ancient dragon's latent powers.

Improved Wild Shape: You gain 1 additional Wild Shape, and the CR limit you are allowed to transform into increases by 1.

Beastial Casting: You gain the ability to cast limited spells while in beast shape. You may only cast spells with Verbal and/or Somatic Components. Each spell cast while in Wild Shape costs two spell slots of the same or higher level. Additionally, you can only cast spells up to your maximum spell level - 4 with a minimum of 1st level. (IE if you can cast 6th level spells, you may cast up to 2nd level spells while in Wild Shape)

Draak Armor: You may retain your armor class while Wild Shaped into a creature that has a CR rating of 2 or lower than your current maximum CR allowed by your Wild Shape Feature.

Elf Stone of Power (Table G)

Very Rare Diamond (spell focus all classes)

While you wield this spell focus you gain the following benefits when casting spells.

Empowered Casting Spells cast while using this focus grant the caster the ability to reroll up to 2 damage or healing dice when determining the total for any spell effect which you cast.

Power Source This diamond can be used as a power source for spells which have a duration of at least 1 day. This negates the need of recasting the spell so long as the Elfstone remains within the area affected. If the Elf Stone is removed from the area of effect of the spell, the spell immediately ends.

Elixir of Well Being (Table C)

Uncommon Potion

When drunk or administered as an action, the imbiber gains advantage on any constitution checks or saving throws for the next minute.

If the imbiber is currently affected by a disease, the imbiber makes an immediate saving throw with advantage, instantly ending the disease on a success. This elixir is only capable of affecting a single disease, if the imbiber is affected by more than one disease, roll to randomly determine which disease is affected.

Electro-Magnet Prototype (Table G)

This newly discovered technology allows for the creation of powerful magnets through the correct routing of electricity in specific metals & alloys. This device has 3 charges before its battery depletes. It will slowly recharge itself at the rate of 1 charge per 8 hours.

As an action you may expend a charge to cast the telekinesis spell with the following modifications.

The target must be primarily composed of a "ferrous" or magnetic material. The DC for creatures strength check is 15. The creature or object affected by the Electro-Magnet Prototype must move in a straight line directly towards the wielder. You do not have any fine control over objects.

As a bonus action you may expend a charge to attempt to disrupt robotic/mechanical/construct creatures.

The target must make a DC 15 strength or constitution save (its choice). On a failure one of the following aspects of the creature is affected by the magnetic distortions caused by the Electro-Magnet prototype.

The creature makes the next attack with disadvantage The creature's movement speed is reduced by 15 or half (whichever is lower) The creature uses its first attack or spell to target a random creature within its range.

Enchanted Bottle (Table G)

Rare Bottle

This bottle has been heavily enchanted. It has the following properties.

This bottle cannot be broken except by Powerful magics or Powerful magical equipment, unless it is subjected to a null magic zone. If it is a null magic zone it is just a normal bottle.

This bottle can contain various things inside it. Anything that enters the bottle is magically preserved. Its state will not alter until it is released from the bottle.

Potions stored within this bottle are enhanced when drunk, and they may be drunk from this bottle as a bonus action. This enhancement varies, but the basics would be it acts as 1 step higher of potion. (A healing potion would act as a greater healing potion).

File of Sharpening (Table E)

Common, File

Cost: 50g

Weight: 1.5lb

Enchantment/Mechanics:

This lightly enchanted file grants the user a much easier time of maintaining weapons and other such equipment that would need a file. This file lasts much longer than it normally should, technically forever with normal use.

This file has 6 charges. Using one of these charges will add a mundane +1 to a weapon or tool for the next 10 uses/hits with said equipment before the edge is lost.

When the last "use" is expended the file loses that property.

Heart Container

Rare Amulet, Attunement

This pendant is a ruby cut into the shape of a heart, with a gold border on a tiny mithril chain. While you wear this amulet, and are attuned to it you gain the following benefits. You gain one additional hit die from a class you currently have, your current and maximum hit points are increased by an amount equal to the average hit points you would gain if you were to gain a level in that class, and you gain advantage on death saving throws.

Additional Heart Containers beyond the first, which you attune to do not use additional attunement slots.

Local Teleportation Field Bracelets (Table G)

Unique Jewelry, Attunement

These bracelets were ripped from a part of the planar ship on which the Monastery of the Distressed Body Resides. While within the Monastery the bands do not require any additional power as they are fed power wirelessly for their effects, their bracelets effects are also amplified while on the planar ship. Anywhere else they must use the power drawn from a Power Cell in order to function at greatly reduced efficiency.

While all the bracelets are worn, the user can, as a free action, choose to open a tiny rift in space to a location they can see within 30 feet (300 feet while on the Planar ship). This rift allows the user to make a melee weapon attack, or melee spell attack as if they were in that space, and allows any ranged weapon attack or ranged spell attack to originate from that space instead. Each rift that you open lasts until the end of your turn and consumes one charge from a power cell. Only one such rift may exist at any given time.

Magic Candle (Table C)

Common Candle

This candle has been imbued with some basic elemental magic, specifically fire. If used normally, this candle can last 10 days before it is expended, but each time it is lit, it consumes at least 1 hour of use.

Alternatively, lighting the candle then breaking it causes it to explode or shoot a ball of fire at a target within 30 feet of the candle. Doing either of these actions destroys the candle. Action: Break the candle in half: Causes an explosion centered in the candle that has a 10 ft radius. It deals 1d4 fire damage per day of remaining life it has. Any target in the explosion can make a dexterity saving throw with a DC of 13, taking half damage on a successful saving throw.

Action 2: Breaking the tip off: Causes a gout of fire to shoot out, up to a 30 ft range. Make an improvised range attack. On a hit the target takes 1d4+1 fire damage per day of life it has remaining. On a miss the target takes half damage.

Orange Drink (Table C)

Uncommon Potion

A mysterious flask filled with an orange liquid. It can be drunk, semi safely, and confer the following effects.

As an action, you can drink this concoction. You take 3d6 poison damage, which negates resistances, gain +10 movement, advantage to hit, one extra attack each round as a free action assuming you take the attack action. You also take 1d6 poison damage each round as your stomach churns from this concoction. This effect lasts for 1 minute, you can end this effect early if you choose to vomit this concoction up. If you vomit on a creature they take 4d6 poison damage, 4d6 acid damage, and 1d6 psychic damage.. because what the hell.

Potion of Head Clearing (Table A)

When drunk or administered, as an action, this potion removes any mental or visual issues the imbiber is currently affected by. (Blinds, Confusion, Charms etc). If the target is affected by a permanent effect, this potion reverses that effect for 10 minutes before losing its potency.

Potion of Lesser Healing (Table A)

Common Potion

This healing potion is created in two different ways. The first is using sub par ingredients, the second is watering down a normal or better healing potion. This potion, due to its lower potency can be drunk or administered as a bonus action. When drunk or administered it heals 1d4-1 health (with a minimum of 1).

Potion of the Ogre (Table B)

Uncommon potion When drunk, as an action, it grants the user the strength of an ogre, and sets their strength score to 19. This potion has no effect if the imbiber has a strength score of 19 or higher already. This potion's effects last for 1 hour.

Pouch of Coins (Table E)

Common pouch This pouch connects to a tiny extra-dimensional space. This extra-dimensional space is capable of holding up to 1000 coins. The bag always weighs 1 pound regardless of the number of coins it contains. Any additional conditions/effects that would affect other extra-dimensional spaces apply to the Pouch of Coins as well.

Potion of the Berserker (Table C)

Very Rare Potion

This potion when consumed causes the imbiber to go into a bloody rage for the next minute, or until they end it as a bonus action. While in this bloody rage the imbiber gains a +2 to their critical strike range, melee weapon attacks deal an extra weapon damage die, and all damage but psychic they take is reduced by 3, to a minimum of 1. Attacks against the imbiber have advantage while they remain in this bloody rage.

Power/Energy Cell (Table E)

Common Battery

An energy cell is a magical battery. Once depleted it cannot be recharged and is essentially worthless. There is a small indicator on the cell which shows how many charges it has remaining.

A full energy cell has 20 charges, but they are generally found used containing 2d10 charges.

RECHARGING A ENERGY/POWER CELL

Energy cells can potentially be recharged. These cells can only be recharged with the aid of a tinker, inventor, or artificer. To recharge a cell to its full 20 power capacity, you must expend 20 spell levels/or equiv spell points must be expended and 50gold worth of materials expended.

Rod of Recovery (Table F)

Uncommon, Rod (attunement)

This rod has been embossed with imagery of healing. This rod has 5 charges, as an action you may expend 1 charge to restore 1d6+2 hit points to a creature within 30 feet of you. Alternatively, as an action you can expend 2 charges to cast Lesser Restoration. This rod regains all charges daily at dawn.

Sahuagin's Tentacle Rod (Table H)

Very Rare Rod, Attunemnt

This rod was originally created by the Sahuagin out of shipwrecks, octopus tentacles, and the drowned young or babies of any sentient creature.

Grasp of Tentacles: As a bonus action you may expend 2 charges to cast hold person with a DC 15 Wisdom saving throw and a range of 30 feet against a single target. On a failure the target becomes paralyzed, unable to breath, and takes 4d4+4 bludgeoning damage as tentacles wring from around them and squeeze the life out of them. On a successful saving throw the target is not paralyzed, and takes half the damage.

Constriction: As a bonus action you may expend 2 charges to deal 4d4+4 bludgeoning damage to a target currently held by the "Grasp of Tentacles" feature.

Deathly Recharge: This rod can hold up to 20 charges, but only regains charges if the rod is held to the forehead (or similar region) of a dying creature as they are being choked to death by the attuned creature. Upon their death their soul is ripped from them and enters the rod as a charge count equal to half their CR/Level.

Systemic Corruption: Over time you begin to take on minor physical and mental characteristics of the Sahuagin. Such as their brutality, viciousness, and superiority complex.

Sidestep Slippers (Table G)

Very Rare Slippers, Attunement

While attuned & wearing these sandals your reactions become uncannily fast when dodging incoming harm. Sidestep sandals have 3 charges, and regain all charges daily at noon, additionally the sandals regain 1 charge whenever you are critically struck by an attack.

As a bonus action on your turn you may expend a charge and prepare to sidestep an attack. Until the start of your next turn, when an attack would hit you, the sandals help you sidestep the attack. This sidestep grants you an additional 2 to your armor class, if the attack would still hit, its damage is reduced by your proficiency bonus plus your dexterity modifier, to a minimum of 1 damage.

Snowglobe of the Homestead (Table G) {From Nox}

Very Rare Globe, Attunement

This 2 inch diameter globe is infact a pocket dimension. Anyone attuned to this item may enter and exit the globe over the course of a long rest, they may also take any number of willing creatures with them. When entering the globe, the globe remains where you left it.

Inside this pocket dimension is a basic homestead with 6 acres of fertile land. The land doesn't innately provide any sustenance, but can be farmed year round due to the controlled weather within the globe.

Sewer Moss (Table B)

Uncommon Poison

Looks: Brackish brown/green fluid with flakes of moss.

Stats: When injected into an incapacitated or non-resisting target the suffers 1d6 poison damage at the start of each of their turns, then makes a DC 15 constitution saving throw ending the poison's effects on a success.

When ingested after 2d8 hours the creature becomes extremely sick with symptoms mimicking that of the flu, common cold, and a few other various diseases all wrapped into one. Every 24 hours the target gains 1 level of exhaustion and must make a DC 13 constitution saving throw, ending the poison's effects on a success.

Stone of Souls (Table J)

Artifact Crystal, Attunement by a spell caster who has access to 3rd level or higher spells.

This stone can contain up to 5 souls in it at any given time.

This stone can also act as a phylactery for the creature who is attuned to it. To store your soul within this Stone, you must complete a 24 hour ritual which involves the sacrifice of at least 1 sentient creature, then roll 1d100. If you roll the same or lower than the number of creatures sacrificed your soul is successfully stored within the stone, otherwise the ritual fails and nothing happens.

As a reaction to seeing a sentient creature die you can choose to capture its soul, if the Stone is full, you can replace a soul of your choice contained in the stone. While the soul is contained within the Stone of Souls, its body will not decay, and is under the effects of gentle repose. Such a soul can be returned to its body, or a suitable replacement by casting Raise dead, Resurrection, or Reincarnate on the stone targeting a specific soul.

As an action you can choose to consume a soul, this gives you 5d10 temporary hit points. Restores 1 spell slot of 5th level or lower, grants advantage to all attacks/saving throws until the end of your next turn as you are filled with all the knowledge the soul contains before it is released to the afterlife. Alternatively, you can destroy a soul contained in this stone, but you gain none of the above effects, but the soul is permanently and irrevocably destroyed. Not even a wish can return this soul back to existence.

Techno Spy Mask

Wonderous Mask, Rare (requires attunement)

When donned this mask transforms and covers the face, neck and upper torso and back with a thin but durable metallic film. This film grants resistance to cold, and weapon attacks that are non-magical, and vulnerability to acid damage. It additionally grants an additional +2 to your armor class if the wearer is wearing no armor, or +1 if wearing any armor.

If a creature wearing this mask is reduced to 0 hit points by an attack or by acid damage roll 1d20, on a 15 or lower the mask is destroyed.

If worn by a "normal" person, or person weaker than CR 3, they are temporarily granted the stat block of Techno-Spy until the mask is removed, losing all other skills and abilities until the mask is removed.

The Reference Book (Table G)

Wondrous item, rare (requires attunement)

This thick leather bound tome was created for the librarians of old. It has since been modified to be useful to many professions.

While reading through this tome the user can expend a number of charges to use the following actions. The Reference Book has 5 charges, and regains all charges daily at dawn.

0 Charge: Cast Mage Hand 1 Charge: Cast Bless at its lowest level without expending a spell slot 1 Charge: Cast locate object at its lowest level without expending a spell slot 1 Charge: Cast Wristpocket at its lowest level without expending a spell slot 2 Charges: Cast Locate creature at its lowest level without expending a spell slot 2 Charges: Cast Darkvision at its lowest level without expending a spell slot 3 Charges: Attempt to locate information on a specific topic. The user makes a DC 20 history check. On a success the tome will contain a short passage on the topic at hand, as long as this passage can be found in a library somewhere on the plane in which the Reference Book was used on. Once you have successfully used this action, you cannot use it again until 1 week has passed.

Tome of Enhancement (Table H)

Rare Book

This book comes as one of six variants. Each variant is tied to an Ability (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma). Regardless of which Tome it is, each Tome gives pointers and tips on how to better oneself relating to that ability. Reading a Tome for 20 hours and utilizing the pointers and tips to familiarize and train yourself for an additional 15 hours increases that ability score by 1, to a maximum of 20, and a skill (of the GM's choice) tied to that ability, or grants expertise if th. Once the Tome is used in this manner it must recharge for 10 years before it can be used again, although a creature can only ever benefit from the tome used once.

Upgrade Kit (Table C)

Rare Materials (Wood, Stone, Metal or combination of those three)

These upgrade kits were made by an Artificer whose foreman was breathing down their neck about time constraints at the Drydock they worked at. It allows a skilled craftsman to build or upgrade an object, structure, or vehicle, instantly after spending a 1 hour ritual which includes drawing up plans and making a token effort into doing this construction yourself.

Each upgrade kit can cover up to a 5x5ft area. Each additional upgrade kit used during this ritual multiplies the area it may cover. (IE 2 upgrade kits can cover a 25x25ft area, 3 could cover a 625x625ft area, etc.) In simpler terms. 1 Upgrade kit can cover a cart, 2 upgrade kits can cover a wagon, 3 upgrades could cover a small ship or building, 4 upgrades would cover any sized ship (including airships), and a medium sized building, while 5 would cover a large building.

In order to use this upgrade kit, you must be proficient in either masons, carpenters, smiths tools, or other such tools. Otherwise the Upgrade Kit is expended.

If the object, structure, or vehicle is destroyed there is a 50% chance that you will be able to recover the materials of the upgrade kit. If multiple upgrade kits were installed then roll for each upgrade kit.

Each upgrade kit increases the AC of the object, structure, or vehicle by 1, and doubles its current and maximum hit points. You may use a second set of upgrade kits on an object which is already affected by the upgrade kit, but it costs twice as many upgrade kits, but provides the same bonuses. This can be done up to 5 times before the Upgrade Kit is no longer able to affect the object, structure, or vehicle.

Upgrade Kit of Mending (Table C)

This upgrade kit was made to allow the easy transfer of the mending enchantment to a variety of items or objects. This upgrade kit is a fist sized amethyst carved with arcane runes. By performing a short 10 minute ritual then crushing the amethyst onto the object you wish to imbue, that object gains the mending property.

This mending property cannot create matter, but will draw/use suitable material for repairs, as needed, from a designated container or nearby materials. The mending property will repair small breaks, cracks, tears, or other such damage slowly over time. Enough to counter most wear and tear. More substantial damage can be repaired, but costs much more materials than more basic repairs. The more substantial the repair "heals”' the object by 1 hit point per 24 hours.

Weave Crystals (Table F)

Uncommon Crystal

Not much is known of the weave crystals except they are the crystalline form the weave that pervades the planes, and sustains magic. Any caster who crushes these crystals and inhales the powder regenerates up to half their level in spell slots (maximum of 4th level spell slots). The should only be done once per week otherwise the casters connection the weave may be irreparably damaged. If a weave crystal is inhaled more than once per week, the inhaler must make a dc 20 constitution saving throw or lose one of their highest level spell slots. This loss of spell slot can be undone by greater restoration, wish, or 1 week of long resting with no "interruptions''.

Beyond this first use, A Weavecrystal can also be used as a spell focus. If a spell has a component with a gold cost up to 500g, and the component(s) are not consumed in the casting of the spell, a Weavecrystal can replace that component.

Wheels of the Arachnid (Table G) {From Whatever_Desu}

Very Rare Wheels

These steel banded, solid wooden wheels have an intricate image of a spider emblazoned on them. When mounted on a cart or wagon (replacing all of the existing wheels), such a vehicle also gains the effects of any Spider Climb enchantment or spell which affects the being(s) pulling it. In addition, for the duration of said Spider Climb enchantment, the contents of said vehicle (including the driver/passengers) will act as though gravity is whichever way the bottom of the vehicle is for as long as they remain in contact with the vehicle or until the enchantment ends.

Wheels of Water (Table G) {From Whatever_Desu}

Very Rare Wheels

This set of red metal wheels resemble miniature paddle steamer wheels. When mounted on a cart or wagon (replacing all of the existing wheels), such a vehicle becomes completely watertight akin to a ship, and shares the effects of any Water Walk enchantment cast upon the being(s) pulling it. In addition, the speed of any being(s) pulling it is halved while on land, but doubled while on water (regardless of the presence or lack of a Water Walk spell).

Wirecutters (Table E)

Can easily snip wires/fencing. Leather grips provide additional protection so that the user may not be subjected to any electrical current when using them. When making any check to cut wires, you may add +5 to the check when using the wire cutters. On a roll of a natural 1, the wirecutter's blades are dulled and need to be repaired.

These wire cutters are unable to affect magically protected wires or fencing.

Worn Items

Amulet of Life Preservation (Table G)

Wondrous item, very rare

Design: This amulet is designed to have a radiant sun surrounding a ruby heart and a harvest of crops & fruit. This amulet works as a spell casting focus for followers of Chauntea, it also grants a +2 to any spell attack rolls such followers make.

Any cleric, druid, paladin, or Theurgy wizard may use their action to draw all the power of this amulet at once, causing it to crumble to dust. Doing so causes a healing wave to emanate out from it with a range of 30 feet. All creatures within this area regain their (proficiency bonus + constitution modifier) * 10 hp (minimum of 10 hp). This healing wave may also cure any diseases & harmful magical effects which affect said creature. Each effect eliminated in this way decreases the healing received by 10 points & the creature chooses which effects get eliminated.

Boots of the Frozen Waters (Table G)

Wondrous item, major tier, Rare (requires attunement)

These furred lined iron sole boots are snug and feel quite warm. While you wear them, you gain the following benefits:

You are able to walk on the bottom of a body of water as if it were dry terrain. You have resistance to cold damage. You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.

Conch of Negative Emotions

Wonderous Conch Shell, Very rare (attunement)

This Conch shell was once a magnificent specimen, but has been defaced many times by the Sea Hag Auntie over the years and imbued with hex magic. This Conch has 2 charges which it regains daily at midnight.

As an action and expending a charge you target a creature you can see within 30 feet displaying this defaced conch shell as it emits a wave of negative emotions. The targeted creature must make a DC 15 Charisma saving throw taking 4d6 psychic damage on a failed saving throw and becoming frightened for the next minute. A creature frightened by this ability can repeat this saving throw at the end of each of their turns. If the creature is currently benefiting from a positive spell or magical that affects its emotions or mental state, that effect is also dispelled. Such spells can be Heroism, Bless, Divine Favor etc.

Decaying Leather Boots

Wonderous Leather Boots, Very rare (attunement)

These boots have seen use in wet and dank conditions for centuries. Originally expertly crafted with bone hobnails, hair thread, and hex reinforced humanoid leather, these boots look as if they could fall apart any moment. While you wear these boots your feet always feel damp, regardless of the terrain and weather conditions.

While you are wearing these boots, your walking movement speed increases by 15 feet, and you ignore difficult terrain that comes from swampy, forested or magically altered terrain. Additionally you can, as a bonus action on your turn, alter the footprints you leave to be that of any creature which would naturally reside in either a swampy or forested environment.

Deku Nut (Table A)

Common Nut

This nut, when thrown on the ground as an action, is destroyed in an explosion of light and sound. All creatures, within 5 feet of it must make a DC 7 constitution saving throw or be stunned until the start of their next turn

Dream Catcher

Wonderous Dream Catcher, Very Rare (attunement)

This dream catcher is bound and stitched from the hair and bones of slain sentient creatures and imbued with hex magic. While attuned to this item you automatically succeed any saving throw which would put you to sleep against your will, alter your dreams, or communicate with you while you sleep against your will. If you are subjected to a spell or effect which would do one of these things, you may reflect it back at its caster or origin as a reaction.

Additionally this Dream catcher allows you to cast Dream of the Blue Veil without any material components. You may only dream of the FeyWild, the Prime Material Plane, and one other world or plane of the GMs choosing when casting the spell using this item.

Enhanced Clockwork Amulet (Table F)

Uncommon Amulet

This copper amulet contains a trio of small interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.

Enchantment: Mechanical Reliability

When you make an attack roll or ability check while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, that property can't be used again until the next dawn.

Endless Ammunition Satchel (Table F)

Uncommon Satchel

This satchel produces an endless supply of a specific mundane ammunition. This ammunition, once drawn from this satchel, lasts for 1 minute until it disappears and is of notably low quality prior to that. Ammunition drawn from this pouch cannot be sold, used as a crafting material, or used as a material component for spells. This satchel acts as a quiver, or bullet pouch for the purposes of drawing the ammunition when attacking.

Figurine of Undead Warhorse (Table F)

Uncommon Figurine

This figurine is a roughly made depiction of a rotting zombie horse. When you utter a command in Undeath Tongue and throw the figurine on the ground, it quickly grows into a Zombie Warhorse. This Zombie Warhorses lasts for 12 hours or until killed. When killed, or the time runs out, it shifts back into a tiny sized figurine. Once this figurine is used, you must complete a long rest before it can be used again.

Glamoured Sheathe (Table F) {From Desu}

Rare Sheath

This exquisite, silver-trimmed leather sheath has floral designs tooled down both sides, and has a braided strap to secure whatever blade is within it. Upon examination, a DC14 Arcana check reveals it's of fey origin, DC18 tells you that any fey with moderate magical power can change the form the sheath takes to fit another blade. Whenever the sheath is worn by a living (or undead) creature, both it and the weapon within it are invisible as long as the blade is not drawn. The moment the blade is even partially drawn, or the sheath is taken off, both items become visible. If someone other than the wearer touches the blade or sheath while they're invisible, they must succeed a DC 18 wisdom save, or become unaware of the item and act as though it doesn't exist.

Gloves of Forging (Table F) {From Nox}

Rare Gloves, Attunement

While wearing these gloves, you gain the ability to mimic anyone's signature that you are touching. The skill at which you do this is dependant on your proficiency with Forgery Tools. If you are not proficient, it is a passable fauxsimile, but fails to hold up under close inspection. If you are proficient it is well done, the DC to determine that it is fake or not is 15+dex+profiency. If you are expertise in forgery tools the DC increases 20+dex+proficiency.

Hat of Triumph (Table F)

Rare Hat, Attunement

This had is granted to those who have done a great service to a city or kingdom. It is a symbol that represents the wearer is a hero. In addition to this the hat has the following properties.

Fashion! As a Bonus action you can make wind swirl around you to billow your cape, or hair. Additionally you glimmer slightly. This grants you advantage on any persuasion checks against those who allign themselves with the Kingdom or city which this hat is from.

Respect! While this hat is worn. The people of the Kingdom or city will treat you with the respect due to high ranking officers, or known heros. As such prices on purchased gear is reduced to by 15% of the normal market price.

Resolve! Once per long rest you may add cast Bless as a bonus action, without requring concentration. This bless can only target yourself.

Empowerment! At the end of a long rest, you can choose to channel a portion magical energy imbued into this cap into a weapon, granting it +1 (this +1 stacks with any other existing enchantment), and making it count as a magical weapon. If you do so the hat can no longer use the "Resolve" feature. This benefit lasts until this feature is used on any other weapon, until the weapon leaves your possession for longer than 1 minute, you chose to end the effect as a bonus action, or the weapon or hat are subjected to a null magic zone.

Headband of the Supreme Mind (Table H)

Very Rare Headband, Attunement

This headband magically augments the wearer's mind and personality. Your Intelligence, Wisdom, and Charisma ability scores become to 18. If one or more is higher than 18, choose one ability score. The Chosen ability score is increased by 2, and this increase ignores normal limitations.

Hidden Weapon Bracelet (Table E)

Uncommon Bracelet, Attunement

Description: This bracelet is made up of gears and metal bands interwoven, interlinked, and enchanted to be able to conceal a short light weapon within its bands. This Bracelet can only conceal a weapon of shortsword length or shorter within its bands. It must also have the light property.

Weight: 1 lb + any concealed weapon's weight

Enchantment: Concealment

To attune to this item, you wear the bracelet, while holding the weapon you wish to conceal against it for the entire attunement period. Doing so causes the gears and bands to grasp the weapon, and carefully bend it around your wrist integrating it into the bracelet.

As a bonus action, you can retract the concealed weapon into the bracelet or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Holy Symbol of Radiance (Table F)

Holy Symbol, Uncommon (Requires Attunement by a spellcaster)

Weight: 0.5 lb

Design: A small silver emblem of a gauntlet holding two arrows crossed with a thin silver chain attached to the nocks of the arrows.

Enchantment/Mechanics:

An imbued silver holy symbol infused with positive extra-planar energy. If you're a spellcaster, you can use this item as a spellcasting focus.

When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to a single damage roll which would deal radiant damage.

A holy symbol is a special item designed to channel the power of arcane or divine spells. A cleric, druid, paladin, or theurgy wizard can use such an item as a spellcasting/holy focus.

Additionally you can cast daylight once per day, this casting can only target the holy symbol.

Improved Ammunition Satchel (Table G, H, or I)

Rare (G), Very Rare (H), or Legendary Satchel (I), Attunement

This satchel is much higher quality version of the Endless Ammunition Satchel. This higher quality comes with a trade off, it is only able to produce up to 10 pieces of a specific type of ammunition per day. A rare satchel produces +1 ammunition, a very rare satchel produces +2 ammunition, and a legendary satchel produces +3 ammunition. Ammunition drawn from this pouch cannot be sold, used as a crafting material, or used as a material component for spells. This satchel acts as a quiver, or bullet pouch for the purposes of drawing the ammunition when attacking.

Variants of these satchels may exist which adds an additional 1d4 Fire, Cold, Lighting or Acid damage, but reduce the + to hit by 1. For Example a Very Rare satchel of Fire Ammunition would grant a +1 to hit rather than a +2, while a Rare Satchel of Fire ammunition would have no + associated with it.

Magical Brain (Table F, G, or H)

Uncommon/Rare/Very Rare Magical Brain, attunement

This magical brain can be used to replace, or enhance a mind. This brain is carved from a red gemstone to look like a humanoid brain, and can easily be held in one hand. This magical brain comes in one of three variants.

  • A Damaged one (Uncommon, Table F), which increases your intelligence, wisdom, and charisma scores by 1, or can magically replace a brain in a willing creature, and set all of these scores to 12.
  • An Undamaged one (Rare, Table G), which increases your Intelligence and charisma scores by 2, and wisdom score by 1, or can magically replace a brain in a willing creature, and set all of these scores to 14.
  • A Pristine one (Very Rare, Table H), which increases your intelligence, wisdom, and charisma scores by 2, or can magically replace a brain in a willing creature, and set all of these scores to 16.

Necrotic Horseshoes (Table E)

Common Horseshoes

This set of horse shoes has absorbed a portion of the necrotic energy of its previous owner. As such when shod onto a living horse or other hoofed beast they gain resistance to necrotic damage. These horseshoes will also never wear down and need to be replaced.

Ring of the Black Ring (Table H)

Very Rare, Attunement

This ring is a symbol of inclusion within the secret order "The Black Ring". While attuned to it it is invisible and can't only be seen or detected except by truesight. Creatures who wear this ring will see a small black ring 6 inches above the head of any other creature who wears a Ring of the Black Ring. This black ring can never be missed by someone attuned to this ring.

This ring has 2 charges, by expending one charge the attuned creature may cast Misty step or Invisibility. It regains 1 charge per hour.

If placed in a location and a 1 minute ritual performed, the ring becomes invisible and can't only be seen or detected except by truesight. It then goes into "recording mode". While in recording mode it records any visual and audio effects within 60 feet of it so long as it is not completely obstructed from view. This ritual also includes where a "written transcript" of the events it records is sent magically.

Ring of the Diver (Table F)

Uncommon, Ring

This ring when worn can be activated as a bonus action. When you activate it, you may choose 1 or more of its functions. As a bonus action you can cancel any of the functions, preserving any remaining time on them. Each activation always reduces its time by a minimum of 1 minute.

Function 1: Gain a swim speed equal to your movement speed for up to 1 hour.

Function 2: Gain the ability to hold your breath, and not require additional air for up to 1 hour.

Function 3: Automatically raises the wearer to the surface at a rate of 60 feet per round should they loose consciousness. The ring ensures that the wearer is face up when they reach the surface.

Ring of Endurance (Table F)

Uncommon, Ring

While wearing this ring, whenever you roll for initiative for combat with hostile creatures, you are filled with a surge of life energy and regain one of your expended hit die.

Rings of the Starcrossed (Table G) {From Whatever_Desu}

Rare Rings (pair)

This pair of rings each contain a different gem which appears to be mixed with the gem its partner. If the duo of rings are ever separated, fate will align to bring the set back together. When a devoted couple dons a set of these rings within a day of their wedding, the rings become ethereal, and both partners start to age slower, gaining a number of years to their lifespan equal to the average lifespan of their spouse's race. When both ring bearers die, the rings fade from existence. Should both partners reject each other without outside influence (magic/psionics/etc.), the rings become real again and can be removed. Both people will then resume their original rate of aging with no other ill effect.

Ring of Ultimate Endurance (Table G)

Very Rare, Attunement

While wearing this ring, whenever you roll for initiative for combat with hostile creatures, you are filled with a surge of adrenaline & life energy. You regain one of your expended hit die, and you may expend 1 hit die to heal yourself.

Soul Rod

Wonderous Bone Rod, Very Rare (attunement)

This bone rod was crafted by a Night Hag Auntie with the various bones and the skull of a sentient creature which the night hag drove insane. These bones have also been infused with fragments of other numerous sentient souls which are bound to it by hex magic. The Soul Rod has 5 charges, and regains all charges whenever use a captured soul to recharge it.

While you wield this rod you may use an action, expending a charge to violently expel a portion of a soul contained within the rod. This destroys the soul fragment. Choose a creature within 60 feet of you, that creature must make a DC 15 Wisdom saving throw, taking 4d6 psychic damage on a failure. If the creature fails the saving throw by 5 or more they also become paralyzed.

Additionally, you can also use your reaction cast Soul Cage spell without any other material components by expending 2 charges. When you do so you can choose to either gain the benefits of the spell or recharge the Soul Rod.

Springloaded Gloves (Table G)

Technomagical Apparatus (rare), Attunement

While wearing these springloaded gloves the wearer gains the following features.

Thrown objects gain an additional 10/10 to their range, and objects which you throw within your "normal" range get a +2 to any damage rolls you make with them.

As a reaction you can attempt to catch a small or tiny flying object. If this object would deal damage, you reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

As an action you can overtune the springs on these gauntlets, for the next minute all previous effects are doubled. Once the minute has passed the springs pop free and must be repaired/replaced over the course of a short rest.

Springloaded Soles (Table F)

Technomagical Apparatus (rare)

While these springloaded soles are installed in a a set of footwear, or affixed to the bottom of a beast's feet, the wearer gains the following benefits.

As a reaction, the wearer can make a dexterity saving throw DC 12 to land on their feet while falling. If successful up to 30 feet of falling height is negated.

The creature is under the effects of the "jump" & "longstrider" spells at all times.

Stitched Girdle of Strength (Table G)

Wonderous Girdle (very rare), Attunement

The Stitched girdle of Strength is an inexpertly crafted item worn by some Auntie Annis Hags, using the skin from various child humanoids, their bones and bones from wild animals which are imbued with hex magic. While wearing this Girdle and being attuned to it you gain +2 to your "natural" strength score. If you are evil this bonus increases to a +3. Additionally while wearing this girdle you may choose to add your constitution modifier in place of your dexterity modifier when unarmored or wearing armor that adds your dexterity modifier.

Natural Strength is your strength score without any items or consumables that set your strength to a certain score such as gauntlets of ogre strength or belts of giant strength or potions of giants strength. If your strength score was permanently increased through magic such as through a Manual of Gainful Exercise, that is now your "natural" strength score.

Armors

Outcast's Armguards (Table G)

Uncommon Bracers, Attunement

These Armguards help protect those surrounded by foes by reinforcing their arms against blows.

While wearing these Armguards you gain +1 to AC, and if there are 3 or more enemies within 10 feet of you, and no allies within this range, you gain an additional +1 AC. For each enemy after 3, you gain an additional +1 to your ac.

Siege Master's Arm Guards (Table H)

Very Rare Armguards, attunement

These armguards are embossed with depictions of siege weaponry of all types, and enchanted with the knowledge of many siege masters. While you are wearing these armguards, you gain +5 bonus to your armor class against siege weapon attacks, and +1 ac against all other attacks. Additionally, you can now wield weapons one size class larger than you are normally capable of. If you wield a weapon that is sized for you, it deals 1d6 additional damage. Lastly, if you have extra attack, or multi-attack you may substitute one attack to perform a siege weapon reload or aim action. You may also use your bonus action to perform a siege weapon reload, aim, or attack action.

Warrior's Chainmail (Table G)

Rare Chainmail, Attunement

Weight: 55 lb

Design: A series of banged up interlinked rings with bent metal strips behind the rings providing extra protection and tattered leather padding beneath that. This armor has obviously seen a lot of use over the years and semi-knowledgeable observers would swear it should be a single strike from falling apart entirely.

Enchantment: While wearing this chainmail, and no other armor, shields, or magical equipment which grants a bonus to AC... it acts as +2 armor, and grants a +2 to the wearer's strength score (this increase ignores the maximum of 20). If the wearer is wearing other armor, a shield, or magical equipment which grants a bonus to ac it instead acts as a +1 and grants a +1 to the wearer's strength score. (this increase respects the maximum of 20)

Curse: When a creature who is wearing the warrior's chainmail is critically struck for at least 13 damage. The armor shatters and scatters on the floor around them in 1d3 distinct sections. The Armor retains the bonus to strength and their AC becomes 13 + their dexterity modifier (maximum of 2). If they are critically struck again, the armor shatters again its ac becomes 10 + their dexterity modifier. Regardless of its current state it still retains any magical bonuses it would give if it were whole.

The armor can be rejoined together by taking 10 minutes and making a successful DC 10 check using any sort of tools or materials that could be conceivably used to repair this armor. If the armor is taking to a skilled armor smith and repaired instead. The armorsmith rolls a check at advantage. If the check exceeds 22, the armor is fully repaired and loses the "cursed" property.

If the armor is kept too long and beaten up too much in its lowest form then it has a chance of shattering again and the enchantment being lost.

Weapons

Armstrong Lance (Table G) {From Whatever_Desu}

This lance is covered in swirling carvings of paired circles. While attuned to this magic lance, you have a +2 to your strength score. This strength bonus increases your maximum strength score by +2 as well.

Axe of Questions (Table G) {From Whatever_Desu}

Rare Greataxe, Attunement

This huge, unweildy axe looks worn, as if it has been sharpened many times over the years.

When attacking with this magical greataxe, you deal an additional 1d6 slashing damage, with a -1 to hit targets that are not prone, but a +3 to hit targets which are. Killing a sentient creature with this axe requires them to make a wisdom save with a DC equal to the damage of the strike which killed them. On a failed save, a harmless, docile shade of the slain creature will appear for 10 minutes, during which time it must answer the first question it is asked by the bearer truthfully and to the best of its knowledge. After 10 minutes have elapsed or the shade has answered a question, it fades from existence, though it's spirit will remain aware of what happened.

Blizzrod (Table G)

Rare Spell Focus Wand, Attunement

This wand was carved from a shard of True Ice within the fey wild. When found it has 3d10 remaining charges. When the last charge is expended the wand melts down to its bone metal handle. So long as any charges remain all charges can be regained by having a sufficiently powerful Winter Fey can perform a ritual with another shard of True Ice.

This wand has the following properties While held, spells which create ice, or deal cold damage have a +1 bonus to their DC, and you gain resistance to fire damage & get a +5 bonus to saving throws to withstand the effects of extreme heat weather conditions.

As an action you may expend 1 charge to release 3 balls of pure cold out which can target up to 3 Creatures. You may target the same creature multiple times. These attack rolls use +5 for its to hit modifier or your intelligence spell attack (whichever is higher). On hit it deals 1d6 + your intelligence modifier as cold damage.

If held by a Powerful Winter Fey, they may choose whether or not to expend a charge, if they do it deals double damage.

Bracer of the Brotherhood (Table G) {From Nox}

Very rare Bracer, attunement.

This set of 5 throwing knives are slotted into a bracer which can be easily hidden underneath your clothes. This magic item has the following properties. Each throwing knife has the same weapon properties as a dagger. The Bracer of the Brotherhood has 3 charges that recharge at dusk.

  • When thrown, each knife will come back to the bracer at the beginning of your next turn.
  • By expending your reaction while you wear the Bracer of the Brotherhood and not wearing armor or using a shield you can use your reaction to gain 2 AC against a melee attack against you. As part of this reaction, regardless if the additional AC causes the attack to miss you may make a single attack of opportunity using a throwing dagger from this magic item, against the creature who attacked you.
  • By expending one charge on a successful thrown attack you can cause the blade to pulse with poison. The target must make a DC 14 constitution saving throw or become poisoned for 1 minute. By expending two charges, on a successful thrown attack you can cause all remaining throwing knives in the brace to attack the same target, each additional throwing knife uses the same attack and damage roll.
  • By expending three 3 charges, on a successful thrown attack, you can cause the knife pulses with a dangerous poison. The target must make a DC 15 Constitution saving throw or take 2d4 poison damage. The target must repeat this saving throw at the start of each of its turns taking 2d4 damage on a failed saving throw, and ending the effect on a successful one.

Brawler's Gloves (Table F)

Uncommon Gloves, Attunement

These are thick, padded gloves that can be easily worn within a set of gauntlets, or by themselves.

You gain a +1 to hit/dmg with unarmed attacks with your fists, and you have a +5 bonus to Strength (Athletics) checks to grapple, shove, or escape a grapple.

The Broken Blade (Table H)

Type: Dagger, Very Rare

The Broken Blade is an ancient blade that has had many wielders. Long ago the blade was broken and lost all but a fragment of its power.

Since then it has wandered from owner to owner, more as a mantle piece or an artifact of mystery.

Through the magical smithing and restoration prowess of the "Goron" of death mountain who currently resides in the realm of Sigil. The blade has been restored to about half of its previous power.

Current Enchantment: +3 dagger, uses a d6 instead of a d4 for damage die.

GM INFORMATION

Each killing blow strengthens the weapon and its enchantment. Depending on the number of kills and their relative power (cr), represented by notches along its blade. When the blade is entirely covered in notches (100 in total) the wielder will be informed that it can be returned to the Goron. If done so and he is paid a suitable fee he will be able to release the stored power restoring the item.

Final/Ultimate Form

A Blade of Speed +3 (2d4 piercing): You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns, if you have the sneak attack feature you gain 2 additional sneak attack dice with this attack. You may, as a reaction to being hit with a melee weapon use your reaction to add your Dexterity modifier to your AC, potentially causing the attack to miss. Lastly you may reduce its +3 bonus by 1 to cast haste with no concentration required. Recharges back to full strength upon the completion of a long rest.

Carving Knife (Table E)

Uncommon Dagger

This knife has a minor enchantment. This enchantment allows the wielder to gain advantage on checks when gutting, skinning, or carving flesh from a dead creature.

If used in combat against a beast, the wielder has advantage on the attack.

Ectoplasm Dagger (Table E)

Uncommon, Dagger

This dagger is created from hardened ectoplasm, a rare material which typically can only be acquired from reincarnating undead. This dagger can create more of itself when you attempt to throw it. So long as the wielder does not let go, it duplicates itself and hurls the duplicate at the targeted creature. Hit or miss the duplicate then dissolves into a fine mist after 6 seconds.

Enchanted Poisoned Dagger (Table F)

Rare Dagger, Attunement

This dagger has been enchanted with evil and necrotic energies. Neutral Aligned creatures have disadvantage on attacks with this weapon. Good Aligned creatures also have disadvantage on attacks with this weapon, but take 1d4 psychic damage whenever they make an attack with it. This dagger deals 1d4 piercing, 1d4 necrotic, and 2d4 poison damage on the first successful attack each combat. Subsequent attacks that combat only deal 1d4 piercing, and 1d4 poison damage.

Energy Weapon (Table F or G)

Uncommon

Energy weaponry can varry wildly, but their primary purpose is to convert a weapons damage type to an "energy" type. Energy types are Fire, Cold, Acid, Lightning, Necrotic, or Radiant. They usually have one of the following secondary effects

Physical Spells: Cast a 2nd level attack spell or lower that requires an attack roll, but using a physical ability score for the attack &/or damage rolls as necessary.

Smiting: Has 3 charges, that recharge daily at a specific time (dawn, noon, dusk, or midnight). You may expend 1 charge to deal an extra 2d6 of the associated damage type.

Exacto Knife (Table E)

Uncommon Dagger

Damage: 1d4+1 piercing or slashing damage.

On a critical hit, if the target was a living "fleshy" creature, they start to bleed profusely. There is no limit to the number of bleed stacks a target can suffer. Each bleed stack deals 1d4 damage at the start of their turns, this damage is unresistable. This bleeding can be stopped by making a Medicine check as an action with a DC equal to 10+bleed damage taken that round+number of bleed stacks on the target, receiving healing from any magical source, or expending one use of a healer's kit if you are proficient in medicine/have the healer or medic feat.

On a roll of a natural 1 against a non-fleshy creature/object, or a creature who is wearing metallic armor. The Exacto-knife blade breaks and must be repaired/replaced before it can be used again.

Fire Pistol (Table G)

uncommon to very rare, Energy Pistol

Weight: 2 lb + .5 lb per modification/upgrade

Design: Unpolished metal with exposed screws/rivets, with wires protruding along the frame and short barrel.

Range: 40ft

This weapon can never have advantage or disadvantage, and does not respect 1/2 or 3/4 cover. The fire pistol uses the wielders Intelligence for its attack and damage.

The Fire Pistol, when fired, always releases two beams. The beams can strike different targets, but both targets can be no more than 20 ft apart, or it can target the same creature twice. The targets must be chosen before any rolls are made.

Deals 2d4+intelligence modifier for the first beam, and 2d4 damage on the second beam. Both shots deal fire damage.

The second beam never benefits from any modifiers on the damage roll.

Lastly the Fire pistol has 3 charges. Firing the fire pistol consumes one charge. When all charges are expended you may then roll 1d6 to attempt to recharge the Fire Pistol.

On a roll of 1, the weapon sparks and is rendered inoperable until the wielder repairs it over the course of a short rest. After it is repaired and manually recharged during the repair process it regains 3 charges.

On a roll of 2, the weapon cannot recharge for 1d4 minutes due to its capacitors being fully depleted. After the 1d4 minutes it regains 1 charge.

On a roll of 3 the weapon cannot recharge for 1d4 rounds as its capacitors build up charge again. After the 1d4 rounds it regains 1 charge.

On a 4 it regains 1 charge

On a 5 it regains 2 charges

On a 6, it regains 3 charges.

Upgrades/Modifications Upgrades for the fire pistol can be found, crafted, or commissioned. The cost for these parts is up to DM discretion

High capcity capacitors: The number of charges the fire pistol has & regains is doubled.

Beam Focuser: The range for the fire pistol is doubled, but the distance you may strike two different targets is halved.

Chromatic lens: As a bonus action the wielder can swap the damage type to fire, cold, lightning, or acid.

Beam Unifier: Both beams are unified into a single broader beam, but with half the effective distance. The fire pistol can no longer strike multiple targets. It instead fires a piecing beam. Each target in the line is affected by this beam, make a separate attack roll for each target. On hit the target takes 2d4+int damage.

Fire Rod (Table G)

Rare Spell Focus Wand, Attunement

This wand was carved from a rock or piece of metal which has been submerged in lava or magma. When found it has 3d10 remaining charges. When the last charge is expended the wand bursts into flame in its wielder's hand leaving only its bone metal handle. So long as any charges remain all charges can be regained by having a sufficiently powerful Summer or Fire Fey they can perform a ritual with another rock or piece of metal which has been submerged in lava or magma.

This wand has the following properties While held, spells which create fire or deal fire damage have a +1 bonus to their DC, and you gain resistance to Cold damage & get a +5 bonus to saving throws to withstand the effects of extreme cold weather conditions.

As an action you may expend 1 charge to release 3 balls of pure fire which can target up to 3 Creatures. You may target the same creature multiple times. These attack rolls use +5 for its to hit modifier or your intelligence spell attack (whichever is higher). On hit it deals 1d6 + your intelligence modifier as fire damage.

If held by a Powerful Summer or Fire Fey, they may choose whether or not to expend a charge, if they do it deals double damage.

Greatsword of Shadows

Legendary, Greatsword (attunement)

This greatsword was granted by the Shadow Queen to her champion. It shares a connection with this Dark Lord. The hilt, which is polished obsidian and with jet and ruby inset gems along the grip and guards emits a solidified shadow.

An individual who wields this weapon, and is attuned to it, gains the following benefits. Attacks with this weapon gain a +2 to hit and damage rolls. Their strength score and maximum increases by 4, their charisma score is reduced by 4.

Whenever its wielder is reduced to 0 hit points the wielder may choose to reduce their charisma score by 1, gaining a number of temporary hit points equal to the damage which would have been dealt. The wielder re-gains these temporary hit points at the start of each turn. While at 0 hit points the wielder may act as normal, but not rolling death saving throws, instead at the end of each of their turns they gain 1 failed death saving throw.

Heavy Compound Repeating Crossbow (Table E, or Table J)

Unique, Heavy Repeating Crossbow {Mundane}

Looks: A compound Heavy Crossbow with 4 limbs instead of the usual 2, with a attachable magazine and integrated Quick Draw system that allows for rapid firing by a trained individual.

Lore: A crossbow that has been "handed" down through many owners. Most of whom met some sort of untimely demise while wielding it. Thus it is believed to be cursed in some aspect, or at the very least have ill fortune in owners.

Stats: Damage: 1d10+2+Dex Mod. The Compound quad limbs add extra "oomph" to each shot.

Repeating: This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.

Range: 50/200

Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. Due to its unique nature, you can fire it while wielding a shield by resting the crossbow ontop of the shield, but you do not gain the benefits of the shield until the start of your next turn while doing so, and your accuracy takes a small penalty (-2 to hit).

GM Information

This legendary weapon was lost to History. This legendary crossbow is what remains of the Archer King's Legacy. During the sealed period, and the lost histories almost all of the power of this weapon was destroyed, and its importance lost.

Since being found, it has gone through many different owners. None have discovered its true nature, but all fell while wielding this crossbow.

Hidden Curse: Automatic Attunement by someone who uses this crossbow to make a ranged attack against a humanoid enemy. This attunement is not realized and does not count against their total attunement slots. Ranged attack rolls against its wielder get additional hidden bonuses (+5 & ignore cover), often turning misses into hits.

Legacy Weapon: If wielder manages to figure out that this weapon once had magical properties, and then restores them this crossbow will scale to their relative skill as an archer relative to the world at large. The Skill of the archer is determined by the GM.

  • Low Skill Archer: Gains a +1 bonus to attack and damage rolls ontop of its previous listed stats
  • Medium Low Skill Archer: Gains additional range of 100/100 ontop of its previous listed stats.
  • Medium Skill Archer: Mundane ammunition fired from this weapon gains a +1 bonus to attack and damage rolls ontop of its previous listed stats
  • Medium High Skill Archer: Magical ammunition fired from this weapon gains a +1 bonus to attack and damage rolls ontop of its previous listed stats
  • High Skill Archer: The Crossbows +1 bonus becomes a +2 bonus to attack and damage rolls ontop of its previous listed stats
  • Very High Skill Archer: The wielder may cast Hunters Mark or Arcane Weapon at will ontop of its previous listed stats.
  • Extreme Skill Archer: All ammunition fired from this weapon now gains a +2 bonus to attack and damage rolls instead of +1 ontop of its previous listed stats
  • #1 Archer, The Archer King: The Crossbows & ammunition fired from this weapon's +2 bonus both becomes a +3 bonus to attack and damage rolls ontop of its previous listed stats. All archers that are competing for the #1 slot know where the Archer King is and thus can challenge the Archer King to a Duel to the death claiming the title and the Archer King's Legacy upon victory. Additionally the Archer King's Legacy has the following action: Specify a target archer as an action within range. Until the end of your next turn that target has vulerability to the damage dealt by the Archer King's Legacy,

Hunting Bow (Table E)

Simple, Ranged [Attunement]

Weapon: Shortbow

Description: This shortbow is decorated with carvings like windy spirals that span the length.

Damage: 1d6 piercing (80/320)

Weight: 2 lbs.

Enchantment: Seeking

This bow can hold up to 2 charges, and regains 1 charge daily at dawn, or when this weapon is used and rolls a natural 20 on the attack roll while in combat.

When you whisper the word "seek", expend a charge and shoot this bow, the arrow seeks out a target of your choice within 320 feet of you. You must have seen the target before, but you don't need to see it now. If the target isn't within range or if there is no clear path to it, the arrow falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the arrow instantly through the air to the target. The arrow can pass though openings as narrow as 1 inch wide and can change direction to fly around corners.

When the arrow reaches its target, the target must succeed on a DC 14 Dexterity saving throw or take 1d6 piercing damage and 2d4 lightning damage. The arrows magic is then spent, and it becomes an ordinary arrow.

Kinetic Weapon (Table F or G)

Common/Uncommon, Any weapon type Not magical innately

Kinetic weaponry can varry wildly. These items particularly came about in a "shadowrun" esq world I ran in. Here are the varients for Kinetic weaponry

Kinetic Deliverers: When you would have advantage to hit, and both d20s rolled would hit the target, you deal 1d4 additional damage. If you have disadvantage, but the higher of the two d20s would hit, you instead deal 1d4 damage without adding any modifiers.

Kinetic Drivers: An internal mechanism that increases the force delivered to an object or creature. Add +1d4 to a melee attack's damage.

Kinetic Throwers: A projectile based weaponry which utilizes other means than just limb compression to throw a projectile at a distant object with greater force. Add +1d4 to a ranged attack's damage.

Kinetic Deadblow: The head of the weapon is hollow and filled loosely packed but extremely dense objects. On a successful hit the target takes additional damage equal to your 1d4 + proficiency bonus. This is in addition to the normal ability modifier damage you add. (Ex a lvl 5 fighter with 16 strength with a longsword would deal 1d8+3(strength)+ 1d4(extra die) + 3(proficiency bonus)

Lightning Rod (Table G)

Rare Spell Focus Wand, Attunement

This wand was carved from a bough from a tree which was truck by lighting. When found it has 3d10 remaining charges. When the last charge is expended the wand explodes with a thunderous crack in its wielder's hand leaving only its bone metal handle. So long as any charges remain all charges can be regained by having a sufficiently powerful Storm Fey they can perform a ritual with another bough from a tree which was truck by lighting.

This wand has the following properties While held, spells which create lightning and thunder damage have a +1 bonus to their DC, and you gain resistance to lighting and thunder damage & get a +5 bonus to saving throws to withstand the effects of extreme thunder storm weather conditions.

As an action you may expend 1 charge to release 3 balls of pure lightning and thunder out which can target up to 3 Creatures. You may target the same creature multiple times. These attack rolls use +5 for its to hit modifier or your intelligence spell attack (whichever is higher). On hit it deals 1d6 + your intelligence modifier as lightning or thunder damage.

If held by a Powerful Storm Fey, they may choose whether or not to expend a charge, if they do it deals double damage.

The LONGsword (Table F, or higher if augmenting other magical weapons) {From Whatever_Desu}

This sword always appears somewhat longer than it should be, as if the space around the blade is slightly warped, though its weight and balance remains unchanged. This item can be can be found as any type of sword, including magical swords. Once per round, you can make an attack with this weapon as if it had a 20' reach (before any other modifiers such as a bugbear's Long-Limbed racial feature).

Murphey's Answer (Variable) {From Nox}

Uncommon Weapon, Attunement While the weapon isn't set it is a Table G Item

This weapon has a double set of runes along the weapon's blade or striking edge. These runes glow with a golden light on one side and a non-light on the other.

When this weapon is attuned to the first time the creature who attunes to it sets chooses a set of runes to erase from the weapon forever. The Light runes signify lesser, the non-light runes signify greater. While the weapon isn't set it is a Table F Item

Lesser (Table F): this weapon has an increased critical rate of 1. Critical hits now are 19-20 and critical fails are 1-2.

Greater (Table G): this weapon has an increased critical rate of 3. Critical hits now are 17-20 and critical fails are 1-4.

Pocket Ballista (Table F)

Uncommon Ballista

This balista can shrink down to fit into your pocket by completing 1 hour ritual and speaking a commond word. It can then be returned to its normal size over the course of a 1 minute ritual and speaking the command word backwards.

Quarterstaff of Race (Table E) {From Nox}

Common Quarterstaff

This quarterstaff has a minor magical enchantment on it. It grants the wielder advantage to hit any creature that matches the race imbued into this staff. For example a Quarterstaff of Elves would grant the wielder advantage to hit any creature that is an elf. The race imbued into this staff is done at its creation and cannot be changed.

Reach of the Sky God (Table G)

Very Rare Ranged Weapon, Attunement

Magical Weapon: This ranged weapon counts as a +1 weapon.

Ignite your Anger: As a bonus action, while holding this weapon, you may ignite your anger against a single target. You may only designate a single target with this feature. The weapon remains ignited for the next hour. When the target is slain you may designate a new target as a bonus action. Once the hour is completed you may not use this feature again until you complete a short or long rest.

Tracking Shot: As a reaction, when you successfully hit the target designated by your "ignite your Anger" feature you may mark them. While marked the target gains no benefit from cover from you, as long as you know apprixmately where they are (5 ft radius of the square/hex you choose). This extends to invisibility as well.

Burning Shot: This weapon deals an additional 1d8 fire damage against any target while it is ignited. While ignited it doesn't require ammunition, if it is not ignited it still requires ammunition as normal.

Voice on the Wind: While holding this weapon, and you are under the effects of "Ignite your Anger" feature, you swear that you hear distant whispering. As if brought to you by the wind.

Repeater (Table E)

Category: Firearms, Ranged

Weapon: Lever Action Repeater

Damage: 3d4 piercing

Range: 90/320

Weight: 8 lb

This lever action repeater holds 11 shots. Ammunition for this repeater can be crafted with Smokepowder or bought in packs of 12 for 4 gold pieces.

Shockwave Javelin (Talbe G)

Rare, Javelin

The shockwave javelin is an unusually designed javelin. The javelin flairs out towards its base with 3 separate small cones that can rotate and travel around the shaft in any direction, but are generally near and facing away from the head of the javelin. This javelin has 2 charges. It regains both charges daily at noon.

When you throw this javelin, the cones release jets of air that greatly increase its travel distance and speed. The thrown range for this javelin is doubled. Additionally when you throw it, it will automatically fly back to your hand at the end of your turn, if you no longer have a free hand it lands standing up beside you. Lastly, it always deals 1d6 additional thunder damage from the jets of air this javelin emits.

When you make a thrown attack with this javelin you may expend 1 charge. On a hit, if the target is within 30 feet, the javelin goes continues along its path piercing clean through the target. Repeat the attack roll for each creature in a 1ft wide line up to a maximum range of 30 feet from the thrower. If you miss an attack the javelin misses all other creatures in its path. Creatures take 1 additional damage for each previous creature the javelin has pierced during this throw. The Javelin then returns to the throwers hand at the end of their turn.

The Ol' One Two (Table F) {From Whatever_Desu}

Uncommon gloves

This pair of scuffed leather gloves have adamantine strips across the knuckles. When performing unarmed strikes (specifically punches) while wearing these gloves, your attacks count as magical for the purposes of overcomeing damage reduction, and you deal +1 cumulative to damage for each successive hit over the course of your turn. (Missing does not reset the damage bonus, only ending your turn.)

True Ice Knife

Very Rare, Dagger (attunement)

A True Ice Knife is a knife cut from a chunk of true ice by a Bhuer Hag and infused with hex magic, as such it cannot be melted except by submerging it in lava/magma or subjecting it to extreme magical heat. Creatures holding or touching the True Ice Knife which are not resistant or immune to cold damage must immediately make a DC 15 constitution saving throw, and must repeat this saving throw every 30 minutes gaining 2 levels of exhaustion on a failure. If the saving throw is failed by 5 or more, the creature also gains frostbite which causes them to have disadvantage on all dexterity and constitution checks, saving throws, and attacks until cured. Frostbite can be cured by completing a long rest while not in cold conditions or via magic such as Greater Restoration or other similar magics.

This dagger counts as a +1 weapon that deals 1d4 piercing and 1d6 cold damage.

This dagger also grants the following properties to its wielder while they are attuned to it. The true ice knife grants the wielder the tenacity of winter which grants resistance to cold damage, and the ability to tolerate temperatures as low as 0 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -50 degrees Fahrenheit. Your vision and movement is not impaired by the effects of winter or winter conditions. You also gain a cold breath weapon attack once per long rest.

The Breath weapon is a 20 ft cone of cold, creatures in this area must make a DC 15 constitution saving throw, taking 4d8 plus your constitution modifier as cold damage on a failed saving throw, or half as much on a successful one. Creatures who fail this saving throw by 5 or more also gain frostbite. Creatures that are immune to cold cannot gain frostbite.

Weapon of Greed

Rare, Weapon

This weapon is the embodyment of greed and gaudy wealth. While you wield this weapon, you realize that wealth is infact one of the more potent weapons an individual can wield due to how versatile it is.

As an action you can command this weapon to change its shape to any other weapon you choose to (with dm approval). While you hold this weapon you gain a number of "wealth counters" equal to the gold value of all your monetary or monetary equivalent wealth items you have divided by 500. This excludes properties and businesses as they are wealth generators. Each wealth counter increases the damage this weapon deals in combat. Each wealth counter adds 1d4 to its damage. When you reach 5 wealth counters the damage die from your wealth counters increases to 1d6. When you reach 10 wealth counters the die size increases to 1d8. Your wealth counters cap at 10 stacks.

Cursed Weapon: This weapon is the cursed embodyment of greed. As such it consumes your wealth as you use this weapon. If you used this weapon in combat, you lose the gold equivalent of half the wealth counters you currently have when combat ends.

Artifacts

Ring of the Dwarven Lord

Artifact, Ring (Attunement)

This unique ring is granted to the Lord of the Dwarves. This ring took the most skilled Jewlers, Runescribes, Mages, and Clerics a half a century to craft. This ring is instantly recognizable to all dwarves as to what it is, although very few know what properties it has. Most dwarves will hold the utmost regard to the person who wears this ring. Traditionally this ring is worn by a dwarf, if a non-dwarf acquires it and proves to be of value to dwarvenkind, dwarves will regard that individual dwarfkin.

This ring acts as a Ring of protection (+1 to ac and saving throws), Periapt of Health (Immune to disease), Periapt of proof against poison (Immune to poison and the poisoned condition), and Periapt of wound closure (auto stabalize at the start of your turn, double hit points gained from hit dice healing).

Set Items

Set items are items that grow more powerful when you have more pieces of the set. (Think any "set" item from RPGs.) Individually most of them are of "rare" quality (table H), but as a completed set they rival that of Legendary items & Artifacts.

Corrupted Blood Magic

Corrupted Stone of Power (Table F)

Rare Cursed Ioun Stone, Attunement

Unstable Orbit! This orb hovers around your upper body and head in a chaotic orbit. This stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits you. If the Ioun stone is destroyed it magically reforms using your blood at the end of your next long rest by consuming half of your current hit points.

Corrupted Power! Once per day, while attuned to this stone, you can draw power from it. You may regain up to a 2nd level spell slot.

Chaos! While attuned to this stone you know the Chaos Bolt spell. This spell doesn't count against your prepared or known spells, you use Charisma for your casting modifier when casting this spell. You may cast this spell at its lowest level once per day for free.

Set Piece Corrupted Stone of Power is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.

Set Power Requires all 4 pieces of the set. When you cast spells using the Corrupted Palm Stone as your spell focus, damaging and healing you cast rebound at the end of your next turn. This rebounded spell damages or heals for 1d4 + Charisma Modifier. If this spell targeted multiple creatures, you may only choose 1 of them for this rebound effect.

Corrupted Palm Stone (Table F)

Rare Cursed Ioun Stone

Ouch In order to gain the effects of this Ioun Stone, you must spend 1 minute carving runic symbols into your dominant hand's palm. After you complete these symbols the Ioun Stone embeds itself in your dominate hand. This stone counts as a spell casting focus for you. If this Ioun stone is removed, your hand will retain the hole unless a greater restoration or regenerate spell is cast upon you.

Blood Power Once a day when you cast a spell using this Ioun stone as your spell casting focus you may choose to either add +5 to any attack roll you make with that spell, or choose to increase its DC to be resisted by 2 for free. You may use this feature again by expending 1 hit die, rolling it as normal and taking necrotic damage equal to twice the total. This necrotic damage ignore immunities and resistances.

Coagulation! While this stone is embedded in you, your blood clots supernaturally fast. You gain advantage on death saving throws.

Set Piece Corrupted Palm Stone is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.

Set Power Requires all 4 pieces of the set. Whenever you strike a killing blow, you may expend 1 hit die without adding your constitution modifier, you heal for twice the number rolled.

Corrupted Heart Stone (Table F)

Rare Cursed Ioun Stone

Ouch In order to gain the effects of this Ioun Stone, you must spend 1 minute carving runic symbols into your chest over your heart. After you complete these symbols the Ioun Stone embeds itself in your chest. This stone counts as a spell casting focus for you. If this Ioun stone is removed, your chest will retain the hole unless a greater restoration or regenerate spell is cast upon you.

Suppression While this Ioun stone is embedded in your chest its magical powers suppress the effects of any disease or poison currently affecting you. It also grants you imminity to diseases, the poisoned condition and resistance poison damage.

Set Piece Corrupted Heart Stone is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.

Set Power Requires all 4 pieces of the set. While the Corrupted Heart Stone is embedded in your chest, it magically replaces your heart. As such you gain immunity to poison and necrotic damage. Additionally, whenever you reach 0 hit points you may act as if you have 1 hp. Additionally you make your death saving throws at the END of your turn instead of at the begining. Damage you take still grants failed death saving throws as normal.

Corrupted Mind Stone (Table G)

Rare Cursed Ioun Stone, Attunement

Ouch In order to gain the effects of this Ioun Stone, you must spend 1 minute carving runic symbols into your forehead. After you complete these symbols the Ioun Stone embeds itself in your forehead. This stone counts as a spell casting focus for you. If this Ioun stone is removed, your chest will retain the hole unless a greater restoration or regenerate spell is cast upon you.

Magically Augmented Mind While this Ioun stone is embedded in your forehead you gain advantage on saving throws to resist effects which require a saving throw using Intelligence, Wisdom, or Charisma.

Magically Protected Mind While this Ioun stone is embedded in your forehead your thoughts cannot be read against your will.

Magically Empowered Mind While this Ioun stone is embedded in your forehead any spells you cast which include damage or healing rolls gain a bonus equal to your Charisma Modifier.

Set Piece Corrupted Mind Stone is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.

Set Power Requires all 4 pieces of the set. While the Corrupted Mind Stone is embedded in your forehead, should you die the Corrupted Mindstone fills your body with unlife as it takes control. You come back to "life" as a Revenant, but retaining your mental ability scores & spell casting abilities. This unlife lasts until the end of your next turn which point you fully die. While you are in your "Revenant" form you are immune to all damage and status conditions, but cannot be healed. Additionally, you do not need to expend spell slots to cast any spell you know, and any damage or healing dice rolled are maximized.

The Magi

Ring of the Magi (Table G)

Rare Ring, Attunement. Can only be worn by those skilled in the arcane arts

Essence of Arcane! This ring seemingly hold the infinite expanse of the cosmic arcane merely as a design. This is represented by however the wearer's unconsiously believes the power of arcane to be/look like.

Spell Battery This ring has a number of charges equal to half your wizard level, it regains 1d6+4 daily at dawn. These charges can be expended as part of casting a spell to replace a spell slot. The number of charges you must expend is equal to the spell's level.

Heated Magic Whenever you cast a spell, you may expend one additional spell slot to deal an additional 2d8 Fire damage to one target.

Set Piece The Ring of the Magi is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.

Set Power Requires all 4 pieces of the set. While wearing this ring, you gain an additional spell slot of the highest level which you can cast.

Slippers of the Magi (Table F)

Rare Slippers. Can only be worn by those skilled in the arcane arts

Essence of Arcane! This ring seemingly hold the infinite expanse of the cosmic arcane merely as a design. This is represented by however the wearer's unconsiously believes the power of arcane to be/look like.

Comfy! This slippers are extremely comfy, while wearing them you ignore difficult terrain.

Static Cling! Whenever you cast a spell, you may expend one additional spell slot to deal an additional 2d8 lightning damage to one target.

Set Piece The Slippers of the Magi is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.

Set Power Requires all 4 pieces of the set. While wearing to these slippers, whenever you cast a cantrip, you may convert all of its damage to lightning. Additionally, you may expend a spell slot to empower cantrips to increase their damage by 1d6 per spell slot level expended. (The spell slot must be expended before any dice are rolled)

Spectacles of the Magi (Table G)

Rare Spectacles. Can only be worn by those skilled in the arcane arts

Essence of Arcane! This ring seemingly hold the infinite expanse of the cosmic arcane merely as a design. This is represented by however the wearer's unconsiously believes the power of arcane to be/look like.

Magical Sight While you are wearing these spectacles you can recognize all illusions for what they are, and have advantage to resist the effects of illusions cast targeting you. Additionally, you cannot be blinded by magic. Lastly, these spectacles grant you the benefits of the "Darkvision" spell at all times.

Runic Understanding While wearing these spectacles you are under the effects of Comprehend Langauges, specifically for written languages, at all times.

Set Piece The Spectacles of the Magi is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.

Set Power Requires all 4 pieces of the set. While wearing these spectacles you gain True Sight with a range of 30 feet.

Tome of the Magi (Table F)

Rare Spell Tome, Attunement. Can only be worn by those skilled in the arcane arts

Essence of Arcane! This Tome seemingly hold the infinite expanse of the cosmic arcane merely as a design. This is represented by however the wearer's unconsiously believes the power of arcane to be/look like.

Wealth of Knoweldge While wielding this tome, the holder gains advantage on all Intelligence ability checks and saving throws.

Knowledge Passed Down This Tome contains the following spells. These spells are automatically prepared and do not count towards your spells known or prepared, but you must still expend spell slots and materials to cast them as normal. Prestidigitation, Magic Missile, Tasha's Mind Whip, Galder's Tower, Fire Shield, Summon Greater Demons, Planar Binding, Rary's Telepathic Bond, Drawmij's Instant Summons, Guards and Wards, Project Image, and Mighty Fortress.

Set Piece The Tome of the Magi is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.

Set Power Requires all 4 pieces of the set. While wielding the Tome of the Magi you may upcast one spell you know to 9th level once per day. Doing so in this manner is extremely exhausting, you may expend any number of spell slots you choose to. After you cast this "upcasted" spell you you gain a number of levels of exhaustion equal to 10 minus the total levels of spell slots you expended with a minimum of 1 level of exhaustion gained.

Pugilist's Fury

Braced Wraps of Fury (Table F)

Rare Wraps, Attunement. Can only be worn by those who don't hide behind armor

Tattered! These wraps are tattered, and look like they have been passed between master and apprentice for generations.

Braced! These wraps help protect the wearers hands, legs, and feet against the rigors of unarmed combat. While engaging in unarmed combat, your unarmed and natural weapon attacks count as magical, and gain a +1 bonus to hit and to damage.

Weighted! Your unarmed and natural weapon attacks go up one die size. If you do not roll for unarmed and natural weapon attacks you instead roll 1d4.

Set Piece The Braced Wraps of Fury is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.

Set Power Requires all 4 pieces of the set. While wearing these wraps, you gain supernatural speed. You increase your base movement speed by 10, and whenever you take an attack of opportunity using an unarmed or natural weapon attack it is made at advantage.

Headband of Fury (Table F)

Rare Headband, Can only be worn by those who don't hide behind armor.

Tattered! This headband is tattered, and look like they have been passed between master and apprentice for generations.

Battle Sense While wearing this headband it you become much harder to surprise. If you would be surprised, make a Dexterity check DC 13, on a success you are not surprised.

Clear Sight! You have advantage against any saving throw or check which would impair your sight.

Set Piece The Headband of Fury is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.

Set Power Requires all 4 pieces of the set. While wearing this headband, you gain supernatural ability to detect an upcoming fight. Initiave checks are made with a +5 & at advantage.

Sandles of Fury (Table F)

Rare Sandles. Can only be worn by those who don't hide behind armor

Tattered! These sandals are tattered, and look like they have been passed between master and apprentice for generations.

Light Steps! These sandals make your movements much quieter than normal. You gain a +2 bonus to stealth checks to move silently.

Walk a Thousand Miles in their shoes! These sandals contain the lightness of step of many monastic masters, thus they grant you a bonus to your walking speed equal to your monk level (minimum of +5). This bonus movement speed rounds up to the nearest 5. This additional movement can be used to move across any surface, including upside down and across vertical surfaces. If you end your turn in an area which you could not normally walk, you fall or return to a "normal" position.

Set Piece The Sandles of Fury is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.

Set Power Requires all 4 pieces of the set. While wearing to these sandals, whenever you dash, you may also make a single unarmed or natural weapon attack.

Mala Beads of Fury (Table F)

Rare Beads, Attunement. Can only be worn by those who don't hide behind armor

Tattered! These Mala beads are tattered, and look like they have been passed between master and apprentice for generations.

Inner Focus These mala beads allow you to focus into yourself with greater ease, thus allowing you to pull energy deeper from within yourself than normal. You gain an additional number of ki points equal to your half your monk level (minimum of +5). You also gain the following Ki Features

  • Quickened Healing: As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled.
  • Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Hardened Resolve The resolve of those who wore these beads before you strengthens you. You gain a +1 bonus to your armor class & advantage on Wisdom saving throws.

Set Piece The Mala Beads of Fury is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.

Set Power Requires all 4 pieces of the set. While wearing to these mala beads, you may choose to meditate instead of your normal rest option(s). While meditating you remain aware of your surroundings as if you were awake. After you complete your meditation you gain a number of temporary hit points equal to your hit dice total. In addition, if you are attacked while in this meditation, you reflexivly dodge or block the attack, and may act normally on your turn.

Pure Soul

Belt of the Pure Soul (Table F)

Rare Belt. Can only be worn by those who believe their cause is just and pure.

Radiant! This belt is perfectly clean, and seems to slightly shimmer with divine purpose and power.

Patience! This belt fills you with holy zeal. This allows you to expend up to one hit die to heal, whenever you take the dodge action in combat.

Equipped for Justice! This belt magically produces any mundane non consumable item, which could normally be stored on a belt, for the wearer. This item disappears if it is ever more than 10 feet away from you for more than 6 seconds. Objects created by this belt are obviously magically created and thus have no value.

Set Piece The Belt of the Pure Soul is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.

Set Power Requires all 4 pieces of the set. While wearing to this belt, you gain the ability to cast Find Steed. If you already can cast Find Steed, you may now cast it as an bonus action.

Platemail of the Pure Soul (Table H)

Rare Platemail, Attunement. Can only be worn by those who believe their cause is just and pure.

Radiant! This platemail is perfectly clean, and seems to slightly shimmer with divine purpose and power.

Protected against filth! This platemail acts as +2 platemail, and grants you immunity to poison damage and the poisoned condition. You also may ignore any requirements to wear this platemail while attuned to it.

Aura of Judgement! Once per day, you may cast the spell Giveth and Taketh with a DC of 15.

Set Piece The Belt of the Pure Soul is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.

Set Power Requires all 4 pieces of the set. While wearing this platemail, any auras you have gain another 10 ft to their radius.

  • Giveth and Taketh 5th level Evocation. Casting time 1 Action. Range: Self (30ft radius). V,S,M (Sickle and hammer crossed together). Duration: Concentration, up to 10 minutes.
  • An aura of absolute judgement radiates from you giving to those you deem worthy and taking from those you deem not. Until this spell ends, as a bonus action on your turn you may send out a pulse of judgement.
  • When you send out a pulse of judgement, any number of creatures in this aura you deem unworthy and that you can see, must make a Wisdom saving throw. Those creatures take 3d8 radiant or necrotic damage (your choice) on a failed save, or half as much damage on a successful one. Creatures in this aura you deem worthy and that you can see, are then healed by half of the amount of the 3d8 you rolled for damage.

Shield of the Pure Soul (Table G)

Rare Shield, Attunement. Can only be worn by those who believe their cause is just and pure.

Radiant! This shield is perfectly clean, and seems to slightly shimmer with divine purpose and power.

Protect the Meek While holding this shield, you have resistance to damage from ranged weapon & spell attacks. Whenever a ranged weapon or spell attack is made against a target within 10 feet of you, the you may choose to cause the attack to target you instead as a free action.

Shield Wall As a reaction to you or an ally within 10 feet of you being the target of a ranged attack, being within the area of effect of a spell or ability which would deal damage, you may choose to pound the shield onto the ground forming a golden wall of energy which grants total cover to you and all creatures within 10 feet of you against the spell or ability. Once you use this ability you may not do so again until you complete a short or long rest.

Shield Rush When you take the dash action and use this ability, you may only move in a straight line and you move through hostile creatures as if they were difficult terrain. This movement does not provoke attacks of opportunity for any creature you move through, and all other opportunity attacks are made at disadvantage. You may make a number of attacks equal to your Charisma modifier against any creature within your path during this rush using your shield as a weapon. These special attacks use your Strength or Charisma for your attack and damage rolls. You are considered proficient with these attacks and you deal 1d4 + your strength or charisma modifier on hit.

Set Piece The Shield of the Pure Soul is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.

Set Power Requires all 4 pieces of the set. While wearing this shield, you grant creatures of your choice within your aura(s) a +1 bonus to their armor class.

Mace of the Pure Soul (Table G)

Rare Mace. Can only be wielded by those who believe their cause is just and pure.

Radiant! This Mace is perfectly clean, and seems to slightly shimmer with divine purpose and power.

Destroy Evil When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.

While you hold this weapon, you may use a bonus action to cause the mace to sheds bright light in a 20-foot radius and dim light for an additional 20 feet or extinguish it.

Ray of Light While this mace is sheding light, you may make attacks against any creature within the bright light as a ranged weapon attack using your charisma modifier as your attack rolls, dealing 1d6 + charisma modifier as radiant damage.

Set Piece The Mace of the Pure Soul is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.

Set Power Requires all 4 pieces of the set. While wielding this mace, you may use your divine smite once per turn without expending a spell slot. This divine smite deals 2d6 radiant or necrotic damage.

Titan

Shield of the Titans (Table F)

Rare Shield, Can only be worn by a non-evil creature

Larger than life! This Shield is forged from adamantine and never gets damaged, it also looks like it should be too unwieldy to wear due to its size.

Titan's Fortification! This shield acts as a +1 shield.

Titan's Protection! You gain the protection fighting style (Reaction to impose disadvantage on any attack that targets an ally within 5 feet of you, if you already have this fighting style the ac of the shield increases to +2 from +1).

Set Piece The Shield of the Titans is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.

Set Power Requires all 4 pieces of the set. While wearing to this Shield, while using the reaction to impose disadvantage they also gain the benefits of the Titans Shield's AC.

Gauntlets of the Titans (Table G)

Rare Gauntlets, Attunement by a non-evil creature

Larger than life! These Gauntlets are forged from adamantine and never gets damaged, it also looks like it should be too unwieldy to wear due to its size.

Titan's Grip! You may ignore the two-handed property for a single melee weapon you wield.

Titan's Strength! Checks made to grapple, or resist grapple attempts that use strength gain a +2 to the roll. Against evil creatures you gain advantage instead.

Set Piece The Gauntlets of the Titans is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.

Set Power Requires all 4 pieces of the set. While attuned to these Gauntlets you ignore both the two-handed and heavy property of all melee weapons. You also may also choose to triple the weapon's damage dice rolled one round, this feature may only be used once per short or long rest. After this feature is used all attacks gain advantage a you until the start of your next turn.

Chains of the Titans (Table G)

Rare Armor, Attunement by a non-evil creature

Larger than life! These Chains are forged from adamantine and never gets damaged, it also looks like it should be too unwieldy to wear due to its size.

Titan's Fortitude! While wearing these chains, the wearer is able to use their reaction to prevent 1d8+con mod damage from any damage roll. Additionally, your armor class from worn armor, not including a shield becomes 18 unless it is higher.

Titan's Stride! While wearing these chains, the wearer may use their bonus action to gain a burst of speed during their movement. This burst of speed is equal to half their movement speed.

Set Piece The Chains of the Titans is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.

Set Power Requires all 4 pieces of the set. While wearing these chains critical strikes against you count as normal strikes for damage dealt.

Helm of the Titans (Table F)

Rare Helm, Can only be worn by a non-evil creature

Larger than life! This helm is forged from adamantine and never gets damaged, it also looks like it should be too unwieldy to wear due to its size.

Titan's Visage! While wearing this helm, your eyes glow blue and your voice deepens. You gain dark vision to a range of 60 ft, if you already have dark vision you gain an additional 30 ft. Additionally, you gain a +2 on persuasion and intimidation checks.

Titan's Size! Once a day you may use a bonus action to grow up to 2 sizes larger than you naturally are. All worn and carried equipment grows to match. For each size category larger you choose to be, you gain an additional 1d4 to any damage rolls you would make with weapon attacks. Additionally you gain advantage on strength checks and saving throws. This transformation lasts for 1 minute, or until you end it as a bonus action.

Set Piece The Shield of the Titans is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.

Set Power Requires all 4 pieces of the set. While wearing to this helm, and using the Titan's Size feature the transformation lasts up to 1 hour.

Unclean Soul (Table F)

Boots of the Unclean Soul

Rare Boots, Attunement by a non-good creature

Rusty! These Boots are always rusty. Any attempts to remove this rust fail.

Sure Footed! Any checks or saving throws to maintain your footing, resist falling prone or preventing forced movement are made with advantage.

False Tracks As a free action you may choose to leave no foot prints or a different set of foot prints, so long as they are humanoid and your size.

Swift As a bonus action on your turn you may cast haste on yourself. Once you do so you may not do so again until you complete a long rest.

Set Piece The Boots of the Unclean soul is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this weapon.

Set Power Requires all 4 pieces of the set. While attuned to these boots you are always under the effects of Spider Climb, and your movement speed increases by 5 feet.

Dagger of the Unclean Soul (Table G)

Rare Dagger, Attunement by a non-Lawful creature

Rusty! This dagger is always rusty. Any attempts to remove this rust fail.

Soul Aflame! On a killing blow, you may absorb stray soul energy and add 1d4 fire damage to your attacks as the blade of the dagger bursts into flame (10/20 light source). This can stack up to 2 times. The stacks last for 10 minutes.

Upgradeable Weapon Upon killing blows this weapon steals a portion of power contained within the soul up to a maximum 100 soul power. This effect is doubled for good aligned creatures killed. At 10 soulpower this weapon gains a a +1 to hit, at 20 soul power it acts as a +1 magic weapon, at 50 soulpower it counts as a +2 weapon, at 75 souls this weapon now deals 1d10 damage instead of 1d4. At 100 soulpower you may cause the target to be vulnerable to an attack with it doing so consumes 10 souls from the weapon.

Set Piece The Dagger of the Unclean soul is part of a 4 item set. If all 4 items are worn/carried a the Set Power will unlock as a bonus feature for this weapon.

Set Power Requires all 4 pieces of the set. On a roll of natural 20 on a d20 any damage dice rolled on this attack explode. Exploding dice mean if you roll maximum for the damage of the dice, you may add it to your total and re-roll them. Repeat until there are no "exploding" dice.

Gauntlets of the Unclean Soul (Table F)

Rare Gauntlets, Can only be worn by a non-good creature

Rusty! These gauntlets are always rusty. Any attempts to remove this rust fail.

Sticky Fingers! Sleight of hand checks to pick locks, steal items, or place items gain a +5 to the roll. If attempting to preform a slight of hand check against a good creature this check is made with advantage as well.

Set Piece The Gauntlets of the Unclean soul is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this weapon.

Set Power Requires all 4 pieces of the set. If you are attuned to the Dagger of the Unclean soul, you may summon it to your hand as a free action action regardless of its location.

Helm of the Unclean Soul (Table G)

Rare Helm, Wearable by a non-good creature

Rusty! This helm is always rusty. Any attempts to remove this rust fail.

Intimidating! Your face is obscured with only your eyes being visible, which glow like smoldering coals. Any checks or saving throws to intimidate or resist intimidating effects gain a +2 to the roll. If against a good creature you also gain advantage to the roll.

Eye for Weakness As a bonus action you can identify weakpoints within a target. You gain 1d4 to your attack and damage rolls against the target until the start of your next turn.

Set Piece The Helm of the Unclean soul is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this weapon.

Set Power Requires all 4 pieces of the set. You gain blind sense of 10 feet, if you already have blindsense, you add an additional 10 feet to its range.

The following items are images as they include stat arrays and are much easier to format with an additional outside program.

Table I

Table F

Chapter 6: Reign's Monster Zoo

Monsters, Minions, Mooks, and characters are a staple of most DnD games. The following statblocks are for various creatures that I have used across my campaigns, or plan to do so. I tend to balance my creatures more akin to how the folks at Kobold Press balance things. IE my creatures will generally be more dangerous than the WoTC CR counterparts. They will also have new traits, and abilities which are unique or have a twist to keep players guessing, prevent metagaming and get that "Ahha!" moment when they figure out a weakness. We could also get into my thoughts on how the CR system functions, but I will just sum it up as the following. CR is only a very rough guideline at best.

One of my goals was to create a few monsters for each creature type. So some creature types have only a few creatures, while others (namely humanoids and undead), have a large quantity of creatures due to campaigns I have run being centralized around those creature types.

Bountiful Monster

The Bountiful monster table or section for each stat block is a list of suggested drops, as always GMs can add, modify, or eliminate options as they so choose.

Aberration

Chirtso

A Chirtso is an eldritch version of an ostritch, with two heads and a single leg and 4 malformed miniature wings. This beastial aberration's existence can only be acknowledged if it can see you otherwise its existence is erased from your perception. By this very nature it is extremely reclusive and difficult to find.


Chirtso

Medium Aberration, Unaligned


  • Armor Class 14 (Natural)
  • Hit Points 50 (10d6+10)
  • Speed 0ft, 40 fly (hover)

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 4 (-3) 8 (-1) 4 (-3)

  • Damage Resistances Psychic
  • Condition Immunities Prone, Frightened
  • Senses passive Perception 9
  • Languages None
  • Challenge 1 (200 xp)

Now You See Me Whenever the Chirtso can see a creature, that creature can see the Chirtso. If the Chirtso cannot see the creature, it is rendered invisible to the creature.

Limited Flight The Chirtso can fly, but no more than 20 feet above the ground. If the Chirtso ever is more than 20 feet above a surface, it falls safely to 20 feet above a surface.


Actions

Claw Natural Weapon Attack: +5 to hit, Reach 5ft, one target. Hit: 3d8+2 Slashing Damage.

Bountiful Monster

This creature, although an eldritch horror, does make for a good meal. A competent butcherer and cook can make an excellent meal from the Chirtso's leg and wings. This meal, which can be prepared over the course of a short rest can feed up to 3 medium or smaller creatures, and creatures who partake in this meal gain 5 temporary hit points. The uncooked or cooked meat goes bad after 24 hours.

Dream Eater

This Aberration haunts civilized areas, feasting on the dreams and unconscious minds. This creature rarely kills its prey as it is smart enough to know that if it does so it kills one of its sources of food. That said, a creature who could cause its demise gets no such mercy as the Dream Eater consumes its mind before it can strike. Frequently a dream eater will engage with a troubled or disturbed sentient creature coming to an agreement to destroy any painful or bad dreams that may afflict its rest.

Bountiful Monster

This monster when slain quickly disintegrates into a fine powder. If this powder is consumed, typically by mixing it with a strong alcohol to cover up the horrible taste, the creature must make a DC 10 constitution saving throw, on a failure the creature promptly vomits up the mixture, on a success the creature keeps the mixture down. The next time the imbiber goes to sleep or enters a trance/rest state it can view a dream from a creature of its choice the Dream Eater recently consumed from.


Dream Eater

Tiny Aberration, Chaotic Evil


  • Armor Class 16 (Natural)
  • Hit Points 72 (24d4+24)
  • Speed 15ft, 30 fly (hover)

STR DEX CON INT WIS CHA
6 (-2) 8 (-1) 12 (+1) 14 (+2) 16 (+3) 18 (+4)

  • Saving Throws Wis +7, Cha +8
  • Skills Deception +8, Insight +7, Intimidation +8, Perception +7, Persuasion +8, Stealth +7
  • Damage Resistances bludgeoning, piercing, and slashing from silvered weapon attacks
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities Charmed, Frightened
  • Senses Darkvision 120 ft, passive Perception 17
  • Languages Deep Speech, Telepathy
  • Challenge 6 (2300 xp)

Sense Dreams The Dream Eater can sense sleeping creatures within 200 feet of it, it can also determine if that creature is sentient and/or dreaming

Convert Dreams to Energy The Dream Eater heals for an equal amount of psychic damage it deals with its Consume Dream ability against a sleeping opponent.

Lingering Nightmares If a creature fails the saving throw on Consume Dream and the dream eater wills it, the Target creature then gains no benefits from a long rest for the next 24 hours as its mind is wracked with nightmares.


Actions

Mind Needle Natural Weapon Attack: +8 to hit, Reach 5ft, one target. Hit: 4d8+4 Psychic Damage.

Sleep The Dream Eater emits pheromones that may cause a creature of its choice within 15 feet of it to fall into a deep sleep. Roll 9d8; the total is how many hit points of it can affect. If this ability is not successful the hit point amount rolled is kept and added onto the next use of this ability if it is used the the next round against the same creature.

Consume Dreams The Dream Eater enters the mind of a sleeping creature within 5 feet and consumes the dream they are having. The targeted creature must make a DC 15 Wisdom saving throw, on a failure it takes [[3d8]] psychic damage. If the creature fails the saving throw by 5 or more they take an additional [[1d8]] psychic damage and do not wake up.

If a creature saves against this ability they are immune to Consume Dream for the next 24 hours.

Sportacle

The Sportacle is an eldritch combination of fungus and tentacles. Lying in wait this creature preys upon solitary creatures wherever it takes up residence. Typically found deep underground, near areas of corruption, or areas where the veil is thin this reclusive creature is formed. The Sportacle exists simply to consume anything it can find, although sometimes it can be found as a "guard dog" for other eldritch creatures such as Mind Flayers.


Sportacle

Large Aberration, Chaotic Neutral


  • Armor Class 12 (Natural)
  • Hit Points 88 (11d8+33)
  • Speed 20ft, 30 climb, 10 fly (hover)

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 17 (++) 5 (-3) 8 (-1) 12 (+1)

  • Saving Throws Con +7
  • Skills Perception +3
  • Damage Immunities Poison, Necrotic
  • Condition Immunities Poisoned, Prone
  • Senses Blindsight 30 ft, passive Perception 13
  • Languages none
  • Challenge 4 (1100 xp)

False Appearance While the Sportacle remains motionless, it is indistinguishable from a cluster of mushrooms growing out of the surface it is attached to.

Spores Creatures who enter, or start their turn within 10 feet of the Sportacle must make a DC 10 con save. On a failure they become poisoned. While poisoned in this way the creature is also stunned. A creature may repeat this saving throw at the end of each of their turns.

A creature which is currently engulfed by the sportacle makes this saving throw with disadvantage and the DC increases to 15.


Actions

Multi-Attack The Sportacle may make an attack with its Spore Thrower, Tentacle lash and Engulf Attack on its turn.

Spore Thrower Natural Weapon Attack: +8 to hit, Range 20/30ft, one target. Hit: 1d4+4 Poison Damage. On a successful attack the targeted creature must make a Constitution Saving throw against its Spores feature.


Tentacle Lash Natural Weapon Attack: +8 to hit, Reach 15ft, one target. Hit: 2d8+4 Bludgeoning Damage. On a successful attack, the targeted creature is grappled by the Sportacle, and pulled within 5 feet of it. A creature grappled in this way may use an action to make a DC 12 strength check to escape.

Engulf Natural Weapon Attack: +8 to hit, Reach 5ft, one target. Hit: 1d4+4 Bludgeoning Damage. The Sportacle may only make this attack against a creature that it is grappling, or that is grappling it. On a successful hit the creature that is the same size or smaller as the Sportacle is engulfed as the Sportacle starts to digest it. An engulfed creature is blinded and restrained, it has total cover against attacks and other effects outside the Sportacle, and at the start of the Sportacles turn, any engulfed creature(s) take 4d8 necrotic damage, and the Sportacle regains that much hit points.

A creature engulfed may use their action make a DC 15 strength check to escape the Sportacle using all of their movement, falling prone next to it. If the Sportacle dies, an engulfed creature automatically succeeds this check.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : Eldritch Tentacle, sold for 10 gold to fish mongers, unusual cooks or other similar professionals
  • 9-10 : Spore Pouch, this spore pouch can be mixed into a poison increasing its DC by 1, or giving it a DC 10 if it doesn't have one. It also adds 1d4 poison damage, and on a failed constitution saving throw stuns the creature until the start of its next turn.
  • 11 : Loose Change, Looks lie the sportacle has consumed something else, you find 3d6 copper, 2d6 silver, 1d6 gold, and 1d4 platinum
  • 12 : Loose Equipment, Looks like the sportacle has consumed something else, you find one randomly determined E table item.

Any Creature Type

Shield Bearer

A Shield Bearer is an unique profession. A Shield Bearer typically fills the role of a bodyguard who focuses solely on their charges safety. There are few who choose this profession due to the training and dedication it takes to fully become one.

There are other less, honorary methods of making a Shield Bearer. Creating a construct to fulfill the role, raising an undead for the expressed purpose of being a "meat shield", training a beast to perform the required actions, and other such methods can be employed. The cost of hiring or creating a true Shield Bearer is quite intense. As such only the truly wealthy, or desperate can afford such a hireling.


Shield Bearer

Medium (Any), Any


  • Armor Class 22 (Chain Mail & Split Shield)
  • Hit Points 58 (6d12+18)
  • Speed 30 ft

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 16 (+3) 10 (+0) 14 (+2) 10 (+0)

  • Saving Throws Str +6, Con +6, Wis +5
  • Skills Athletics +9, Perception +8
  • Condition Immunities Frightened
  • Senses Darkvision 60 Ft., passive Perception 18
  • Languages Common, and any 1 other
  • Challenge 5 (1800 xp)

Tough The Shield Bearer adds its constitution modifier to its AC.

Protector All Allied creatures within 5 feet of 1 or more shield bearer gain +1 to their AC

Defensive Stance The Shield Bearer can only take the following reactions. It may make up to 3 of these reactions per round, and it may use only each of the following reactions once per round.


Actions

Shield Bash Melee Weapon Attack: +6 to hit, Reach 5 ft, one target. Hit: 1d6+3 Bludgeoning Damage. On hit the target must make a contested athletics check with the Shield Bearer, on a failure the target is knocked prone, or pushed 5 feet back, Shield Bearer's choice. On a critical hit the Shield Bearer makes the check with advantage and the Shield Bearer can apply both effects.


Reactions

Protection When a creature the Shield Bearer can see attacks a target other than the Shield Bearer that is within 5 feet of it, the Shield Bearer can use its reaction to impose disadvantage on the attack roll.

Interception When a creature the Shield Bearer can see hits a target, other than the Shield Bearer, while the Shield Bearer is within 5 feet of the target, it can use its reaction to reduce the damage the target takes by [[1d10 + 3]] (to a minimum of 0 damage).

Body Block The Shield Bearer interposes themselves between an ally of their choice within 5 feet of itself who is the target of an attack or they are subjected to saving throw which they can see. The Shield Bearer becomes the target instead & the creature they Body Block for takes no damage and has full cover.

Shield Wall The Shield Bearer can expend 2 reactions to bring both shields together granting 3/4ths cover to itself and 1 other creature in within 5 feet of the Shield Bearer against the triggering effect or attack.

Notable Loot

If defeated or slain a Shield Bearer has the following "standard" equipment. It is suggested that the DM pre-roll this loot in case the split shield it carries is magical.

Weapons, Armor & Items

A Split Shield, A set of medium sized Chain Mail and roll a d12:

d12 Item(s)

  • 1-6: 1d4 days’ rations consisting of hard tack, sausage and potato bread, or other sustenance that would fit its race
  • 7-9: A trinket from their past
  • 10-11: A hefty coin purse containing [[10d6]] cp, [[3d6]] sp, [[2d6]] gp, [[1d4-1]] platinum
  • 12: A potion of superior healing, and a +1 Split Shield (roll 1d100, on a 90 or higher it is a +2)
Split Shield

A split shield comes in a pair of two shields which can be brought together to act as a single shield. Each shield can be wielded in either hand, but when joined the Split Shield can't be wielded in a single hand due to being so large.

While worn the Split Shield grants +2 to your AC, +3 if both are wielded.

Reaction: Shield Wall You spend your reaction to bring both shields together, granting 3/4ths cover against an attack or saving throw.

Beast

Giant Ice Spider

The giant ice spider is simply a giant spider that has adapted to the extreme cold of its environment. Their body has taken the coloration of snow and Ice to allow them to better camouflage themselves in this environment.


Giant Ice Spider

Large Beast, Unaligned


  • Armor Class 14 (Natural)
  • Hit Points 26 (1d10+4)
  • Speed 30ft

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (0) 4 (-3)

  • Skills Stealth +7
  • Damage Immunities Cold
  • Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 10
  • Languages None
  • Challenge 1 (200 xp)

Spider Climb The Giant Ice Spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker The spider ignores movement restrictions caused by webbing.


Actions

Bite Natural Weapon Attack: +5 to hit, Reach 5ft, one target. Hit: 1d8+3 Piercing Damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5–6) Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : 1d4 intact spider legs, these legs can be cooked or eaten raw and act as a ration for a creature who consumes it. If eaten raw, a DC 10 constitution saving throw must be made or the creature who consumed vomits it up unless they have a hardy constitution or regularly consume uncooked meats.
  • 9-10: Intact Spinneret, the spider silk contained within this spinnertte can be sold to a tailor or leatherworker for 10 gold
  • 11 : Intact Poison Sack, This poison sack can be applied to a weapon or 3 pieces of ammunition like other poisons and uses the poison from the Giant Ice Spider's bite attack.
  • 12 : Roll twice on this table taking both results, rerolling any 12s.

Honey Badger

The Honey Badger is a dangerous animal that doesn't know the meaning of fear. It has evolved to be a ruthless hunting machine, and adapted hunting to its favorite snacks: venomous snakes. These creatures are often solitary, or only live with a small pack.

Its giant brethren are even more solitary, typically living alone. If it finds another of its kind, it will typically battle to the death, or mate depending on the time of year.

Honey Badger's pelts are sought after due to their innate durability, luster and the message they convey.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : A creature proficient in survival can harvest the Honey Badger's pelt, which can be added to existing equipment with the appropriate artisan's tool once cured properly, or sold to leatherworkers or armorers for 15 gold.
  • 9-10: A creature proficient in survival can harvest a Fine Honey Badger's pelt which can be added to existing equipment with the appropriate artisan's tool once cured properly, or sold to leatherworkers or armorers for 25 gold.
  • 11 : A Creature proficient in Survival can harvest the Stink Pouch: The Stink pouch can be hurled as an action at a location of the attacker's choosing within 30 feet. Upon impact it releases the noxious fluid and gases contained within 10 foot radius using the Honey Badger's Stink pouch action.
  • 12 : A Creature proficient in Survival can harvest both the Stink pouch and a Fine Honey Badger Pelt.

Honey Badger Pelt

Honey badgers pelts are extremely durable, and warm. Worn Clothes or Armor which has 2 or more pelts added to them also act as Cold Weather Gear.


Honey Badger

Medium Beast, Unaligned


  • Armor Class 13 (Natural)
  • Hit Points 30 (5d6+10)
  • Speed 30ft, 10 burrow

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 3 (-4) 14 (+2) 6 (-2)

  • Saving Throws Str +5, Con +5
  • Skills Athletics +5, Perception +5, Survival +5
  • Damage Resistances Poison, Piercing from non-magical weapons
  • Condition Immunities Frightened
  • Senses Darkvision 60 Ft., passive Perception 15
  • Languages None
  • Challenge 1 (200 xp)

Keen Smell The Honey badger has advantage on Wisdom (Perception) checks that rely on smell.

Poison Negation If the Honey badger would die, and it has taken any poison damage, it instead falls unconscious for 4d4 minutes while it negates the poison. It then revives with any health restored from negating the poison.

Bloody Frenzy The Honey Badger has advantage on attack rolls against creatures with less than full health, or a creature it has attacked previously.

Relentless If the Honey Badger takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.


Actions

Multi-Attack The honey badger makes two attacks: one with its bite and one with its claws. If it hasn't already it can use its Stink Pouch attack as well

Bite Natural Weapon Attack: +5 to hit, Reach 5ft, one target. Hit: 1d6+2 Piercing Damage. On hit a creature that is the same size or smaller as the Honey Badger is grappled and restrained. The Creature can make a Strength (athletics) check, DC 13, as an action on its turn to escape. The Honey Badger cannot bite another target without letting go if it is grappling a creature with its bite.

Claws Natural Weapon Attack: +5 to hit, Reach 5ft, one target. Hit: 2d4+2 Slashing Damage.

Stink Pouch (1/short or long rest) The Honey Badger releases its stink pouch, all creatures in a 10 ft cone behind it must make a constitution saving throw DC 13 or be stunned from the stench for the next 2d4 rounds. Creatures that fail this saving throw may repeat it at the end of their turns.


Giant Honey Badger

Large Beast, Unaligned


  • Armor Class 16 (Natural)
  • Hit Points 105 (55d6+45)
  • Speed 40ft, 20ft burrow

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 16 (+3) 3 (-4) 16 (+3) 6 (-2)

  • Saving Throws Str +8, Con +7
  • Skills Athletics +8, Perception +7, Survival +7
  • Damage Resistances Poison, Piercing from non-magical weapons
  • Condition Immunities Frightened
  • Senses Darkvision 60 Ft., passive Perception 17
  • Languages None
  • Challenge 6 (2300 xp)

Keen Smell The Honey badger has advantage on Wisdom (Perception) checks that rely on smell.

Poison Negation If the Honey badger would die, and it has taken any poison damage, it instead falls unconscious for 4d4 minutes while it negates the poison. It then revives with any health restored from negating the poison.

Bloody Frenzy The Honey Badger has advantage on attack rolls against creatures with less than full health, or a creature it has attacked previously.

Improved Relentless If they Honey Badger takes damage that would reduce it to 0 hit points, it may make a Constitution Saving throw DC 5 + the damage taken, on a success the honey badger is reduced to 1 hit point instead.

Additionally, if the Honey Badger takes 20 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. This feature can only be used once per short or long rest.

Actions

Multi-Attack The honey badger makes Three attacks: one with its bite and two with its claws. If it hasn't already it can use its Stink Pouch attack as well

Bite Natural Weapon Attack: +8 to hit, Reach 5ft, one target. Hit: 3d6+4 Piercing Damage. On hit a creature that is the same size or smaller as the Honey Badger is grappled and restrained. The Creature can make a Strength (athletics) check, DC 16, as an action on its turn to escape. The Honey Badger cannot bite another target without letting go if it is grappling a creature with its bite.

Claws Natural Weapon Attack: +8 to hit, Reach 5ft, one target. Hit: 5d4+4 Slashing Damage.


Stink Pouch (1/short or long rest) The Honey Badger releases its stink pouch, all creatures in a 20 ft cone behind it must make a constitution saving throw DC 15 or be stunned from the stench for the next 2d4 rounds. Creatures that fail this saving throw may repeat it at the end of their turns.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : A creature proficient in survival can harvest the Giant Honey Badger's pelt, which can be added to existing equipment or made into a cloak/cape once cured properly with the appropriate artisan's tool, or sold to leatherworkers or armorers for 150 gold.
  • 9-10: A creature proficient in survival can harvest a Fine Giant Honey Badger's pelt which can be added to existing equipment or made into a cloak/cape with the appropriate artisan's tool once cured properly, or sold to leatherworkers, or armorers for 250 gold.
  • 11 : A Creature proficient in Survival can harvest the Stink Pouch: The Stink pouch can be hurled as an action at a location of the attacker's choosing within 30 feet. Upon impact it releases the noxious fluid and gases contained within 10 foot radius using the Giant Honey Badger's Stink pouch action.
  • 12 : A Creature proficient in Survival can harvest both the Stink pouch and a Fine Giant Honey Badger Pelt.

Giant Honey Badger Pelt

Giant Honey badgers pelts are extremely durable, warm and water resistant. Worn Clothes or Armor which have one or more pelts added to them also act as Extreme Cold Weather Gear and help keep the wearer dry in all but torrential downpours.

Ostrich

Ostriches are oversized land bound birds with two very powerful legs and two useless wings. Its head is attached to a long neck, typically these beasts are found roaming arid plains in large packs.


Ostrich

Medium Beast, Unaligned


  • Armor Class 13 (Natural)
  • Hit Points 20 (4d6+4)
  • Speed 50ft

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

  • Skills Athletics +4, Perception +3
  • Senses passive Perception 13
  • Languages None
  • Challenge 1/2 (100 xp)

Sprinter The Ostrich can use its bonus action to take the dash action.

Trample If the Ostrich moves at least 25 feet in a straight line and hits with its claws attack, the target must make a DC 12 Strength saving throw or be knocked prone taking an additional 2d4 damage on the attack.


Actions

Claw Natural Weapon Attack: +4 to hit, Reach 5ft, one target. Hit: 1d6+2 Slashing Damage.

Peck Natural Weapon Attack: +4 to hit, Reach 10ft, one target. Hit: 1d4+2 Piercing Damage.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : A creature proficient in survival can harvest its legs, each leg can be cooked and converted into 2 rations each.
  • 9-10: A creature proficient in survival can harvest its legs and breast, each leg can be cooked and converted into 2 rations each, and the breast can be cooked and converted into 4 rations.
  • 11 : Intact Ostrich Claw, a creature proficient in survival can harvest an intact claw. The claw can be used as an improvised dagger that deals 1d6 slashing damage.
  • 12 : Ostritch Egg, a creature proficient in survival can find a nearby ostritch nest which contains a single egg. The egg can be cooked and feed up to 4 medium or smaller creatures granting 10 temporary hit points over the course of a short rest. It can also be sold for 50 gold to unusual cooks, artisans and upper class folks.

Ser Pugsley

Ser Pugsley is a normal pug which has traveled with various adventuring groups and built his own reputation as one of the best mascots a group could have. Typically found with smaller or weaker adventuring groups or off by himself doing a daring doo this pug is friendly to all non-evil aligned creatures unless provoked.


Ser Pugsley

small Beast, Unaligned


  • Armor Class 16 (Scale Mail)
  • Hit Points 18 (3d8+3)
  • Speed 40ft

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +4
  • Senses passive Perception 13
  • Languages None
  • Challenge 1/2 (100 xp)

Keen Hearing and Smell Ser Pugsley has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Small and Adorable Any creature that attacks Ser Pugsley must make a Charisma saving throw DC 15. On a failure that creature cannot attack Ser Pugsley this turn.

Dodgey Ser Pugsley is always under the effects of the "dodge" action unless incapacitated.


Actions

Bite Natural Weapon Attack: +5 to hit, Reach 5ft, one target. Hit: 1d6+2 Piercing Damage. On a successful attack If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Dog Slayer

When Ser Pugsley is slain, he has the following equipment. You monster.

  • A set of small sized scale mail barding with displacer beast hide padding which grants the "Dodgey" trait from Ser Pugsley's stat block.
  • All creatures which attacked Ser Pugsley gain the Dog Slayer trait. Dog type beasts will always distrust you for the next year.

Celestial

Angelic Herald

Angelic heralds are sent by gods, or other divine/celestial beings to inform the mortal races of important events. Rarely seen out of the higher planes these messengers are generally regarded with suspicion by mortals until the message is delivered. Angelic Heralds exist simply to deliver these messages and any responses the receivers make, as such they have no free will or objectives but to do just that. They will only fight to ensure the proper delivery of the message and response.

Bountiful Monster

This angel when slain can drop one of the following items as it disintegrates into radiant motes of light. Roll 1d12 to determine which item is dropped.

  • 1-8 : 1d2 undamaged angel wing(s). Each wing can be sold for 500 gold to dubious individuals. While these angel wings or any of their feathers are carried Good creatures will regard you as evil regardless of your alignment.
  • 9-10: Holy Sword, This sword has 10 charges, the finesse trait, and deals 3d8 radiant damage. Each successful attack expends one charge. When all charges are gone the sword loses its holy power and becomes an exquisite longsword which can be sold to collectors for 100 gold. While you carry the holy sword Good creatures will regard you as evil regardless of your alignment.
  • 11 : Holy Bow, This longbow has 10 charges, trait, and deals 3d8 radiant damage. Each successful attack expends one charge. When all charges are gone the longbow loses its holy power and becomes an exquisite longbow which can be sold to collectors for 100 gold. While you carry the holy bow Good creatures will regard you as evil regardless of your alignment.
  • 12 : Holy Horn, This horn has 5 charges and uses the Holy Horn action from the Angelic Herald Stat block. Once the last charge has been expended the horn loses its holy power and becomes an exquisite horn which can be sold to collectors for 100 gold. While you carry the holy horn Good creatures will regard you as evil regardless of your alignment.

Celestial Artifacts

Some celestials may also grant these items to mortals, when granted to mortals other good creatures view them as good regardless of their allignment. All other statistics remain the same


Angelic Herald

Medium Celestial, Lawful Good


  • Armor Class 16 (Natural)
  • Hit Points 54 (6d8+24)
  • Speed 100ft, 100 fly (hover)

STR DEX CON INT WIS CHA
19 (+4) 24 (+7) 19 (+4) 17 (+3) 19 (+4) 15 (+2)

  • Saving Throws Dex +11, Con +10, Wis +8
  • Skills Insight +8, Persuasion +10
  • Damage Resistances Necrotic, Fire, Cold
  • Damage Immunities Radiant, bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Prone
  • Senses Truesight 120 ft, passive Perception 15
  • Languages Telepathy (all) 120ft, All Langauges
  • Challenge 5 (1800 xp)

Angelic Weapons Angelic Herald's weapon attacks are magical. When the Angelic Herald hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).

Divine Awareness The Angelic Herald knows if it hears a lie.

Innate Spellcasting The Angelic Herald's spellcasting ability is Wisdom (spell save DC 16). The Angelic Herald can innately cast the following spells, requiring no material components:

At Will: Expeditious Retreat, Longstrider, Sending, Detect Good & Evil

Magic Resistance The Angelic Herald has advantage on saving throws against spells and other magical effects.


Actions

Multi-Attack The Angelic Herald makes two attacks one with either its Holy Sword or Holy Bow, and a second attack with its Holy Horn.

Holy Sword Natural Weapon Attack: +11 to hit, Reach 5ft, one target. Hit: 3d8+7 Radiant Damage.

Holy Bow Natural Weapon Attack: +11 to hit, Range 150/600ft, one target. Hit: 3d8+7 Radiant Damage.

Holy Horn All creatures in a 30 ft cone from the angelic herald must make a DC 16 Constitution saving throw. On a failed saving throw the creature is deafened for one minute and takes 4d8 thunder damage. A Creature who is deafened has advantage on their Constitution saving throw against the Holy Horn. Creatures who were deafened by the holy horn may repeat the saving throw against the deafened condition at the end of each of their turns.

Divine Inquisitor

A Divine Inquisitor is a celestial who has been sent to act as an intermediary for the affairs of mortals who call upon the celestials for aid. Alternatively they are sent by other celestials to act as Judge, Jury, and Executioner for those who have transgressed against the decrees of the Celestials who sent them. These Divine Inquisitors exist solely to find the truth and dispense justice caring for little else unless it aids them on their path.

Bountiful Monster

This celestial when slain can drop one of the following items as it disintegrates into radiant motes of light. Roll 1d12 to determine which item is dropped.

  • 1-8 : 1d2 undamaged angel wing(s). Each wing can be sold for 500 gold to dubious individuals. While these angel wings or any of their feathers are carried Good creatures will regard you as evil regardless of your alignment.
  • 9-11: Scales of Justice. While you hold the Scales of Justice you gain the ability to cast Zone of Truth at will, creatures have disadvantage on saving throws against zone of truth when cast in this way.
  • 12 : Gavel of Justice, This Gavel acts as a mace, deals 3d8 radiant damage and has 10 charges. On a successful attack the gavel expends one charge and you apply the Mark of Justice. Once the last charge has been expended the gavel loses its holy power and becomes an exquisite gavel which can be sold to collectors for 100 gold.

Celestial Artifacts

Some celestials may also grant these items to mortals, when granted to mortals other good creatures view them as good regardless of their allignment. All other statistics remain the same


Divine Inquisitor

Large Celestial, Lawful Good


  • Armor Class 16 (Natural)
  • Hit Points 108 (12d8+48)
  • Speed 30ft, 60 fly (hover)

STR DEX CON INT WIS CHA
17 (+3) 19 (+4) 19 (+4) 23 (+6) 25 (+7) 27 (+8)

  • Saving Throws Int +11, Wis +12, Cha +13
  • Skills History +11, Insight +12, Investigation +11, Perception +12, Persuasion +13
  • Damage Resistances Necrotic, Fire, Cold
  • Damage Immunities Radiant, bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Prone
  • Senses Truesight 120 ft, passive Perception 22
  • Languages Telepathy (all) 120ft, All Langauges
  • Challenge 8 (1800 xp)

Angelic Weapons Divine Inquisitor's weapon attacks are magical. When Divine Inquisitor hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).

Divine Awareness The Divine Inquisitor knows if it hears a lie.

Innate Spellcasting The Divine Inquisitor's spellcasting ability is Charisma (spell save DC 21). The Divine Inquisitor can innately cast the following spells, requiring no material components:

At Will: Zone of Truth, Detect Good & Evil

3/day: Destructive Wave, Branding Smite, Banishing Smite, Staggering Smite, Circle of Power, Locate Creature

Magic Resistance The Divine Inquisitor has advantage on saving throws against spells and other magical effects.


Actions

Gavel of Justice Natural Weapon Attack: +8 to hit, Reach 10ft, one target. Hit: 3d8+3 Radiant Damage. On a successful attack the creature gains the mark of justice. All attacks, until the end of the Divine Inquisitors next turn, against the marked creature have advantage, and the creature has disadvantage on all saving throws.

Seraphim

Seraphim are celestial beings whose forms more closely align with an eldritch horror. These beings are near the top of the Hierarchy of the celestial courts, as such they are rarely seen out of the higher planes and not much is known about them.

Bountiful Monster

This celestial when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-10 : 2d4 undamaged angel wing(s). Each wing can be sold for 500 gold to dubious individuals. While these angel wings or any of their feathers are carried Good creatures will regard you as evil regardless of your alignment.
  • 11-12 : Diamond of Light, This diamond acts as a gem of brightness with full charges. As an action you may expend 5 charges to use the Ray of Light attack from the Seraphim's stat block. Once the last charge has been expended the diamond loses its holy power and becomes an exquisite diamond which can be sold to collectors for 1000 gold. While this diamond is carried Good creatures will regard you as evil regardless of your alignment.

Celestial Artifacts

Some celestials may also grant these items to mortals, when granted to mortals other good creatures view them as good regardless of their allignment. All other statistics remain the same


Seraphim

Huge Celestial, Lawful Good


  • Armor Class 19 (Natural)
  • Hit Points 162 (18d8+72)
  • Speed ft, 100 fly (hover)

STR DEX CON INT WIS CHA
19 (+4) 27 (+8) 19 (+4) 17 (+3) 21 (+5) 15 (+2)

  • Saving Throws Dex +14, Con +10, Wis +11
  • Skills Insight +11, Persuasion +14
  • Damage Resistances Necrotic, Fire, Cold
  • Damage Immunities Radiant, bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Prone
  • Senses Truesight 120 ft, passive Perception 15
  • Languages Telepathy (all) 120ft
  • Challenge 13 (10000 xp)

Angelic Weapons Seraphim's weapon attacks are magical. When Seraphim hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Divine Awareness The Seraphim knows if it hears a lie.

Innate Spellcasting The Seraphim's spellcasting ability is Wisdom (spell save DC 19). The Seraphim can innately cast the following spells, requiring no material components:

At Will: Invisibility (self only), Detect Good & Evil

Magic Resistance The Seraphim has advantage on saving throws against spells and other magical effects.


Actions

Multi-Attack The Seraphim makes two attacks with Ray of Light, it may substitute one of these with Burning Radiance

Ray of Light Ranged Weapon Attack: +14 to hit, Range 200/800ft, one target. Hit: 6d8+8 Radiant Damage.

Burning Radiance The Seraphim emits light so bright it begins to burn away the flesh of those around it.

Each creature within 5 feet of the Seraphim must make a DC 19 constitution saving throw taking 2d8 Fire, and 4d8 Radiant damage on a failed saving throw, or half on a successful one.

Construct

Living Spells

Living spells are an abnormal creation, most rise "naturally" from areas ravaged by magic. Others are created by spell casters and artificers who wish to have a more potent guard. Living spells have innate advantages over other creatures. Primarily this comes from the ability to mimic the spell that they most closely resemble, but it also comes from only being "quasi solid" and only really affected by other magic as the mundane passes through it relatively harmlessly.


Living Acid Arrow

Small Construct, Unaligned


  • Armor Class 15 (Natural)
  • Hit Points 25 (5d8+5)
  • Speed 25, 25 fly

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 3 (-4) 6 (-2) 6 (-2)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Acid
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone
  • Senses Darkvision 60 Ft., passive Perception 8
  • Languages None
  • Challenge 2 (450 xp)

Amorphous The living spell can move through a space as narrow as 1 inch wide without squeezing.

Magic Resistance The living spell has advantage on saving throws against spells and other magical effects.


Actions

Magical Strike Ranged Weapon Attack: +5 to hit, Range 90ft, one target. Hit: 2d4+3 Acid Damage.

Spell Mimicry (Recharge 5–6) Ranged Weapon Attack: +5 to hit, Range 90ft, one target. Hit: 4d4 Acid Damage, and 2d4 acid damage at the end of the targets next turn.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : Spell Scroll of Acid Arrow
  • 9-10: Common Magical components used in its construction valued at 50g
  • 11 : Uncommon Magical components used in its construction valued at 100g
  • 12 : Rod of Acid Arrow, has 10 charges and is rendered inert when the last charge is expended.

Living Fireball

Large Construct, Unaligned


  • Armor Class 15 (Natural)
  • Hit Points 57 (6d10+24)
  • Speed 25, 25 fly

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 18 (+4) 3 (-4) 10 (+0) 6 (-2)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Fire
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone
  • Senses Darkvision 60 Ft., passive Perception 10
  • Languages None
  • Challenge 5 (1800 xp)

Amorphous The living spell can move through a space as narrow as 1 inch wide without squeezing.

Magic Resistance The living spell has advantage on saving throws against spells and other magical effects.


Actions

Multi-Attack The Living Fireball makes two magical strike attacks

Magical Strike Melee Weapon Attack: +7 to hit, Reach 10 ft, one target. Hit: 5d6+4 Fire Damage.

Spell Mimicry (Recharge 5–6) The living spell unleashes a bright streak from itself to a point it chooses within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw DC 15. A target takes [[8d6]] fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : Spell Scroll of Fire Ball
  • 9-10: Common Magical components used in its construction valued at 125g
  • 11 : Uncommon Magical components used in its construction valued at 250g
  • 12 : Rod of Fireball, has 10 charges and is rendered inert when the last charge is expended.

Living Cone of Cold

Large Construct, Unaligned


  • Armor Class 15 (Natural)
  • Hit Points 73 (7d10+35)
  • Speed 25, 25 fly

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 20 (+5) 3 (-4) 10 (+0) 6 (-2)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Cold
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone
  • Senses Darkvision 60 Ft., passive Perception 10
  • Languages None
  • Challenge 7 (2900 xp)

Amorphous The living spell can move through a space as narrow as 1 inch wide without squeezing.

Magic Resistance The living spell has advantage on saving throws against spells and other magical effects.


Actions

Multi-Attack The Living Cone of Cold makes two magical strike attacks

Magical Strike Melee Weapon Attack: +7 to hit, Reach 10 ft, one target. Hit: 5d6+5 Cold Damage.

Spell Mimicry (Recharge 5–6) The living spell unleashes a blast of cold air. Each creature in a 60-foot cone must make a DC 16 Constitution saving throw. A creature takes [[8d8]] cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue until it thaws.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : Spell Scroll of Cone of Cold
  • 9-10: Common Magical components used in its construction valued at 175g
  • 11 : Uncommon Magical components used in its construction valued at 350g
  • 12 : Rod of Cone of Cold, has 10 charges and is rendered inert when the last charge is expended.

Loading Rig Mk2

The Loading rig is a construct which was designed to aid with lifting and moving of heavy objects. The first version was capable of its job but relatively unstable in nature. It was created with some self defense sub-routines. The second version enhanced upon this platform, eliminated the unstable nature and boosted its self defense capabilities greatly. Such units are often utilized in locations where their raw strength and unending endurance are needed where defense might be needed as well.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : Mechanical Scrap, this scrap can be melted down and repurposed by knowledgeable craftsmen, and is valued at 10g
  • 9-10: Intact mechanical piece. Gm determines a random mechanical piece, such as a servo, piston etc, and is valued at 30g
  • 11 : An energy cell with 1d10-5 charges remaining (minimum 1 charge).
  • 12 : Damaged Magi-core, damaged almost beyond repair, can be sold to an interested artificer or similar craftsman for 100g

Loading Rig Mk2

Large Construct, Unaligned


  • Armor Class 18 (Natural)
  • Hit Points 65 (6d10+6)
  • Speed 35 ft

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses Blindsight 60 Ft., passive Perception 6
  • Languages None
  • Challenge 3 (700 xp)

Anti-magic Susceptibility The rig is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rig must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Industrial Strength The Loading Rig Mk2 counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

Magic Weapons The Loading Rig Mk2's attacks count as magical until it uses Wild electro shock, then they count as non-magical until it recharges

Deathly Discharge Upon death, the Loading Rig Mk2 explodes in a 15 foot radius. Each creature in this area must make a DC 15 dexterity saving throw taking 2d6 lightning and 2d6 fire damage on a failed saving throw or half on a successful one.


Actions

Multi-Attack The Loading Rig mk2 makes 3 slam attacks

Slam Melee Weapon Attack: +9 to hit, Reach 10 ft, one target. Hit: 2d6+4 Bludgeoning Damage.

Wild Electroshock (Recharge 5–6) The Loading Rig Mk2 lets loose a large store of power from its reserves targeting a single creature or object within 30 feet of it. If there are any other Loading Rig Mk2 within range they can also discharge their battery as well as a reaction targeting the same creature or object.

A creature that is the target of Wild Electroshock must make a DC 15 dexterity saving throw taking [[4d6]] lightning damage on a failed saving throw, or half on a successful one.

Construct (Inevitable)

Inevitables are constructs creatured for a singular purpose, to uphold an ideal. Inevitables were originally created by Mystra to enforce the fundamental laws of the universe. Other Inevitables were later created by Primus and the Modron. Regardless of how they were created, Inevitables are not to be trifled with.

In the standard cosmology, they are from Mechanus, the Lawful Neutral aligned Outer Plane. Inevitables are built and programmed in automated factories called creche-forges; one of them, mentioned in the Manual of the Planes, is called Neumannus (a reference to Von Neumann machines). Every type of inevitable is designed to enforce a particular type of universal law and will pursue its objective at any cost. In order to fulfill their tasks, they may ally themselves with other creatures or, if necessary, sacrifice themselves.

After they complete a mission, they go in search of other transgressors, some of whom they may have encountered while on previous missions. Unlike other constructs, they may learn from experience and may even develop individual personalities over time. Eventually, they are called back to Mechanus, where their personalities and knowledge are erased so they can begin anew.

The Manual of the Planes sourcebook and later the 3.5 Monster Manual lists the main types of inevitables. They are:

  • Zelekhut. These represent the ineluctability of justice. They are extremely skilled trackers and usually hunt those who flee to avoid punishment. They resemble mechanical centaurs with golden wings and use built-in spiked chains charged with electricity as their primary weapons.
  • Kolyarut. These represent the ineluctability of agreements. They hunt oathbreakers, often assuming humanoid form. Their natural forms resemble humanoids made of black metal and dressed in robes. They are typically armed with sword
  • Marut. These represent the ineluctability of death. They hunt for those who either extend their lifespan unnaturally (such as liches and maybe elans) or those who commit extreme acts to keep themselves from death (such as sacrificing hundreds of others to save themselves from a plague). Maruts resemble muscular humanoids made of polished black metal, and typically use their fists in battle.

The Fiend Folio lists two others, which are:

  • Varakhut. These protect the integrity of divinity by hunting down beings who are attempting to ascend to godhood. Should the attempt be successful, however, the varakhuts will defend the new god as part of the natural order, as they are also tasked with hunting down any being who attempts to kill a god. Varakhuts appear as a humanoid-shaped creature made out of metallic polygons, and fight using disintegration beams.
  • Quarut. These protect the integrity of space and time, usually against wizards with the power to alter reality with wish spells or time travel. They resemble metallic humanoids made of golden clockwork with hourglasses for heads, and seal opponents in bubbles of slowed time.

Wizards of the Coast Lore

All the inevitable lore can be found in previous Dungeon and Dragon's edition source books, or on various wikis. It is copied here for the purpose of convenience because as of writing this, only the Marut has been translated to 5e.

Kolyarut, Inevitable of the Oath

These inevitables represent the ineluctability of agreements. They hunt oathbreakers, often assuming humanoid form. Their natural forms resemble humanoids made of black metal and dressed in robes. They are typically armed with swords.

Kolyaruts represent the ultimate enforcement clause in a contract—they mete out punishment to those who break bargains and oaths. Originally sent from Mechanus to avenge major betrayals, once on the Material Plane, they hunt down everyone from unscrupulous merchants to army deserters.

Anyone who reneges on a deal could draw the ire of a kolyarut, although the creature usually ignores inconsequential deals and rashly sworn oaths. Before beginning a mission against a deal-breaker, the kolyarut learns as much about the contract or oath as possible. It’s not interested in those who break deals accidentally or against their will—only those who willingly break contracts violate the principle that kolyaruts are created to uphold. If a written contract was broken, the kolyarut typically carries a copy of the contract with it.

Kolyaruts are the most human-looking of the inevitables, appearing as clockwork humanoids dressed in flowing red robes and ornate golden armor. They’re also the most talkative, making credible attempts at social niceties such as proper greetings before getting down to the matter at hand. They use alter self to appear as almost any humanoid—useful if they need to go undercover to catch their quarry.

Bountiful Monster

This monster when slain drops a +2 Keen Longsword, Shield, Set of Fine Traveler's Robes that also act as a hat of disguise.

Keen Weapons

Variable Weapon or Ammunition

A Keen weapon is a weapon which is both a masterwork and magical weapon, specalizing in a cutting through defenses with greater accurancy and inflicting more devestating blows. A Keen weapon is one rarity higher than a standard + weapon, and also grants an increase to critical strike range equal to its + modifier. Additionally whenever the wielder scores a critical hit it deals 2 extra die worth of damage instead of 1 extra dice.


Kolyarut

Medium Construct, Lawful Neutral


  • Armor Class 22 (Natural)
  • Hit Points 280 (28d10+112)
  • Speed 30 ft, 30 fly (hover)

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 20 (+5) 24 (+7) 26 (+8)

  • Saving Throws Dex +10, Wis +13, Cha +14
  • Skills Acrobatics +10, Deception +14, Insight +10, Intimidation +14, Investigation +11, Perception +13, Persuasion +14, Stealth +10
  • Damage Resistances Thunder, Bludgeoning, piercing, and slashing from non-magical attacks
  • Damage Immunities poison, bludgeoning, piercing, slashing damage from non-magical weapons that aren't adamantine
  • Condition Immunities charmed, frightened, paralyzed, poisoned, unconscious
  • Senses Blindsight 60 Ft., passive Perception 20
  • Languages All
  • Challenge 25 (75000 xp)

Legendary Resistance 3/day If the Kolyarut fails a saving throw, it can choose to succeed instead.

Magic Resistance The Kolyarut has advantage on saving throws against spells & magical effects.

Immutable Form The Kolyarut is immune to any spell or effect that would alter its form against its will.

Innate Spellcasting The Kolyarut's innate spellcasting ability is Charisma (spell save DC 22). The Kolyarut can innately cast the following spells, requiring no material components.

At will: Alter Self, Invsibility, Fear, Hold Person, Locate Creature, Scrying, Planeshift (self only)

3x/day Detect Thoughts, See Invisibility, Charm Person, Charm Monster, Raulothim's Psychic Lance

1x/ Day Hold Person, Hold Monster, Geas


Actions

Multi-Attack The Kolyarut can make 2 vampiric touch attacks.

Vampiric Touch Melee Weapon Attack: +14 to hit, Reach 5 ft, one target. Hit: 6d6+8 Necrotic Damage. On hit, the Kolyarut regains a number of hit points equal to half the necrotic damage dealt.


Kolyarut Continued

Enervation Rays (Recharge 5–6) The Kolyarut emits 3 enervation rays from its body targeting up to 3 creatures within 120 feet. A creature may only be targeted by a single ray. A targeted creature must make a constitution saving throw DC 22, taking 10d6 necrotic damage on a failed saving, or half as much on a successful one.

If a creature would fall to 0 hit points from this ability, they instead fall to 1 hit point, and become paralyzed for the next minute. A Creature paralyzed in this manner may make a DC 22 Charisma saving throw at the end of their turn, ending the paralyze on a success.

Justify The Kolyarut targets up to two creatures it can touch, which are incapacitated. The targeted creatures are teleported to a teleportation circle in the Hall of Concordance in Sigil. If either target is teleported in this way, the Kolyarut teleports with it to the circle.

After teleporting in this way, the Kolyarut can't use this action again until it finishes a short or long rest.

Quarut, Inevitable of Time and Space

This giant humanoid is constructed out of gleaming clockwork, moving with exceptional fluidity despite its obvious gears and pistons. Its head is an elaborate hourglass, glowing from within as luminous sand flows through it.

The quaruts are the inevitables tasked with guarding the fabric of space and time. Ordinary applications of teleportation magic, haste and slow spells or other limited distortions do not attract their attention, but those who seek to travel backwards or forwards in time, disrupt the time stream by creating paradoxes or alternate timelines, or those that permanently warp space and time through magical means are their targets. Such malefactors are typically dealt with swiftly and harshly. In combat, a quarut keeps its enemies from fleeing using its anchoring slam, traps them through temporal stasis and then returns to Axis with its quarry. Many of those so judged are still in stasis, as quaruts are often used as jailers for those lawbreakers too dangerous to be released, but still possibly redeemable.

To those who view inevitables as automata free of personality, quaruts seem to be out of place. Most quaruts are obsessed with time and timekeeping. They collect clocks and timepieces and integrate them into their bodies. When not on patrol for time-space criminals, they assist mortal and immortal supplicants alike in crafting accurate calendars and schedules to allow perfect functionality of society. Although a quarut is one of the few creatures capable of time travel, they do not use it except under the direst of circumstances. Such journeys are one way trips—as a quarut can only propel itself through time once, it cannot return to its original time unless it travels with another quarut

Bountiful Monster

This monster when slain, drops 2d4+2 magical time pieces which always tell the correct time and date for the plane which they are attuned to and the plane they currently are on, and can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-9 : Dimensional Shackles
  • 10: Chronolometer (Acquisitions Incorporated p220)
  • 11 : Timepiece of Travel (Acquisitions Incorporated p221)
  • 12 : Orrery of the Wanderer (Acquisitions Incorporated p220)

Quarut

Large Construct, Lawful Neutral


  • Armor Class 22 (Natural)
  • Hit Points 300 (30d8+150)
  • Speed 60 ft, 60 fly (hover)

STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 20 (+5) 28 (+8) 22 (+6) 18 (+4)

  • Saving Throws Con +11, Int +15, Wis +12
  • Skills Arcana +21, Athletics +11, History +21, Investigation +15, Perception +12
  • Damage Resistances Thunder, Bludgeoning, piercing, and slashing from non-magical attacks
  • Damage Immunities poison, psychic, bludgeoning, piercing, slashing damage from non-magical weapons that aren't adamantine
  • Condition Immunities charmed, frightened, paralyzed, poisoned, unconscious
  • Senses Blindsight 60 Ft., passive Perception 20
  • Languages All
  • Challenge 25 (75000 xp)

Alter the Timeline 3/day As a reaction to being hit by an attack, or when the Quarut would become affected by a spell, the quarut destroys one of the magical timepieces affixed to itself, altering its own timeline slightly, changing positions with another creature within 60 feet of itself. The creature it changed positions with now becomes the target of the attack or is affected by the spell.

Magic Resistance The Quarut has advantage on saving throws against magical effects.

Immutable Form The Quarut is immune to any spell or effect that would alter its form against its will.

Master of Time and Space A Quarut is a master and protector of time and space, as such it gains the following traits.

The Quarut able to manipulate the flow of time on itself and thus is always under the effects of haste, which cannot be dispelled. This is reflected already in its statblock

Effects which affect the Quarut either have their duration halved (minimum of 1 round) or have its duration doubled. The Quarut makes this decision when it would be affected.

The Quarut is immune to any effects which would affect its memory, perception of time, or space.

Additionally, as a bonus action on its turn the Quarut can end any time or space distorting effect affecting a creature within 30 feet, and the quaurt may also choose to gain the effect as well.


Quarut Continued

Innate Spellcasting The Quarut's innate spell casting ability is intelligence (spell save DC 23). The Quarut can cast the following spells, requiring no material components.

At will: Circle of Death, Dimension Door, Dominate Person, Dispel Magic (cast at 6th level), Haste , Hold Monster, Locate Creature, True Seeing

1/day Bestow Curse (9th lvl, but has a 10 minute cast time). Forcecage, Teleport (no error chance), Wish, Time Stop

1/week Geas, Plane Shift


Actions

Multi-Attack & Haste Action The Quarut can make two Anchoring Slam Attacks.

Additionally, the Quarut can use its haste action to make use the following actions: Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Anchoring Slam Melee Weapon Attack: +11 to hit, Reach 5 ft, one target. Hit: 3d6+5 Bludgeoning Damage. On a successful attack the targeted creature must make a DC 20 Wisdom saving throw or become unable to use any forms of extradimensional movement, including teleportation or travel to a different plane of existence. This doesn't prevent the creature from passing-through an interdimensional portal, or any extradimensional travel the quarut uses on them.

Stasis (Recharge 5-6) Melee Spell Attack: +15 to hit, Reach 5 ft, one target. The Quarut makes a melee spell attack. On a successful hit the target must make a DC 20 charisma saving throw or they are put into a state of suspended animation. This state renders the creature immune to all damage, but any damage or healing the creature would have been dealt, is dealt all at once once the effect ends. Additionally, all attack rolls automatically hit the creature, and the creature automatically fails any saving throws it would make while in this suspended animation.

This state lasts until the Quarut chooses to end it as an action, or the affected creature is affected by a Dispel Magic (as if it were dispelling a 9th level spell), Greater Restoration, or Wish to end this effect.

While in this state of suspended animation, all magical effects, diseases, and other conditions remain and their duration is not reduced until this state ends.


While in this state of suspended animation, the creature is aware of the passage of time and the events that go on around them, but only vaguely, in the sense that a year seems like it was only a day for that creature.

Travel Through Time & Space The Quarut travels through time and space, as an action, to a location it knows or has heard of at a time it chooses with up to 2 other willing creatures. This journey is instantaneous and is always a one way trip. Once a Quarut uses this ability it cannot do so ever again.

Varakhut, Inevitable of Divinity

This creature is an abstract monolith of greenish-blue metal, its form vaguely humanoid from the waist up and terminating in a flexible spike instead of legs. It hovers off the ground, glowing green circuitry visible between its joints. Its head is low and flat, a wedge shielding an array of luminous eyes.

These protect the integrity of divinity by hunting down beings who are attempting to ascend to godhood. Should the attempt be successful, however, the varakhuts will defend the new god as part of the natural order, as they are also tasked with hunting down any being who attempts to kill a god. Varakhuts appear as a humanoid-shaped creature made out of metallic polygons, and fight using disintegration beams.

The varakhuts are the inevitables whose duty is to defend the gods and their worship. Although the inevitables do not serve any particular god, they understand the importance of the divine to the fundamental function of the cosmos. As such, varakhuts fight against asuras, titans, daemons and other creatures that hate the gods and entities that seek to disrupt the flow of souls into the afterlife. They are not inherently opposed to those that seek divinity, but monitor them carefully to maintain the balance of power. Although they do not inherently have mythic power, they know how this strange force functions, and can put a brutal end to mythic creatures that seek to rise too far and too fast. A varakhut’s construction is unusual for an inevitable, as they resemble a humanoid form in only the vaguest of parameters. A varakhut hovers inscrutably over a single taper—this taper can extrude long spider-like legs and keep the creature mobile in antimagic zones, but it spends almost its entire life airborne. Although the arms of a varakhut are long featureless trapezoids, they can extend and retract a number of fine fingers; this gives the inevitables the dexterity of a human hand should it be required.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : Balance of Harmony (Tales from the Yawning Portal p228)
  • 9-10: Professor Orb (Water Deep Dungeon of the Mad Mage p284)
  • 11 : Necklace of Prayer Beads
  • 12 : Crystal Ball (Artifact, contains Mindreading, telepathy and trueseeing)

Varakhut

Large Construct, Lawful Neutral


  • Armor Class 21 (Natural)
  • Hit Points 360 (30d10+180)
  • Speed 50 ft, 30 fly (hover)

STR DEX CON INT WIS CHA
28 (+9) 16 (+3) 22 (+6) 17 (+3) 26 (+8) 22 (+6)

  • Saving Throws Dex +9, Con +12, Wis +14
  • Skills Arcana +9, Athletics +15, intimidation +12, Perception +14, Persuasion +12, Religion +15, Stealth +9
  • Damage Resistances radiant, necrotic, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison, psychic, bludgeoning, piercing, slashing damage from non-magical weapons that aren't adamantine
  • Condition Immunities charmed, frightened, paralyzed, poisoned, unconscious
  • Senses Truesight 60 Ft., passive Perception 24
  • Languages Truespeech (All creatures understand this language or its meanings)
  • Challenge 25 (75000 xp)

Balance in All Things 3/day When the Varakhut, a divine or divine like being within 60 feet of the Varakhut is hit by an attack roll, or fails a saving throw the Varakhut may use its reaction to cause the attacker, or creature who caused the saving throw to also be targeted by the same effect or attack as if it were originating from the Varakhut.

Magic Resistance The Varakhut has advantage on saving throws against magical effects.

Immutable Form The Varakhut is immune to any spell or effect that would alter its form against its will.

Protector of Divine Balance The Varakhut automatically knows of the current state of all divine and divine like creatures in the universe (across all planes). The Varakhut's primary purpose is to protect the integrity of all these deities. If one is ever threatened it will generally stop any activity it is doing to planeshift to that being's side to protect it.

Additionally it automatically senses any beings on the current plane it is on that is attempting to ascend to divine or divine like status. If this being would upset the current balance it attempts to stop its ascension by any means necessary, or if this being would aid in bringing about balance it attempts to aid it in its ascension by any means necessary.


Varakhut Continued

Lastly any attack roll or saving throw the Varakhut may inflict on divine, divine like, or beings attempting to ascend to divine or divine like status cannot be negated by legendary resistance or other similar abilities, and ignores all resistances and immunities.

Innate Spellcasting The Varakhut's innate spellcasting ability is Wisdom (spell save DC 22). The Varakhut can innately cast the following spell, requiring no material components.

At will: Banishment, Dimension Door, Hold Monster, Locate Creature,

3/day: Chain Lightning, Teleport (no chance of failure), Bestow Curse (9th lvl, but has a 10 minute cast time)

1/day: Dominate Monster, Geas, Imprisonment, Planeshift (no chance of failure), Meteor Swarm, Wish


Actions

Multi-Attack The Varakhut can make 2 Stunning Slam attacks.

Stunning Slam Melee Weapon Attack: +15 to hit, Reach 10 ft, one target. Hit: 3d10+9 Bludgeoning Damage. On a successful attack, the targeted creature must also make a DC 23 constitution saving throw or become stunned for 1 round. Each time a creature fails this saving throw while it is stunned it increases the duration by 1 additional round.

Mass Disintegration Beams The Varakhut emits a up to 6 minor disintegration beams targeting creatures up to 60 feet away. A creature can not be targeted by more than one beam. On a hit, the target takes 3d10+8 force damage. If this damage would reduce a creature to 0 hit points, that creature is disintegrated.

Dispelling Wave (Recharge 5-6) The Varakhut releases a wave of anti-magic in either a 30 ft radius or 60 ft cone (its choice). All creatures, and objects within this area excluding the Varakhut are affected by dispel magic as if it were cast at 5th level.

Zelekhut, Inevitable of Justice

These inevitables represent the ineluctability of justice. They are extremely skilled trackers and usually hunt those who flee to avoid punishment. They resemble mechanical centaurs with golden wings, but with skin as white as alabaster and clad in golden plate armor. A pair of golden metallic wings could unfold from its back when needed. Its voice was said to be as solemn as a judge's gavel. They use built-in spiked chains charged with electricity as their primary weapons.

These inevitables track down those that had escaped or denied justice and deliver them their rightful fate as it deemed appropriate. If that was death, it would calmly execute them without delay, preamble or ceremony. These inevitables typically work alone as arbiters of justice.

Bountiful Monster

This monster when slain it drops 2 Electrified Chains (sized for a large creature), and can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : Outer Essence Shard (Lawful) (Tasha's Cauldron of Evertyhing p133)
  • 9-10: Gem of Seeing
  • 11 : Gavel of the Venn Rune (Storm King's Thunder p234)
  • 12 : Amulet of the Planes

Zelekhut

Large Construct, Lawful Neutral


  • Armor Class 20 (Natural)
  • Hit Points 310 (30d10+150)
  • Speed 60 ft, 90 fly (hover)

STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 20 (+5) 14 (+2) 18 (+4) 18 (+4)

  • Saving Throws Dex +9, Con +11, Cha +10
  • Skills Athletics +13, Insight +10, Investigation +8, Perception +10, Survival +16
  • Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison, bludgeoning, piercing, slashing damage from non-magical weapons that aren't adamantine
  • Condition Immunities charmed, frightened, paralyzed, poisoned, unconscious, Stunned
  • Senses Darkvision 60 Ft., passive Perception 20
  • Languages All
  • Challenge 25 (75000 xp)

Persuant of Justice 3/day When the Zelekhut fails a saving throw from a creature it is hunting, it may expend its reaction and gain a bonus to the roll equal to its Charisma Score (+4).

If this causes the saving throw to succeed, the creature who caused the effect must make a DC 15 charisma saving throw or become frightened. While frightened in this way, that creature's movement speed is reduced by 30 (to a minimum of 0)

Magic Resistance The Zelekhut has advantage on saving throws against magical effects.

Immutable Form The Zelekhut is immune to any spell or effect that would alter its form against its will.

Mounted Advantage Whenever the Zelekhut is hit by an attack roll, it may expend its reaction and make an athletics check, if the athletics check meets or beats the attack roll, the attack is negated.

Additionally, the Zelekhut does not provoke attacks of opportunity with its movement

Seeker The Zelekhut has advantage on all tracking (survival) checks to track those it hunts. Additionally, it can travel at a fast speed and be unaffected when making tracking checks.

The Zelekhut has advantage on all insight checks when determining if the creature it is speaking to is fleeing the law, or escaping punishment.

Evasion The Zelekhut can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When the Zelekhut is subjected to an Effect that allows it to make a Dexterity saving throw to take only half damage, it instead take no damage if it succeeds on the saving throw, and only half damage if it fails.

Sure Footed The Zelekhut has advantage against any saving throws or effects which move it against its will, or knock it prone.

Magic Weapons The Zelekhut's Weapon attacks are magical for the purposes of overcoming resistances.

Trampling Charge If the Zelekhut moves at least 20 feet straight towards a creature, and then hits the creature with a weapon attack, that target must succeed a DC 21 strength saving throw or be knocked prone.


Actions

Multi-Attack The Zelekhut can make 4 Electrified Chain attacks. If any of these attacks hit, the Zelekhut may make one extra weapon attack that disarms or knocks the target prone instead of dealing damage.

If a creature is prone, the Zelekhut may use its bonus action make a Trample attack against that creature.


Zelekhut Continued

Electrfied Chain Melee Weapon Attack: +13 to hit, Reach 15 ft, one target. Hit: 3d4+7 Slashing, and 2d6 Lightning Damage.

Trample Melee Weapon Attack: +13 to hit, Reach 5 ft, one target. Hit: 3d8+7 Bludgeoning Damage.

Justify The Zelekhut targets up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 18 Charisma saving throw or be teleported to a teleportation circle in the Hall of Concordance in Sigil. A target fails automatically if it is incapacitated. If either target is teleported in this way, the Zelekhut teleports with it to the circle.

After teleporting in this way, the Zelekhut can't use this action again until it finishes a short or long rest.

Dragon

Amethyst Dragons

Amethyst dragons were considered wise even by dragon standards. They tended to be poor flyers but could burrow underground. Most Amethyst dragons lived in the Elemental Plane of Earth. These dragons make their lairs up in the mountains, and near lakes. These dragons are reclusive in nature. If forced into combat, they prefer to catch their quarry off guard, typically through invisibility. These dragons resonate with the raw magical forces of the weave, and have some moderate psionic abilities.

Adult, and Ancient Amethyst dragons can take the following lair actions

Lair Actions

Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

Swirl of the Planes A swirl of planar energy forms in a 20-ft radius sphere centered on a point the dragon can see within 120 ft of it. The swirl spread around corners. Creatures within this swirl must make a DC 15 Charisma saving throw or be temporarily transported to another plane of existence. A creature who is transported reappears in the spot they left at the end of their next turn. Depending on where they go the creature may suffer additional effects based on their alignment. Roll 1d3 to determine type of plane.

1= Evil, 2 = Neutral, 3 = Good.

On an opposite aligned plane the creature takes 2d6 damage from the plane they visited.

On a neutral/1 step plane nothing happens.

On a similarly aligned plane, the creature gains 2d6 temporary hit points.

Rocks Fall Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.

Crushed by the Planes The dragon picks two points within 120 feet of it that it can see. A 5 foot wide line between the two points connect oppositely aligned planes temporarily. Each creature in that line must succeed a DC 15 dexterity saving throw or take [[3d6]] force damage


Amethyst Dragon Wyrmling

Medium Dragon, True Neutral


  • Armor Class 17 (Natural)
  • Hit Points 51 (6d12+12)
  • Speed 30 ft., climb 30 ft., fly 30ft., burrow 30ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 12 (+1) 14 (+2) 10 (+0)

  • Saving Throws Dex +3, Con +5, Wis +5
  • Skills Athletics +6, Perception +7, Stealth +3
  • Damage Immunities Force, Poison
  • Condition Immunities poisoned, charmed, blinded, deafened, paralyzed
  • Senses Blindsight 10 Ft., Tremorsense 60ft, Darkvision 120 Ft., Passive Perception 17
  • Languages Draconic
  • Challenge 3 (700 xp)

Immutable Form The Dragon is immune to any spell or effect that would alter its form against its will.


Actions

Bite Melee Weapon Attack: +6 to hit, Reach 5 ft, one target. Hit: 1d10+4 piercing and 1d6 force Damage.

Force Breath (Recharge 5–6) The dragon exhales force in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 6d6 force damage on a failed save, or half as much damage on a successful one.

Force Push (Reaction 3/day) When the Dragon take damage from a creature that is within 20 feet of it, it can use its reaction to emanate telekinetic energy. The creature that dealt damage to you must succeed on a Strength saving throw DC 13 taking [[3d8]] force damage and be pushed 20 feet away from it on a failed saving throw, or half damage and not pushed on a successful one.

Bountiful Monster (Wyrmling)

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-11 : A creature proficient in survival, or an appropriate artisans tools can attempt to harvest intact dragon scales. These scales can be crafted into various objects and are valued for their coloration and luster. The Harvester must make a DC 15 check to harvest 1d6 intact scales. Each scale is valued at 10g to the right individual..
  • 12 : Heart of Amethyst, a valuable gemstone which is formed from the heart of this dragon. Containing innate magical properties that make it suitable for a spell caster's focus, and eliminates the needs for components that have a gold value of 50g or lower so long as the components are not consumed.

Bountiful Monster (Young)

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : A creature proficient in survival, or an appropriate artisans tools can attempt to harvest intact dragon scales. These scales can be crafted into various objects and are valued for their coloration and luster. The Harvester must make a DC 15 check to harvest 2d6 intact scales. Each scale is valued at 30g to the right individual..
  • 9-10 : Dragon Claws, a creature proficient in survival, or an appropriate artisans tools can harvest 2d4 claws. Each claw counts is valued at 30g to the right individual.
  • 11: Dragon Fang, a creature proficient in survival, or an appropriate artisans tools can harvest 1d4-2 (minimum 1) fangs. Each fang counts is valued at 100g to the right individual. It can also be used as in improvised dagger that deals an additional 1d4 force damage.
  • 12 : Heart of Amethyst, a valuable gemstone which is formed from the heart of this dragon. Containing innate magical properties that make it suitable for a spell caster's focus, and eliminates the needs for components that have a gold value of 100g or lower so long as the components are not consumed.

Young Amethyst Dragon

Large Dragon, True Neutral


  • Armor Class 19 (Natural)
  • Hit Points 170 (17d12+51)
  • Speed 30 ft., climb 30 ft., fly 30ft., burrow 60ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 12 (+1) 16 (+3) 12 (+1)

  • Saving Throws Dex +5, Con +7, Wis +7
  • Skills Athletics +8, Insight +7, Perception +11, Stealth +5
  • Damage Immunities Force, Poison
  • Condition Immunities poisoned, charmed, blinded, deafened, paralyzed
  • Senses Blindsight 10 Ft., Tremorsense 90ft, Darkvision 180 Ft., Passive Perception 26
  • Languages Draconic, Common
  • Challenge 9 (5000 xp)

Immutable Form The Dragon is immune to any spell or effect that would alter its form against its will.

Keen Senses The Dragon has advantage on all perception checks.


Actions

Multi-attack The dragon makes three attacks: one with its bite and two with its claws.

Claw Melee Weapon Attack: +8 to hit, Reach 5 ft, one target. Hit: 2d6+4 slashing Damage.

Bite Melee Weapon Attack: +8 to hit, Reach 10 ft, one target. Hit: 1d10+4 piercing and 1d8 force Damage.

Force Breath (Recharge 5–6) The dragon exhales force in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 12d6 force damage on a failed save, or half as much damage on a successful one.

Force Push (Reaction 4/day) When the Dragon take damage from a creature that is within 40 feet of it, it can use its reaction to emanate telekinetic energy. The creature that dealt damage to you must succeed on a Strength saving throw DC 15 taking [[4d8]] force damage and be pushed 30 feet away from it on a failed saving throw, or half damage and not pushed on a successful one.


Adult Amethyst Dragon

Huge Dragon, True Neutral


  • Armor Class 20 (Natural)
  • Hit Points 260 (20d12+120)
  • Speed 30 ft., climb 30 ft., fly 30ft., burrow 60ft.

STR DEX CON INT WIS CHA
25 (+7) 14 (+2) 22 (+6) 14 (+2) 22 (+6) 16 (+3)

  • Saving Throws Dex +7, Con +11, Wis +11
  • Skills Athletics +12, Deception +8, Insight +11, Perception +16, Persuasion +8, Stealth +7
  • Damage Immunities Force, Poison
  • Condition Immunities poisoned, charmed, blinded, deafened, paralyzed
  • Senses Blindsight 10 Ft., Tremorsense 90ft, Darkvision 180 Ft., Passive Perception 31
  • Languages Draconic, Common, Telepathy (universal 60ft)
  • Challenge 16 (15000 xp)

Immutable Form The Dragon is immune to any spell or effect that would alter its form against its will.

Keen Senses The Dragon has advantage on all perception checks.

Improved Magic Resistance The Dragon has advantage on saving throws against magical effects, and reduces any spell damage dealt to it by 10 (DR).

Legendary Resistance 3/dayIf the dragon fails a saving throw, it can choose to succeed instead.

Spell Casting The Amethyst dragon can cast the following spells using its Wisdom modifier (+11, DC 19).

At Will: Invisibility, Telekinesis

3/day: Ego Whip, Raulothim's Psychic Lance,

Magical Weapons The Dragon's Weapon attacks are magical.


Actions

Multi-attack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Claw Melee Weapon Attack: +12 to hit, Reach 5 ft, one target. Hit: 2d6+7 slashing Damage.

Bite Melee Weapon Attack: +12 to hit, Reach 10 ft, one target. Hit: 1d10+7 piercing and 2d6 force Damage.

Tail Melee Weapon Attack: +12 to hit, Reach 15 ft, one target. Hit: 2d8+7 bludgeoning Damage.


Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it 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 the dragon's Frightful Presence for the next 24 hours.

Force Breath (Recharge 5–6) The dragon exhales force in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 18d6 force damage on a failed save, or half as much damage on a successful one.

Force Push (Reaction 5/day) When the Dragon take damage from a creature that is within 40 feet of it, it can use its reaction to emanate telekinetic energy. The creature that dealt damage to you must succeed on a Strength saving throw DC 19 taking [[5d8]] force damage and be pushed 30 feet away from it on a failed saving throw, or half damage and not pushed on a successful one.

Crush A flying or jumping dragon of at least Huge size can land on opponents as an action, using its whole body to crush them. Crush attacks are effective only against opponents three or more sizes smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must make a DC 19 Dexterity Saving throw or be pinned, automatically taking bludgeoning damage at the start of their next turn unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack.

Pinned opponents take 2d8+6 bludgeoning damage at the start of each of their turns until they escape, or the dragon moves off them.

Explosive Gem Once per day, an amethyst dragon can spit a violet, crystalline lozenge up to 75 feet away with pin-point accuracy. The gem explodes on impact in a 20 ft radius. Each creature in that are must make a DC 19 Dexterity saving throw taking 5d6 bludgeoning damage on a failed saving, or half damage on a successful one.


Adult Amethyst Dragon Continued

Legendary Actions

The Adult Amethyst Dragon can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Adult Amethyst Dragon regains spent legendary actions at the start of its turn.

Tail Attack The Dragon makes a tail attack

Detect The Dragon makes a perception check

Wing Attack (2 actions) The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Bountiful Monster (Adult)

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : A creature proficient in survival, or an appropriate artisans tools can attempt to harvest intact dragon scales. These scales can be crafted into various objects and are valued for their coloration and luster. The Harvester must make a DC 15 check to harvest 3d6 intact scales. Each scale is valued at 75g to the right individual..
  • 9-10 : Dragon Claws, a creature proficient in survival, or an appropriate artisans tools can harvest 2d4 claws. Each claw counts is valued at 75g to the right individual.
  • 11: Dragon Fang, a creature proficient in survival, or an appropriate artisans tools can harvest 1d4-2 (minimum 1) fangs. Each fang counts is valued at 300g to the right individual. It can also be used as in improvised dagger that deals an additional 1d8 force damage.
  • 12 : Heart of Amethyst, a valuable gemstone which is formed from the heart of this dragon. Containing innate magical properties that make it suitable for a spell caster's focus, and eliminates the needs for components that have a gold value of 250g or lower so long as the components are not consumed.

Ancient Amethyst Dragon

Gargantuan Dragon, True Neutral

  • Armor Class 23 (Natural)
  • Hit Points 494 (26d20+208)
  • Speed 30 ft., climb 30 ft., fly 60ft., burrow 90ft.

STR DEX CON INT WIS CHA
29 (+9) 14 (+2) 26 (+8) 18 (+4) 26 (+8) 21 (+5)

  • Saving Throws Dex +8, Con +14, Wis +14, Cha +11
  • Skills Athletics +15, Deception +11, Insight +14, Perception +20, Persuasion +11, Stealth +8
  • Damage Immunities Force, Poison
  • Condition Immunities poisoned, charmed, blinded, deafened, paralyzed
  • Senses Blindsight 10 Ft., Tremorsense 90ft, Darkvision 180 Ft., Passive Perception 35
  • Languages Draconic, Common, Telepathy (universal 60ft)
  • Challenge 23 (50000 xp)

Immutable Form The Dragon is immune to any spell or effect that would alter its form against its will.

Keen Senses The Dragon has advantage on all perception checks.

Ultimate Magic Resistance The Dragon has advantage on saving throws against magical effects, and has resistance to spell damage and reduces any spell damage dealt to it by 15 (DR).

Additionally, Unless the dragon wishes to be affected, it is immune to spells of 4th level or lower

Legendary Resistance 3/day If the dragon fails a saving throw, it can choose to succeed instead.

Spell Casting The Amethyst dragon can cast the following spells using its Wisdom modifier (+14, DC 22).

At Will: Invisibility, Telekinesis

3/day: Ego Whip, Raulothim's Psychic Lance,

1/day: Greater Invisibility, True Sight

Magical Weapons The Dragon's Weapon attacks are magical.

Regeneration The Dragon regains 30 hit points at the start of its turn.


Actions

Multi-attack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Claw Melee Weapon Attack: +15 to hit, Reach 5 ft, one target. Hit: 2d6+9 slashing Damage.


Bite Melee Weapon Attack: +15 to hit, Reach 10 ft, one target. Hit: 1d10+9 piercing and 4d6 force Damage.

Tail Melee Weapon Attack: +15 to hit, Reach 15 ft, one target. Hit: 2d8+9 bludgeoning Damage.

Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 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 the dragon's Frightful Presence for the next 24 hours.

Force Breath (Recharge 5–6) The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 24d6 force damage on a failed save, or half as much damage on a successful one.

Force Push (Reaction 6/day) When the Dragon take damage from a creature that is within 90 feet of it, it can use its reaction to emanate telekinetic energy. The creature that dealt damage to you must succeed on a Strength saving throw DC 19 taking 6d8 force damage and be pushed 40 feet away from it on a failed saving throw, or half damage and not pushed on a successful one.

Crush A flying or jumping dragon of at least Huge size can land on opponents as an action, using its whole body to crush them. Crush attacks are effective only against opponents three or more sizes smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must make a DC 22 Dexterity Saving throw or be pinned, automatically taking bludgeoning damage at the start of their next turn unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack.

Pinned opponents take 4d6+8 bludgeoning damage at the start of each of their turns until they escape, or the dragon moves off them.

Explosive Gem Once per day, an amethyst dragon can spit a violet, crystalline lozenge up to 75 feet away with pin-point accuracy. The gem explodes on impact in a 20 ft radius. Each creature in that are must make a DC 22 Dexterity saving throw taking 13d6 bludgeoning damage on a failed saving, or half damage on a successful one.


Ancient Amethyst Dragon continued

Legendary Actions

The Ancient Amethyst Dragon can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Adult Amethyst Dragon regains spent legendary actions at the start of its turn.

Tail Attack The Dragon makes a tail attack

Detect The Dragon makes a perception check

Wing Attack (2 actions) The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Bountiful Monster (Ancient)

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : A creature proficient in survival, or an appropriate artisans tools can attempt to harvest intact dragon scales. These scales can be crafted into various objects and are valued for their coloration and luster. The Harvester must make a DC 15 check to harvest 6d6 intact scales. Each scale is valued at 150g to the right individual.
  • 9-10 : Dragon Claws, a creature proficient in survival, or an appropriate artisans tools can harvest 4d4 claws. Each claw counts is valued at 150g to the right individual.
  • 11: Dragon Fang, a creature proficient in survival, or an appropriate artisans tools can harvest 1d4-2 (minimum 1) fangs. Each fang counts is valued at 600g to the right individual. It can also be used as in improvised dagger that deals an additional 2d6 force damage.
  • 12 : Heart of Amethyst, a valuable gemstone which is formed from the heart of this dragon. Containing innate magical properties that make it suitable for a spell caster's focus, and eliminates the needs for components that have a gold value of 750g or lower so long as the components are not consumed.

Emerald Dragons

Emerald dragons seek knowledge and often know more than most sages. Emerald Dragons are usually paranoid and distrustful of visitors, and their lairs are filled with traps to waylay any intruders. Emerald dragons prefer to live underground near civilization, if this isn't a good option they also will make their lair in inactive volcanos. These dragons resonate with the atomosphere, specifically that of storms.

Adult, and Ancient Emerald dragons can take the following lair actions

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

Call of the Storm The Dragon causes a storm cloud to form over a location it can see within range. This storm cloud has a 60 ft radius. As part of this lair action the dragon can choose any creature underneath any of the storm clouds to be struck by lightning. The creature must make a DC 15 dexterity saving throw or take 3d8 lightning damage.

Rocks Fall The Dragon causes part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.

Darkness of the Storm The Dragon causes an active storm cloud to darken, this causes all terrain underneath it to become much darker. All light levels are reduced by one until the next lair action.

  • Bright light becomes Dim Light
  • Dim Light becomes Darkness
  • Darkness becomes magical darkness.

Emerald Dragon Wyrmling

Medium Dragon, Lawful Neutral


  • Armor Class 16 (Natural)
  • Hit Points 43 (6d12+6)
  • Speed 30 ft., climb 30 ft., fly 60ft., burrow 10ft.

STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 13 (+1) 14 (+2) 15 (+2) 14 (+2)

  • Saving Throws Con +4, Int +5, Wis +5
  • Skills Arcana +8, Athletics +4, History +5, Perception +5, Stealth +3
  • Damage Resistances Lightning
  • Damage Immunities Thunder, Poison
  • Condition Immunities poisoned, charmed, blinded, deafened
  • Senses Blindsight 10 Ft., Darkvision 120 Ft., Passive Perception 15
  • Languages Draconic
  • Challenge 2 (450 xp)

Immutable Form The Dragon is immune to any spell or effect that would alter its form against its will.


Actions

Bite Melee Weapon Attack: +4 to hit, Reach 5 ft, one target. Hit: 1d10+1 piercing and 1d6 thunder Damage.

Thunder Breath (Recharge 5–6) The dragon exhales sonic energy in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 5d8 force damage on a failed save, or half as much damage on a successful one.

Thunder Clap (Reaction 3/day) When the Dragon take damage from a creature that is within 20 feet of it, it can use its reaction to imitate a lightning strike. The creature that dealt damage to it must succeed on a Constitution saving throw DC 13 taking 2d8 thunder damage and become deafened and blinded until the end of their next turn on a failed saving throw, or half damage and not pushed on a successful one.

Bountiful Monster (Wyrmling)

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-11 : A creature proficient in survival, or an appropriate artisans tools can attempt to harvest intact dragon scales. These scales can be crafted into various objects and are valued for their coloration and luster. The Harvester must make a DC 15 check to harvest 1d6 intact scales. Each scale is valued at 10g to the right individual..
  • 12 : Heart of Emerald, a valuable gemstone which is formed from the heart of this dragon. Containing innate magical properties that make it suitable for a spell caster's focus, and eliminates the needs for components that have a gold value of 50g or lower so long as the components are not consumed.

Bountiful Monster (Young)

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : A creature proficient in survival, or an appropriate artisans tools can attempt to harvest intact dragon scales. These scales can be crafted into various objects and are valued for their coloration and luster. The Harvester must make a DC 15 check to harvest 2d6 intact scales. Each scale is valued at 30g to the right individual..
  • 9-10 : Dragon Claws, a creature proficient in survival, or an appropriate artisans tools can harvest 2d4 claws. Each claw counts is valued at 30g to the right individual.
  • 11: Dragon Fang, a creature proficient in survival, or an appropriate artisans tools can harvest 1d4-2 (minimum 1) fangs. Each fang counts is valued at 100g to the right individual. It can also be used as in improvised dagger that deals an additional 1d4 thunder damage.
  • 12 : Heart of Emerald, a valuable gemstone which is formed from the heart of this dragon. Containing innate magical properties that make it suitable for a spell caster's focus, and eliminates the needs for components that have a gold value of 100g or lower so long as the components are not consumed.

Young Emerald Dragon

Large Dragon, Lawful Neutral


  • Armor Class 18 (Natural)
  • Hit Points 127 (15d10+45)
  • Speed 30 ft., climb 30 ft., fly 80ft., burrow 20ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 17 (+3) 15 (+2) 14 (+2)

  • Saving Throws Con +7, Int +7, Wis +6
  • Skills Arcana +11, Athletics +8, History +7, Perception +6, Stealth +5
  • Damage Immunities Lightning
  • Damage Immunities Thunder, Poison
  • Condition Immunities poisoned, charmed, blinded, deafened
  • Senses Blindsight 30 Ft., Darkvision 180 Ft., Passive Perception 16
  • Languages Draconic, Common
  • Challenge 7 (2900 xp)

Immutable Form The Dragon is immune to any spell or effect that would alter its form against its will.

Arcane Lore The Dragon can duplicate the effects of any spell of 3rd level or lower once a day. If the spell would deal damage, it instead deals thunder or its original damage (the dragon's choice). This spell uses its Intelligence modifier for its DC & to hit (+7, DC 15)


Actions

Multi-attack The dragon makes three attacks: one with its bite and two with its claws.

Claw Melee Weapon Attack: +8 to hit, Reach 5 ft, one target. Hit: 2d6+4 slashing Damage.

Bite Melee Weapon Attack: +8 to hit, Reach 10 ft, one target. Hit: 1d10+4 piercing and 2d4 thunder Damage.

Thunder Breath (Recharge 5–6) The dragon exhales sonic energy in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 5d8 thunder damage on a failed save, or half as much damage on a successful one.

Thunder Clap (Reaction 4/day) When the Dragon take damage from a creature that is within 30 feet of it, it can use its reaction to imitate a lightning strike. The creature that dealt damage to it must succeed on a Constitution saving throw DC 15 taking [[3d8]] thunder damage and become deafened and blinded until the end of their next turn on a failed saving throw, or half damage and not pushed on a successful one.


Adult Emerald Dragon

Huge Dragon, Lawful Neutral


  • Armor Class 19 (Natural)
  • Hit Points 195 (17d12+85)
  • Speed 30 ft., climb 30 ft., fly 90ft., burrow 20ft.

STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 20 (+5) 22 (+6) 19 (+4) 14 (+2)

  • Saving Throws Con +10, Int +11, Wis +9, Cha +7
  • Skills Arcana +16, Athletics +10, Deception +7, History +11, Perception +9, Persuasion +7, Stealth +7
  • Damage Resistances Lightning
  • Damage Immunities Thunder, Poison
  • Condition Immunities poisoned, charmed, blinded, deafened
  • Senses Blindsight 60 Ft., Darkvision 180 Ft., Passive Perception 24
  • Languages Draconic, Common,
  • Challenge 15 (13000 xp)

Immutable Form The Dragon is immune to any spell or effect that would alter its form against its will.

Keen Senses The Dragon has advantage on all perception checks.

Improved Magic Resistance The Dragon has advantage on saving throws against magical effects, and reduces any spell damage dealt to it by 10 (DR).

Arcane lore 2 The dragon can duplicate the effects of any spell of 4th level or lower twice a day. If the spell would deal damage, it instead deals thunder or its original damage (the dragon's choice). This spell uses its Intelligence modifier for its DC & to hit (+11, DC 19)

Legendary Resistance 3/dayIf the dragon fails a saving throw, it can choose to succeed instead.

Spell Casting The Emerald dragon can cast the following spells using its Intelligence modifier (+11, DC 19).

At Will: Fog Cloud

1/day: Greater Invisibility

3/day: Lightning Bolt, Storm SPhere, Thunderwave (at 4th level)

Magical Weapons The Dragon's Weapon attacks are magical.


Actions

Multi-attack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Claw Melee Weapon Attack: +10 to hit, Reach 5 ft, one target. Hit: 2d6+5 slashing Damage.

Bite Melee Weapon Attack: +10 to hit, Reach 10 ft, one target. Hit: 1d10+5 piercing and 2d6 thunder Damage.

Tail Melee Weapon Attack: +10 to hit, Reach 15 ft, one target. Hit: 2d8+5 bludgeoning Damage.

Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 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 the dragon's Frightful Presence for the next 24 hours.

Thunder Breath (Recharge 5–6) The dragon exhales a thunderous noise in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 11d8 thunder damage on a failed save, or half as much damage on a successful one.

Thunder Clap (Reaction 5/day) When the Dragon take damage from a creature that is within 30 feet of it, it can use its reaction to imitate a lightning strike. The creature that dealt damage to it must succeed on a Constitution saving throw DC 17 taking 4d8 thunder damage and become deafened and blinded until the end of their next turn on a failed saving throw, or half damage and not pushed on a successful one.

Crush A flying or jumping dragon of at least Huge size can land on opponents as an action, using its whole body to crush them. Crush attacks are effective only against opponents three or more sizes smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must make a DC 17 Dexterity Saving throw or be pinned, automatically taking bludgeoning damage at the start of their next turn unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack.

Pinned opponents take 2d8+5 bludgeoning damage at the start of each of their turns until they escape, or the dragon moves off them.


Adult Emerald Dragon Continued

Legendary Actions

The Adult Amethyst Dragon can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Adult Amethyst Dragon regains spent legendary actions at the start of its turn.

Tail Attack The Dragon makes a tail attack

Detect The Dragon makes a perception check

Wing Attack (2 actions) The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Bountiful Monster (Adult)

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : A creature proficient in survival, or an appropriate artisans tools can attempt to harvest intact dragon scales. These scales can be crafted into various objects and are valued for their coloration and luster. The Harvester must make a DC 15 check to harvest 3d6 intact scales. Each scale is valued at 75g to the right individual..
  • 9-10 : Dragon Claws, a creature proficient in survival, or an appropriate artisans tools can harvest 2d4 claws. Each claw counts is valued at 75g to the right individual.
  • 11: Dragon Fang, a creature proficient in survival, or an appropriate artisans tools can harvest 1d4-2 (minimum 1) fangs. Each fang counts is valued at 300g to the right individual. It can also be used as in improvised dagger that deals an additional 1d8 thunder damage.
  • 12 : Heart of Emerald, a valuable gemstone which is formed from the heart of this dragon. Containing innate magical properties that make it suitable for a spell caster's focus, and eliminates the needs for components that have a gold value of 250g or lower so long as the components are not consumed.

Ancient Emerald Dragon

Gargantuan Dragon, True Neutral


  • Armor Class 22 (Natural)
  • Hit Points 367 (21d20+147)
  • Speed 30 ft., climb 30 ft., fly 120ft., burrow 20ft.

STR DEX CON INT WIS CHA
25 (+7) 14 (+2) 24 (+7) 26 (+8) 21 (+5) 18 (+4)

  • Saving Throws Con +13, Int +14, Wis +11, Cha +10
  • Skills Arcana +20, Athletics +13, Deception +10, History +14, Perception +11, Persuasion +10, Stealth +8
  • Damage Immunities Force, Poison
  • Condition Immunities poisoned, charmed, blinded, deafened, paralyzed
  • Senses Blindsight 90 Ft., Darkvision 300 Ft., Passive Perception 26
  • Languages Draconic, Common,
  • Challenge 22 (41000 xp)

Immutable Form The Dragon is immune to any spell or effect that would alter its form against its will.

Keen Senses The Dragon has advantage on all perception checks.

Ultimate Magic Resistance The Dragon has advantage on saving throws against magical effects, and has resistance to spell damage and reduces any spell damage dealt to it by 15 (DR).

Additionally, Unless the dragon wishes to be affected, it is immune to spells of 4th level or lower

Arcane Lore 3 The dragon can duplicate the effects of any spell of 5th level or lower three times per short or long rest. The Dragon can expend an additional use(s) of this feature to choose a spell a number of level higher equal to the expended uses. If the spell would deal damage, it instead deals thunder or its original damage (the dragon's choice). This spell uses its Intelligence modifier for its DC & to hit (+14, DC 22)

Legendary Resistance 3/day If the dragon fails a saving throw, it can choose to succeed instead.

Spell Casting The Emerald dragon can cast the following spells using its Intelligence modifier (+14, DC 22).

At Will: Fog Cloud

1/day: Greater Invisibility, Storm of Vengeance

3/day: Lightning Bolt, Storm Sphere, Thunderwave (at 5th level)

Magical Weapons The Dragon's Weapon attacks are magical.


Regeneration The Dragon regains 30 hit points at the start of its turn.


Actions

Multi-attack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Claw Melee Weapon Attack: +13 to hit, Reach 5 ft, one target. Hit: 2d6+7 piercing Damage.

Bite Melee Weapon Attack: +13 to hit, Reach 10 ft, one target. Hit: 1d10+7 piercing and 2d10 thunder Damage.

Tail Melee Weapon Attack: +13 to hit, Reach 15 ft, one target. Hit: 2d8+7 bludgeoning Damage.

Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it 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 the dragon's Frightful Presence for the next 24 hours.

Thunder Breath (Recharge 5–6) The dragon exhales a thunderous noise in a 90-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 15d8 thunder damage on a failed save, or half as much damage on a successful one.

Thunder Clap (Reaction 6/day) When the Dragon take damage from a creature that is within 30 feet of it, it can use its reaction to imitate a lightning strike. The creature that dealt damage to it must succeed on a Constitution saving throw DC 17 taking 5d8 thunder damage and become deafened and blinded until the end of their next turn on a failed saving throw, or half damage and not pushed on a successful one.

Crush A flying or jumping dragon of at least Huge size can land on opponents as an action, using its whole body to crush them. Crush attacks are effective only against opponents three or more sizes smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must make a DC 22 Dexterity Saving throw or be pinned, automatically taking bludgeoning damage at the start of their next turn unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack.

Pinned opponents take 4d6+7 bludgeoning damage at the start of each of their turns until they escape, or the dragon moves off them.


Ancient Emerald Dragon Continued

Legendary Actions

The Ancient Emerald Dragon can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Adult Amethyst Dragon regains spent legendary actions at the start of its turn.

Tail Attack The Dragon makes a tail attack

Detect The Dragon makes a perception check

Wing Attack (2 actions) The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 2d6+7 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Bountiful Monster (Ancient)

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : A creature proficient in survival, or an appropriate artisans tools can attempt to harvest intact dragon scales. These scales can be crafted into various objects and are valued for their coloration and luster. The Harvester must make a DC 15 check to harvest 6d6 intact scales. Each scale is valued at 150g to the right individual.
  • 9-10 : Dragon Claws, a creature proficient in survival, or an appropriate artisans tools can harvest 4d4 claws. Each claw counts is valued at 150g to the right individual.
  • 11: Dragon Fang, a creature proficient in survival, or an appropriate artisans tools can harvest 1d4-2 (minimum 1) fangs. Each fang counts is valued at 600g to the right individual. It can also be used as in improvised dagger that deals an additional 2d6 thunder damage.
  • 12 : Heart of Emerald, a valuable gemstone which is formed from the heart of this dragon. Containing innate magical properties that make it suitable for a spell caster's focus, and eliminates the needs for components that have a gold value of 750g or lower so long as the components are not consumed.

Topaz Dragons

Topaz dragons are the most selfish and erratic of the gem dragons. As such those who interact with them are never quite sure how it will turn out. The few that actually manage to befriend a Topaz Dragon will have a lifelong ally who will guard them extremely jealously. Most topaz dragons make their homes on the Elemental plane of Chaos, those that make their way to the prime material prefer secluded beaches, islands and other remote areas near large expanses of water. The unusual aspect of this is that Topaz Dragons absolutely hate getting wet, so much so that their physiology and psionic abilities are primarily dedicated to making sure this doesn't happen.

Adult, and Ancient Topaz dragons can take the following lair actions

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

Tidal Surge The Topaz dragon causes the tide to rise or recede. The water level in a 100 foot radius starting at a point the dragon can see, raises or lowers 10 feet. All Creatures, except the Topaz Dragon, which are caught in this surge must make a Dexterity saving throw DC 15. On a failure the creature is swept along with the water either pulled/pushed or pulled ending this movement at the new waters edge. If the creature fails the saving throw by 5 or more they collide with terrain taking [[2d6]] bludgeoning damage. On a success the creature can choose to only be moved half the distance.

Drain Moisture The Dragon rapidly dehydrates a the area around a creature. The dragon chooses one target it can see within 120 ft. The creature must make a DC 15 constitution saving throw, or take 4d8 necrotic damage and gaining one level of exhaustion on a failure.

Passing Flood The Dragon causes water to form at a point it chooses within 120 feet of it. The water rushes out in a 20 ft radius from this location before evaporating. Each creature within this area must make a DC 15 Strength saving throw, taking 2d8 bludgeoning damage and being pushed to the edge of the flood on a failure. On a successful saving throw a creature takes half damage and is not pushed.


Topaz Dragon Wyrmling

Medium Dragon, Chaotic Neutral


  • Armor Class 17 (Natural)
  • Hit Points 72 (9d8+27)
  • Speed 30 ft., climb 30 ft., fly 60ft., burrow 10ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 17 (+3) 12 (+1) 10 (+0) 14 (+2)

  • Saving Throws Dex +3, Con +6, Cha +5
  • Skills Acrobatics +3, Athletics +7, Intimidation +8, Perception +3, Stealth +3, Survival +3
  • Damage Immunities Necrotic, Poison
  • Condition Immunities poisoned, charmed, blinded, deafened
  • Senses Blindsight 10 Ft., Darkvision 120 Ft., Passive Perception 13
  • Languages Draconic
  • Challenge 4 (1100 xp)

Immutable Form The Dragon is immune to any spell or effect that would alter its form against its will.

Water Glide If the dragon enters water, the water never touches the dragon as it is surrounded by a minute bubble of air held in place by its psionic energies. As such the dragon uses its flying speed while in water


Actions

Bite Melee Weapon Attack: +6 to hit, Reach 5 ft, one target. Hit: 1d10+3 piercing and 1d6 necrotic Damage.

Dehydration Breath (Recharge 5–6) A topaz dragon breathes a cone of dehydration that looks like a watery blast. When directed against an aqueous liquid (water or a liquid composed mainly of water), this effect evaporates one cubic foot of water per hit point of damage dealt. Each creature within the cone must make a DC 13 Constitution saving throw, taking 4d6 necrotic damage and 1 level of exhaustion, or half that amount and no exhaustion on a successful saving throw. Creatures that do not have water or liquids as part of their make-up have advantage on this saving throw.

Desiccation (Reaction 3/day) When the Dragon take damage from a creature that is within 20 feet of it, it can use its reaction to desiccate that creature. The creature that dealt damage to it must succeed on a Constitution saving throw DC 13 taking 3d8 necrotic damage until the end of their next turn on a failed saving throw, or half damage on a successful one. Creatures that do not have water or liquids as part of their make-up have advantage on this saving throw.

Bountiful Monster (Wyrmling)

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-11 : A creature proficient in survival, or an appropriate artisans tools can attempt to harvest intact dragon scales. These scales can be crafted into various objects and are valued for their coloration and luster. The Harvester must make a DC 15 check to harvest 1d6 intact scales. Each scale is valued at 10g to the right individual..
  • 12 : Heart of Topaz, a valuable gemstone which is formed from the heart of this dragon. Containing innate magical properties that make it suitable for a spell caster's focus, and eliminates the needs for components that have a gold value of 50g or lower so long as the components are not consumed.

Bountiful Monster (Young)

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : A creature proficient in survival, or an appropriate artisans tools can attempt to harvest intact dragon scales. These scales can be crafted into various objects and are valued for their coloration and luster. The Harvester must make a DC 15 check to harvest 2d6 intact scales. Each scale is valued at 30g to the right individual..
  • 9-10 : Dragon Claws, a creature proficient in survival, or an appropriate artisans tools can harvest 2d4 claws. Each claw counts is valued at 30g to the right individual.
  • 11: Dragon Fang, a creature proficient in survival, or an appropriate artisans tools can harvest 1d4-2 (minimum 1) fangs. Each fang counts is valued at 100g to the right individual. It can also be used as in improvised dagger that deals an additional 1d4 necrotic damage.
  • 12 : Heart of Topaz, a valuable gemstone which is formed from the heart of this dragon. Containing innate magical properties that make it suitable for a spell caster's focus, and eliminates the needs for components that have a gold value of 100g or lower so long as the components are not consumed.

Young Topaz Dragon

Large Dragon, Chaotic Neutral


  • Armor Class 19 (Natural)
  • Hit Points 165 (15d10+75)
  • Speed 30 ft., climb 30 ft., fly 80ft., burrow 20ft.

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 20 (+5) 14 (+2) 12 (+1) 18 (+4)

  • Saving Throws Dex +5, Con +9, Cha +8
  • Skills Acrobatics +5, Athletics +9, Intimidation +12, Perception +5, Stealth +5, Survival +5
  • Damage Immunities Necrotic, Poison
  • Condition Immunities poisoned, charmed, blinded, deafened
  • Senses Blindsight 30 Ft., Darkvision 120 Ft., Passive Perception 15
  • Languages Draconic, Common
  • Challenge 11 (7200 xp)

Immutable Form The Dragon is immune to any spell or effect that would alter its form against its will.

Water Glide If the dragon enters water, the water never touches the dragon as it is surrounded by a minute bubble of air held in place by its psionic energies. As such the dragon uses its flying speed while in water


Actions

Multi-attack The dragon makes three attacks: one with its bite and two with its claws.

Claw Melee Weapon Attack: +9 to hit, Reach 5 ft, one target. Hit: 2d6+5 slashing Damage.

Bite Melee Weapon Attack: +9 to hit, Reach 10 ft, one target. Hit: 1d10+5 piercing and 2d4 necrotic Damage.

Dehydration Breath (Recharge 5–6) A topaz dragon breathes a cone of dehydration that looks like a watery blast. When directed against an aqueous liquid (water or a liquid composed mainly of water), this effect evaporates one cubic foot of water per hit point of damage dealt. Each creature within the cone must make a DC 16 Constitution saving throw, taking [[10d6]] necrotic damage and 1d2 level of exhaustion, or half that amount and no exhaustion on a successful saving throw. Creatures that do not have water or liquids as part of their make-up have advantage on this saving throw.

Desiccation (Reaction 4/day) When the Dragon take damage from a creature that is within 30 feet of it, it can use its reaction to desiccate a creature. The creature that dealt damage to it must succeed on a Constitution saving throw DC 16 taking 4d8 necrotic damage until the end of their next turn on a failed saving throw, or half damage on a successful one. Creatures that do not have water or liquids as part of their make-up have advantage on this saving throw.


Adult Topaz Dragon

Huge Dragon, Chaotic Neutral


  • Armor Class 20 (Natural)
  • Hit Points 256 (17d12+133)
  • Speed 40 ft., climb 40 ft., fly 90ft., burrow 20ft.

STR DEX CON INT WIS CHA
25 (+7) 12 (+1) 24 (+7) 15 (+2) 13 (+1) 22 (+6)

  • Saving Throws Dex +6, Con +12, Wis +6, Cha +11
  • Skills Acrobatics +6, Athletics +12, Intimidation +16, Perception +6, Stealth +6, Survival +6
  • Damage Immunities Necrotic, Poison
  • Condition Immunities poisoned, charmed, blinded, deafened
  • Senses Blindsight 60 Ft., Darkvision 180 Ft., Passive Perception 21
  • Languages Draconic, Common,
  • Challenge 17 (18000 xp)

Immutable Form The Dragon is immune to any spell or effect that would alter its form against its will.

Keen Senses The Dragon has advantage on all perception checks.

Improved Magic Resistance The Dragon has advantage on saving throws against magical effects, and reduces any spell damage dealt to it by 10 (DR).

Water Glide If the dragon enters water, the water never touches the dragon as it is surrounded by a minute bubble of air held in place by its psionic energies. As such the dragon uses its flying speed while in water

Legendary Resistance 3/day If the dragon fails a saving throw, it can choose to succeed instead.

Spell Casting The Topaz dragon can cast the following spells using its Charisma modifier (+11, DC 19).

At Will: Fog Cloud (at 3rd level)

3/day: Create or Destroy Water (4th level), Water Sphere

Magical Weapons The Dragon's Weapon attacks are magical.

Actions

Multi-attack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Claw Melee Weapon Attack: +12 to hit, Reach 5 ft, one target. Hit: 2d6+7 slashing Damage.

Bite Melee Weapon Attack: +12 to hit, Reach 10 ft, one target. Hit: 1d10+7 piercing and 2d6 necrotic Damage.


Tail Melee Weapon Attack: +12 to hit, Reach 15 ft, one target. Hit: 2d8+7 bludgeoning Damage.

Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it 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 the dragon's Frightful Presence for the next 24 hours.

Dehydration Breath (Recharge 5–6) A topaz dragon breathes a cone of dehydration that looks like a watery blast. When directed against an aqueous liquid (water or a liquid composed mainly of water), this effect evaporates one cubic foot of water per hit point of damage dealt. Each creature within the cone must make a DC 19 Constitution saving throw, taking 12d6 necrotic damage and 1d2 level of exhaustion, or half that amount and no exhaustion on a successful saving throw. Creatures that do not have water or liquids as part of their make-up have advantage on this saving throw.

Desiccation (Reaction 5/day) When the Dragon take damage from a creature that is within 60 feet of it, it can use its reaction to desiccate a creature. The creature that dealt damage to it must succeed on a Constitution saving throw DC 19 taking 5d8 necrotic damage until the end of their next turn on a failed saving throw, or half damage on a successful one. Creatures that do not have water or liquids as part of their make-up have advantage on this saving throw.

Crush A flying or jumping dragon of at least Huge size can land on opponents as an action, using its whole body to crush them. Crush attacks are effective only against opponents three or more sizes smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must make a DC 19 Dexterity Saving throw or be pinned, automatically taking bludgeoning damage at the start of their next turn unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack.

Pinned opponents take 2d8+7 bludgeoning damage at the start of each of their turns until they escape, or the dragon moves off them.


Adult Topaz Dragon Continued

Legendary Actions

The Adult Amethyst Dragon can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Adult Amethyst Dragon regains spent legendary actions at the start of its turn.

Tail Attack The Dragon makes a tail attack

Detect The Dragon makes a perception check

Wing Attack (2 actions) The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Bountiful Monster (Adult)

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : A creature proficient in survival, or an appropriate artisans tools can attempt to harvest intact dragon scales. These scales can be crafted into various objects and are valued for their coloration and luster. The Harvester must make a DC 15 check to harvest 3d6 intact scales. Each scale is valued at 75g to the right individual..
  • 9-10 : Dragon Claws, a creature proficient in survival, or an appropriate artisans tools can harvest 2d4 claws. Each claw counts is valued at 75g to the right individual.
  • 11: Dragon Fang, a creature proficient in survival, or an appropriate artisans tools can harvest 1d4-2 (minimum 1) fangs. Each fang counts is valued at 300g to the right individual. It can also be used as in improvised dagger that deals an additional 1d8 necrotic damage.
  • 12 : Heart of Topaz, a valuable gemstone which is formed from the heart of this dragon. Containing innate magical properties that make it suitable for a spell caster's focus, and eliminates the needs for components that have a gold value of 250g or lower so long as the components are not consumed.

Ancient Topaz Dragon

Gargantuan Dragon, True Neutral


  • Armor Class 23 (Natural)
  • Hit Points 494 (26d20+208)
  • Speed 40 ft., climb 40 ft., fly 120ft., burrow 20ft.

STR DEX CON INT WIS CHA
29 (+9) 12 (+1) 27 (+8) 16 (+3) 14 (+2) 27 (+8)

  • Saving Throws Dex +7, Con +14, Wis +8, Cha +14
  • Skills Acrobatics +7, Athletics +15, Intimidation +20, Perception +8, Stealth +7, Survival +8
  • Damage Immunities Necrotic, Poison
  • Condition Immunities poisoned, charmed, blinded, deafened, paralyzed
  • Senses Blindsight 90 Ft., Darkvision 300 Ft., Passive Perception 23
  • Languages Draconic, Common,
  • Challenge 25 (75000 xp)

Immutable Form The Dragon is immune to any spell or effect that would alter its form against its will.

Keen Senses The Dragon has advantage on all perception checks.

Ultimate Magic Resistance The Dragon has advantage on saving throws against magical effects, and has resistance to spell damage and reduces any spell damage dealt to it by 15 (DR).

Additionally, Unless the dragon wishes to be affected, it is immune to spells of 4th level or lower

Water Glide If the dragon enters water, the water never touches the dragon as it is surrounded by a minute bubble of air held in place by its psionic energies. As such the dragon uses its flying speed while in water

Legendary Resistance 3/day If the dragon fails a saving throw, it can choose to succeed instead.

Spell Casting The Topaz dragon can cast the following spells using its Charisma modifier (+14, DC 22).

At Will: Fog Cloud (at 5th level)

1/day: Abi-Dalzim's Horrid Wilting

3/day: Create or Destroy Water (5th level), Water Sphere

Magical Weapons The Dragon's Weapon attacks are magical.

Regeneration The Dragon regains 30 hit points at the start of its turn.


Actions

Multi-attack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Claw Melee Weapon Attack: +15 to hit, Reach 5 ft, one target. Hit: 2d6+9 piercing Damage.

Bite Melee Weapon Attack: +15 to hit, Reach 10 ft, one target. Hit: 1d10+9 piercing and 3d6 necrotic Damage.

Tail Melee Weapon Attack: +15 to hit, Reach 15 ft, one target. Hit: 2d8+9 bludgeoning Damage.

Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 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 the dragon's Frightful Presence for the next 24 hours.

Dehydration Breath (Recharge 5–6) A topaz dragon breathes a cone of dehydration that looks like a watery blast. When directed against an aqueous liquid (water or a liquid composed mainly of water), this effect evaporates one cubic foot of water per hit point of damage dealt. Each creature within the cone must make a DC 23 Constitution saving throw, taking [[18d6]] necrotic damage and 1d3 level of exhaustion, or half that amount and only 1 level of exhaustion on a successful saving throw. Creatures that do not have water or liquids as part of their make-up have advantage on this saving throw.

Desiccation (Reaction 6/day) When the Dragon take damage from a creature that is within 60 feet of it, it can use its reaction to desiccate a creature. The creature that dealt damage to it must succeed on a Constitution saving throw DC 23 taking 6d8 necrotic damage until the end of their next turn on a failed saving throw, or half damage on a successful one. Creatures that do not have water or liquids as part of their make-up have advantage on this saving throw.

Crush A flying or jumping dragon of at least Huge size can land on opponents as an action, using its whole body to crush them. Crush attacks are effective only against opponents three or more sizes smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must make a DC 23 Dexterity Saving throw or be pinned, automatically taking bludgeoning damage at the start of their next turn unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack.


Ancient Topaz Dragon Cont.

Pinned opponents take 4d6+8 bludgeoning damage at the start of each of their turns until they escape, or the dragon moves off them.

Legendary Actions

The Ancient Topaz Dragon can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Adult Amethyst Dragon regains spent legendary actions at the start of its turn.

Tail Attack The Dragon makes a tail attack

Detect The Dragon makes a perception check

Wing Attack (2 actions) The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Bountiful Monster (Ancient)

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : A creature proficient in survival, or an appropriate artisans tools can attempt to harvest intact dragon scales. These scales can be crafted into various objects and are valued for their coloration and luster. The Harvester must make a DC 15 check to harvest 6d6 intact scales. Each scale is valued at 150g to the right individual.
  • 9-10 : Dragon Claws, a creature proficient in survival, or an appropriate artisans tools can harvest 4d4 claws. Each claw counts is valued at 150g to the right individual.
  • 11: Dragon Fang, a creature proficient in survival, or an appropriate artisans tools can harvest 1d4-2 (minimum 1) fangs. Each fang counts is valued at 600g to the right individual. It can also be used as in improvised dagger that deals an additional 2d6 necrotic damage.
  • 12 : Heart of Topaz, a valuable gemstone which is formed from the heart of this dragon. Containing innate magical properties that make it suitable for a spell caster's focus, and eliminates the needs for components that have a gold value of 750g or lower so long as the components are not consumed.

Elemental

Magma Elemental

A Magma elemental is an elemental created from the fusion of Fire and Earth. Greater than the sum of its parts this terrifying creature waits and stalks its prey from beneath the surface of lakes of lava, or the ground near such bodies of molten rock. These elementals rarely found as a "natural" creation from the elemental planes or areas where the barriers between planes are thinest. Primarily this is because such elementals do not have a an elemental prince and thus are hunted whenever one is found. For a skilled spell caster, creating such elementals is only slightly more difficult than creating either of its "base" forms and when utilized correctly far more valuable and flexible.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : Obsidian Shards, 2d4 small shards and 1d4 mediums shards can be found, these shards form rapidly as the elemental cools. Extremely sharp but very brittle, these shards are highly sought after by some individuals. Weapons made from these shards count as +2 non-magical weapons against non metalic or "hard" armored creatures, but shatter when used against said creatures and the d20 roll is a 9 or lower.
  • 9-10: Zircon gem. A fist sized zircon gem can be found if the husk is "mined" out. This gem in its raw state is worth 175g
  • 11 : Topaz Gem A fist sized zircon gem can be found if the husk is "mined" out. This gem in its raw state is worth 350g
  • 12 : Ruby Gem A fist sized zircon gem can be found if the husk is "mined" out. This gem in its raw state is worth 500g

Magma Elemental

Large Elemental, Neutral


  • Armor Class 16 (Natural)
  • Hit Points 114 (12d10+48)
  • Speed 30, 20 burrow

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 18 (+4) 5 (-3) 10 (+0) 8 (-1)

  • Damage Resistances Acid; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Fire, Poison
  • Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
  • Senses Darkvision 60 Ft., passive Perception 10
  • Languages Terran, Ignan
  • Challenge 7 (2900 xp)

Magma Form The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

Solidify If the elemental takes cold damage, it partially solidifies; its speed is reduced by 20 ft. until the end of its next turn. Creatures within 5 feet of the elemental when this happens are blasted with steam and must make a DC 10 dexterity save or take 2d6 fire damage

Superheated Body A creature that touches the Elemental or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Actions

Multi-Attack The Elemental makes two Slam attacks.

Slam Melee Weapon Attack:* +6 to hit, Reach 5 ft, one target. Hit: 1d8+3 Bludgeoning plus 3d6 Fire Damage.

Engulf (Recharge 4–6) The Elemental moves into a creature's space. That creature must make a DC 14 dexterity saving throw or take 1d8+4 fire and 1d8 bludgeoning damage and become restrained, blinded, and deafened.

At the start of each of the Magma Elemental's turns any creature it has engulfed takes 9d6 fire damage and must make a DC 12 + the number of rounds they have been engulfed Constitution saving throw, on a failure they gain 1 level of exhaustion.

A creature engulfed by the Magma Elemental may use their action to make a Strength saving throw or Athletics DC 14 to escape. Any other creature may use their action to make an Athletics check DC 14 to pull them out of the Magma Elemental. Success or Failure that creature takes 2d6 fire damage.

Mud Elemental

A Mud elemental is an elemental created from the fusion of Water and Earth. A mud elemental is a useful companion when you require something to be both solid and liquid depending on the what situation you find yourself in. Naturally occurring Mud elementals are sometimes mistaken as "quicksand" by creatures unfortunate enough to wade into them. These elementals rarely found as a "natural" creation from the elemental planes or areas where the barriers between planes are thinest. Primarily this is because such elementals do not have a an elemental prince and thus are hunted whenever one is found. For a skilled spell caster, creating such elementals is only slightly more difficult than creating either of its "base" forms and when utilized correctly far more valuable and flexible.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-10 : The remains of other creatures who fell victim to this elemental, most of which is badly decayed. You are able to find a assortment of objects valued at 125g.
  • 11-12 : Solid Mud Core, this mud core act as a single use Iron Bands of Bilarro, but the DC to escape is reduced to 15 and you can't "release" the mud core as a bonus action.

Mud Elemental

Large Elemental, Neutral


  • Armor Class 16 (Natural)
  • Hit Points 120 (13d10+52)
  • Speed 30, 40 swim, 20 burrow

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 19 (+4) 5 (-3) 10 (+0) 7 (-2)

  • Damage Resistances Acid; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
  • Senses Darkvision 60 Ft., passive Perception 10
  • Languages Terran, Aquan
  • Challenge 5 (1800 xp)

Mud Form The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Solidify If the elemental takes cold or fire damage, it partially freezes or dries out; its speed is reduced by 20 ft. until the end of its next turn.


Actions

Multi-Attack The Elemental makes two Slam attacks.

Slam Melee Weapon Attack: +7 to hit, Reach 5 ft, one target. Hit: 2d8+4 Bludgeoning Damage.

Engulf (Recharge 4–6) The Elemental moves in a straight line up to its movement speed, doubled if moving downhill. All creatures in this line must make a DC 14 dexterity saving throw or take 2d8+4 bludgeoning damage and be knocked prone. If a creature fails this saving throw by 5 or more, they are carried to the end of the Mud Elemental's movement and are restrained within it.

A Creature restrained in this fashion is freed if they or another creature use their action to free them.

Sand Elemental

A Sand elemental is an elemental created from the fusion of Air and Earth. Sand elementals, due to their generally diametrically opposed elements should be extremely rare, but in the right conditions, these elementals can actually be quite common. Desert travelers will have many stories of seeing these reclusive elementals roaming the desert keeping the "balance" within their own domain. These elementals uncommonly found as a "natural" creation from the elemental planes or areas where the barriers between planes are thinest. Although these elementals do not have a an elemental prince, they are not hunted as much as the other elemental fusion due to their reclusive nature and habitats they make their home. For a skilled spell caster, creating such elementals is only slightly more difficult than creating either of its "base" forms and when utilized correctly far more valuable and flexible.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-10 : Sand Crystal, this crystal is formed at the "heart" of the elemental. While it has no innate magical or useful mundane properties it is valued at 150g for its rarity and appearance.
  • 11-12 : Miniature Sandstorm Crystal. This crystal when crushed as an action casts "Fog Cloud" at 5th level with the following modifications. The fog is replaced by sand and lasts one minute without concentration, creatures not naturally adapted to sandstorms and not wearing goggles must make a DC 15 constitution saving throw at the start of their turn or become blinded until they use an action flush their eyes out or succeed on a DC 20 constitution saving throw at the start of their turn, or DC 15 dexterity check as an action on their turn ending the blinded condition on a success. Objects and structures become "weathered" as if sandblasted.

Sand Elemental

Large Elemental, Neutral


  • Armor Class 16 (Natural)
  • Hit Points 108 (12d10+36)
  • Speed 30, 50 fly (hover)

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 17 (+3) 6 (-2) 10 (+0) 7 (-2)

  • Damage Resistances Lightning, Thunder, Acid; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
  • Senses Darkvision 60 Ft., passive Perception 10
  • Languages Terran, Aquan
  • Challenge 6 (2300 xp)

Sand Form The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Founding If the elemental takes fire damage, it partially turns to glass; its speed is reduced by 20 ft. until the end of its next turn.

Glassy While the Sand elemental is partially turned to glass via its Founding trait, whenever it moves through a creatures space, that creature gains 1 stack of bleeding, which deals 1d4 damage at the start of the creatures turn. Additionally, the Sand Elemental's Melee attack changes to Glassy Slam while it is in this state.

A creature removes 1 stack of bleed for each point of healing it receives. Using an action and expending a use of healers kit also removes 1 stack of bleeding.


Actions

Multi-Attack The Elemental makes two attacks.

Slam Melee Weapon Attack: +6 to hit, Reach 5 ft, one target. Hit: 2d8+3 Bludgeoning Damage.

Glassy Slam (See Glassy trait) Melee Weapon Attack: +6 to hit, Reach 5 ft, one target. Hit: 2d8+3 Bludgeoning plus 1d6 Slashing Damage. Additionally on a successful attack the target creature gains one stack of Bleeding.

Steam Elemental

A Steam elemental is an elemental created from the fusion of Water and Fire. Steam elementals do not last long when compared to other elementals. Most of these elementals dissipate within a week or two, while some of the most resilient can last up to a year. These elementals have no natural habitat aside from near newly formed volcanic activity which has reached a large body of water. These elementals very rarely found as a "natural" creation from the elemental planes or areas where the barriers between planes are thinest. Although these elementals do not have a an elemental prince, they are not hunted as much as the other elemental fusion due to their rarity and short lifespans. For a skilled spell caster, creating such elementals is only slightly more difficult than creating either of its "base" forms and when utilized correctly far more valuable and flexible.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-10 : Volatile Steam Core, this ball of energy rapidly dissipates unless it is contained within a vessel. If the vessel is destroyed the steam violently releases as if fireball was cast centered on the vessel.
  • 11-12 : "Stable" Steam core , this ball of energy slowly dissipates unless it is contained within a vessel. If the vessel is destroyed the steam temporarily reforms as a steam elemental for 3 rounds before dissipating fully. The Steam elemental acts of its own accord and is controlled by the GM.

Steam Elemental

Large Elemental, Neutral


  • Armor Class 14 (Natural)
  • Hit Points 108 (12d10+36)
  • Speed 40, 30 fly (hover)

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 17 (+3) 6 (-2) 10 (+0) 8 (-1)

  • Damage Resistances Acid; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Fire, Poison
  • Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
  • Senses Darkvision 60 Ft., passive Perception 10
  • Languages Ignan, Aquan
  • Challenge 6 (2300 xp)

Steam Form The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there.

The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and they also must make a DC 14 con save or gain 1 "steam burn" mark.

Condense If the elemental takes cold damage, it partially condenses; its speed is reduced by 20 ft. until the end of its next turn.

Burn Mark Whenever a creature would gain a "Steam Burn" mark, that creature must make a DC 14 constitution saving throw, on a success they do not gain the "Steam Burn" mark.

When a creature has 5 or more "steam burn" marks, they move one step towards vulnerability to fire damage until they complete a long rest, or are the target of Greater Restoration, which removes 10 "Steam Burn" marks. A creature can only move a maximum of 1 step towards vulnerability regardless of the number of burn marks they have.

Creatures which are immune to fire are immune to this feature.


Actions

Multi-Attack The Elemental makes two touch attacks.

Touch Melee Weapon Attack: +6 to hit, Reach 5 ft, one target. Hit: 2d6+3 Fire Damage. If the target is a creature they must also make a DC 14 constitution saving throw or gain 1 "steam burn" mark

Fey

Aunties

An auntie is a hag that has grown especially powerful and/or old, or placed themselves directly beneath a more powerful hag and learned from them. Aunties, by their more powerful and sinister nature are much more prone to torment those "lesser" than they are. Their deals are more lopsided, their tricks more cunning, but they are overall more "stable" than their normal variant. Afterall they have much more to lose, and knowledge that can push them further on their climb for power

Regardless of how the hag achieves this status, an auntie is significantly more powerful than its normal variant. The following changes apply to any hag that reaches the status of Auntie.

  • The Auntie may cast any of its coven's spells up to 3rd level using its own spell slots rather than the coven's spell slots. If the hag doesn't naturally have spell slots, it gains access to a number of spell slots as if it were a 5th level full caster. The Hag also gains 2 cantrips from any spell list of its choice
  • The Hag's hit die count increase by 5.
  • The Hag's "Primary" stats increase by 4, and its "Secondary" stats increase by 2.
  • The Hag's proficiency bonus increases by 1
  • The Hag gains up to 4 skill proficiencies of its choice.
  • The Hag's weapon attacks gain 1 additional damage die
  • Any "Coven Spells" that are cast using the shared spell slots from the Hag Coven have their level and DC increased by 1 while the Auntie is alive and all other coven spell casting requirements are met. This applies for each Auntie that is alive if a coven has more than one Auntie.
  • The Hag gains one of the following features of its choice.
    • Cast a cantrip as a bonus action. Gain Multi-attack, or Multi-attack increases by 1.

Beyond these changes an Auntie typically obeys all other rules or requirements which applies to hags. Lastly, Aunties are much rarer than their normal variant, but much more common than the legendary Grandmother Hags.

All the Hags in this section are suggestions on how to transform a hag into an auntie. You may use the previous list of alterations to tailor or grown your own aunties with the skills or abilities they would deem important.

Auntie's Materials & Equipment

Almost all Aunties have a number of items on them which are required for the spells they cast. Refer to this when rolling drops for an Auntie.

  • 1-8 : 1d4 Tiny living animals which have had their skeletons mostly removed and imbued them with hex magics, all without killing them. Throwing this tiny animal at a location you choose within 30 feet replicates the effects of a randomly determined from the auntie's spell list.
  • 9-10: 1d4-2 (minimum 1) Bits/bobs of objects and creatures. These pieces have had carvings and magic imbued into them replicating the effects of E-table items.
  • 11 : A flask made from humanoid flesh & bone with a foul smelling liquid. If drunk the imbiber must make a DC 15 constitution saving throw, on a success they regain a number of hit point as if they drank a greater healing potion. On a failure they lose a number of hit points as if they drank a potion of poison. This flask can be refilled with stagnant water and 1 pint of blood from a sentient creature, finally leaving it to boil over night. Doing so it regains this ability.
  • 12 : See Each hag

Annis Hag Auntie

Large Fey, Neutral Evil


  • Armor Class 18 (Natural)
  • Hit Points 150 (15d10+60)
  • Speed 40

STR DEX CON INT WIS CHA
25 (+7) 14 (+2) 18 (+4) 15 (+2) 16 (+3) 19 (+4)

  • Saving Throws Con +8
  • Skills Athletics +11, Deception +8, Insight +7, Perception +7, Persuasion +8, Survival +7
  • Damage Resistances Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
  • Senses Darkvision 60 Ft., passive Perception 17
  • Languages Common, Giant, Sylvan
  • Challenge 11 (7200 xp)

Innate Spellcasting The hag's innate spellcasting ability is Charisma (spell save DC 16). She can innately cast the following spells:

Cantrips: Booming Blade, Blade Ward

3/day each: disguise self (including the form of a Medium humanoid), fog cloud


Actions

Multi-Attack The Hag makes 3 attacks, 2 with its claws and 1 with its bite.

Bonus Action Cantrip The hag can cast a cantrip as a Bonus Action

Claw Melee Weapon Attack: +11 to hit, Reach 5 ft, one target. Hit: 4d6+7 Slashing Damage.

Bite Melee Weapon Attack: +11 to hit, Reach 5 ft, one target. Hit: 4d6+7 Piercing Damage.

Crushing Hug Melee Weapon Attack: +11 to hit, Reach 5 ft, one target. Hit: 10d6+7 Bludgeoning Damage. On hit the target is grappled (escape DC 18) if it is a Large or smaller creature. at the start of each of the hag's turns. The hag can't make attacks while grappling a creature in this way. Until the grapple ends, the target takes 10d6+7 Bludgeoning Damage at the start of each of the hag's turns. The hag can't make attacks while grappling a creature in this way.

Annis Hag Auntie Drops

If you roll a 12 for the Auntie Hag loot table for an Annis Hag you gain a Stitched girdle of strength.

If an Annis hag has this item, it is always attuned to it increasing its strength score to 28, adjust all attacks, skills and saving throws which use strength by adding an additional +2.

Stitched Girdle of Strength (Table G)

Wonderous Girdle (very rare), Attunement

The Stitched girdle of Strength is an inexpertly crafted item worn by some Auntie Annis Hags, using the skin from various child humanoids, their bones and bones from wild animals which are imbued with hex magic. While wearing this Girdle and being attuned to it you gain +2 to your "natural" strength score. If you are evil this bonus increases to a +3. Additionally while wearing this girdle you may choose to add your constitution modifier in place of your dexterity modifier when unarmored or wearing armor that adds your dexterity modifier.

Natural Strength is your strength score without any items or consumables that set your strength to a certain score such as gauntlets of ogre strength or belts of giant strength or potions of giants strength. If your strength score was permanently increased through magic such as through a Manual of Gainful Exercise, that is now your "natural" strength score.


Bheur Hag Auntie

Medium Fey, Neutral Evil


  • Armor Class 18 (Natural)
  • Hit Points 171 (19d8+76)
  • Speed 30

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 18 (+4) 14 (+2) 15 (+2) 20 (+5)

  • Saving Throws Wis +6
  • Skills Acrobatics +9, Deception +9, Nature +6, Perception +6, Persuasion +9, Stealth +9, Survival +6
  • Damage Immunities Cold
  • Senses Darkvision 60 Ft., passive Perception 16
  • Languages Abyssal, Common, Infernal, Primordial
  • Challenge 12 (8400 xp)

Innate Spellcasting The hag's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

Cantrip: Gust, Minor Illusion

At will: hold person*, ray of frost

3/day each: cone of cold*, ice storm*, wall of ice*

1/day each: control weather

Ice Walker The hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra moment.

Graystaff Magic The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying. While holding the staff, she can cast additional spells with her Innate Spellcasting trait (these spells are marked with an asterisk). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff.


Actions

Bonus Action Cantrip The hag can cast a cantrip as a Bonus Action

Slam Melee Weapon Attack: +6 to hit, Reach 5 ft, one target. Hit: 3d8+2 bludgeoning plus 2d6 cold Damage.


Breath of Winter (recharge 6) The Breath weapon is a 60 ft cone of extreme cold, creatures in this area must make a DC 17 constitution saving throw, taking 4d12 plus 4 as cold damage on a failed saving throw, or half as much on a successful one. Creatures who fail this saving throw by 5 or more also gain frostbite. Creatures that are immune to cold cannot gain frostbite.

Creatures afflicted with Frostbite causes them to have disadvantage on all dexterity and constitution checks, saving throws, and attacks until cured. Frostbite can be cured by completing a long rest while not in cold conditions or via magic such as Greater Restoration or other similar magics.

Maddening Feast The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag's choice that is within 60 feet of her and able to see her must succeed on a DC 17 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can't understand what others say, can't read, and speaks only in gibberish; the DM controls the creature's movement, which is erratic. 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 the hag's Maddening Feast for the next 24 hours.

Bheur Hag Auntie Drops

If you roll a 12 for the Auntie Hag loot table for an Bheur Hag you gain a True Ice Knife.

True Ice Knife

Very Rare, Dagger (attunement)

A True Ice Knife is a knife cut from a chunk of true ice by a Bhuer Hag and infused with hex magic, as such it cannot be melted except by submerging it in lava/magma or subjecting it to extreme magical heat. Creatures holding or touching the True Ice Knife which are not resistant or immune to cold damage must immediately make a DC 15 constitution saving throw, and must repeat this saving throw every 30 minutes gaining 2 levels of exhaustion on a failure. If the saving throw is failed by 5 or more, the creature also gains frostbite which causes them to have disadvantage on all dexterity and constitution checks, saving throws, and attacks until cured. Frostbite can be cured by completing a long rest while not in cold conditions or via magic such as Greater Restoration or other similar magics.

This dagger counts as a +1 weapon that deals 1d4 piercing and 1d6 cold damage. This dagger also grants the following properties to its wielder while they are attuned to it. The true ice knife grants the wielder the tenacity of winter which grants resistance to cold damage, and the ability to tolerate temperatures as low as 0 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -50 degrees Fahrenheit. Your vision and movement is not impaired by the effects of winter or winter conditions. You also gain a cold breath weapon attack once per long rest.

The Breath weapon is a 20 ft cone of cold, creatures in this area must make a DC 15 constitution saving throw, taking 4d8 plus your constitution modifier as cold damage on a failed saving throw, or half as much on a successful one. Creatures who fail this saving throw by 5 or more also gain frostbite. Creatures that are immune to cold cannot gain frostbite.

Dusk Hag Auntie Drops

If you roll a 12 for the Auntie Hag loot table for an Dusk Hag you gain a Dream Catcher.

Dream Catcher

Wonderous Dream Catcher, Very Rare (attunement)

This dream catcher is bound and stitched stitched from the hair and bones of slain sentient creatures and imbued with hex magic. While attuned to this item you automatically succeed any saving throw which would put you to sleep against your will, alter your dreams, or communicate with you while you sleep against your will. If you are subjected to a spell or effect which would do one of these things, you may reflect it back at its caster or origin as a reaction.

Additionally this Dream catcher allows you to cast Dream of the Blue Veil without any material components. You may only dream of the Fey Wild, the Prime Material Plane, and one other world or plane of the GMs choosing when casting the spell using this item.


Dusk Hag Auntie

Medium Fey, Neutral Evil


  • Armor Class 18 (Natural)
  • Hit Points 140 (20d8+40)
  • Speed 30

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 14 (+2) 21 (+5) 18 (+4) 22 (+6)

  • Saving Throws Int +9, Wis +8
  • Skills Acrobatics +8, Deception +10, History +9, Insight +8, Nature +9, Perception +8, Persuasion +10
  • Condition Immunities Charmed
  • Senses Blindsight 60 Ft., passive Perception 18
  • Languages Common, Giant, Infernal
  • Challenge 11 (7200 xp)

Innate Spellcasting The hag's spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components:

Cantrips: Guidance, Thaumaturgy

At will: detect magic, disguise self

3/day each: dream, hypnotic pattern, sleep (9d8)

1/day each: legend lore, scrying

Magic Resistance The hag has advantage on saving throws against spells and other magical effects.


Actions

Multi-Attack The Hag makes 3 attacks

Claws Melee Weapon Attack: +7 to hit, Reach 5 ft, one target. Hit: 2d6+4 slashing Damage.

Nightmare Touch Melee Weapon Attack: +10 to hit, Reach 5 ft, one target. Hit: 5d6+4 psychic damage plus 4d6 additional psychic damage if the target is unconscious. On hit the target is cursed until the hag dies or the curse is removed. The cursed creature's hit point maximum decreases by 5 (1d10) whenever it finishes a long rest.

Reactions

Dream Eater When an unconscious creature the hag can see within 30 feet of her regains consciousness, the hag can force the creature to make a DC 18 Wisdom saving throw. Unless the creature succeeds on the saving throw, the creature takes 3d10 psychic damage, and the hag regains hit points equal to the amount of damage taken.


Green Hag Auntie

Medium Fey, Neutral Evil


  • Armor Class 18 (Natural)
  • Hit Points 160 (16d8+80)
  • Speed 30

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 20 (+5) 15 (+2) 16 (+3) 18 (+4)

  • Skills Arcana +5, Athletics +9, Deception +7, Medicine +6, Perception +6, Persuasion +7, Stealth +5
  • Condition Immunities Charmed
  • Senses Darkvision 60 Ft., passive Perception 16
  • Languages Common, Draconic, Sylvan
  • Challenge 8 (3900 xp)

Amphibious The Hag can breath both air and water.

Innate Spellcasting The hag's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:

At will: dancing lights, minor illusion, vicious mockery, Mind Sliver, Druidcraft

Mimicry The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 17 Wisdom (Insight) check.


Actions

Bonus Action Cantrip The Hag can cast any cantrip it knows as a bonus action

Claws Melee Weapon Attack: +9 to hit, Reach 5 ft, one target. Hit: 3d8+6 slashing Damage.

Illusory Appearance The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.

The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 21 Intelligence (Investigation) check to discern that the hag is disguised.

Invisible Passage The hag magically turns invisible, along with any equipment she has, until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic.

Green Hag Auntie Drops

If you roll a 12 for the Auntie Hag loot table for an Green Hag you gain a pair of Decaying leather boots. If a Green Hag Auntie has these boots, they are always attuned and wearing them. Increase their movement speed by 15 feet.

Decaying Leather Boots

Wonderous Leather Boots, Very rare (attunement)

These boots have seen use in wet and dank conditions for centuries. Originally expertly crafted with bone hobnails, hair thread, and hex reinforced humanoid leather these boots look as if they could fall apart any moment. While you wear these boots your feet always feel damp, regardless of the the terrain and weather conditions.

While you are wearing these boots, your walking movement speed increases by 15 feet, and you ignore difficult terrain that comes from swampy, forested or magically altered terrain. Additionally you can, as a bonus action on your turn, alter the foot prints you leave to be that of any creature which would naturally reside in either a swampy or forested environment.


Night Hag Auntie

Medium Fey, Neutral Evil


  • Armor Class 18 (Natural)
  • Hit Points 200 (20d8+100)
  • Speed 30

STR DEX CON INT WIS CHA
22 (+6) 17 (+3) 20 (+5) 18 (+4) 16 (+3) 20 (+5)

  • Skills Athletics +11, Deception +10, History +9, Insight +8, Medicine +8, Perception +8, Persuasion +10, Stealth +8
  • Damage Resistances Cold, Fire; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons That Aren't Silvered
  • Condition Immunities Charmed
  • Senses Darkvision 120 Ft., passive Perception 18
  • Languages Abyssal, Common, Infernal, Primordial
  • Challenge 10 (5900 xp)

Innate Spellcasting The hag's innate spellcasting ability is Charisma (spell save DC 14, +10 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

Cantrips: Sapping Sting, Guidance

At will: detect magic, magic missile

2/day each: plane shift (self only), ray of enfeeblement, sleep

Magic Resistance The hag has advantage on saving throws against spells and other magical effects.

Night Hag Items A night hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort. Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.

Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).


Actions

Bonus Action Cantrip The Hag can cast any cantrip it knows as a bonus action

Claws Melee Weapon Attack: +9 to hit, Reach 5 ft, one target. Hit: 3d8+6 slashing Damage.


Change Shape The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Etherealness The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

Nightmare Haunting (1/day) While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.

Night Hag Auntie Drops

If you roll a 12 for the Auntie Hag loot table for an Night Hag you gain a Soul Rod. A night hag with a Soul rod can use it as a without expending any charges.

Soul Rod

Wonderous Bone Rod, Very Rare (attunement)

This bone rod was crafted by a Night Hag Auntie with the various bones and the skull of a sentient creature which the night hag drove insane. These bones have also been infused with fragments of other numerous sentient souls which are bound to it by hex magic. The Soul Rod has 5 charges, and regains all charges whenever use a captured soul to recharge it.

While you wield this rod you may use an action, expending a charge to violently expel a portion of a soul contained within the rod. This destroys the soul fragment. Choose a creature within 60 feet of you, that creature must make a DC 15 Wisdom saving throw, taking 4d6 psychic damage on a failure. If the creature fails the saving throw by 5 or more they also become paralyzed.

Additionally, you can also use your reaction cast Soul Cage spell without any other material components by expending 2 charges. When you do so you can choose to either gain the benefits of the spell or recharge the Soul Rod.


Sea Hag Hag Auntie

Medium Fey, Neutral Evil


  • Armor Class 15 (Natural)
  • Hit Points 120 (12d8+60)
  • Speed 30, 40 swim

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 20 (+5) 14 (+2) 14 (+2) 17 (+3)

  • Skills Deception +6, Perception +5, Performance +6, Stealth +5
  • Damage Resistances Cold, Fire; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons That Aren't Silvered
  • Condition Immunities Charmed
  • Senses Darkvision 600 Ft., passive Perception 15
  • Languages Aquan, Common, Giant
  • Challenge 7 (2900 xp)

Amphibious The Hag can breath both air and water.

Horrific Appearance Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 14 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 hag 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 hag's Horrific Appearance for the next 24 hours.

Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

Innate Spellcasting The Hag is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The hag can cast any spell up to 3rd level that is on the shared spellcasting (coven) list. The Hag also gains the following cantrips

Cantrips: Shape Water, Mind Sliver


Actions

Multi-attack The Hag can make two attacks.

Claws Melee Weapon Attack: +8 to hit, Reach 5 ft, one target. Hit: 3d6+5 slashing Damage.

Death Glare The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 14 Wisdom saving throw against this magic or drop to 0 hit points.


Illusory Appearance The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.

The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 17 Intelligence (Investigation) check to discern that the hag is disguised.

Sea Hag Auntie Drops

If you roll a 12 for the Auntie Hag loot table for an Sea Hag you gain a Conch of Negative Emotions. The Sea Hag may use conch without expending any charges, the damage increases to 7d6 and deals half damage on a successful saving throw.

Conch of Negative Emotions

Wonderous Conch Shell, Very rare (attunement)

This Conch shell was once a magnificent specimen, but has been defaced many times by the Sea Hag Auntie over the years and imbued with hex magic. This Conch has 2 charges which it regains daily at midnight.

As an action and expending a charge you target a creature you can see within 30 feet displaying this defaced conch shell as it emits a wave of negative emotions. The targeted creature must make a DC 15 Charisma saving throw taking 4d6 psychic damage on a failed saving throw and becoming frightened for the next minute. A creature frightened by this ability can repeat this saving throw at the end of each of their turns. If the creature is currently benefiting from a positive spell or magical that affects its emotions or mental state, that effect is also dispelled. Such spells can be Heroism, Bless, Divine Favor etc.

Fiend

Abraxas, Witchwood Imp Commander

Abraxas has been a familiar many times over the ages, although to be honest this proclivity is simply a means for Abraxas to widen his experiences and stem the tides of his boredom. His primary job is to be the commander of the imps who work for his master Belial. Mostly this job just consists of busywork and housekeeping as Imps are naturally obediant to those who are far more powerful than them. Thus Abraxas is given a relativley great deal of discretion with his time to persue his own vices, much like his master.


Abraxas, Witchwood Imp Commander

Tiny Fiend (Devil), Lawful Evil


  • Armor Class 16 (Natural)
  • Hit Points 42 (12d4+12)
  • Speed 30, 60 fly

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 13 (+1) 11 (+0) 14 (+2) 18 (+4)

  • Skills Deception +6, Perception +6, Stealth +6
  • Damage Resistances Cold, Fire, Poison, Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Silvered
  • Condition Immunities Poisoned
  • Senses Darkvision 120 Ft., passive Perception 16
  • Languages Infernal, Common
  • Challenge 4 (1100 xp)

Shapechanger The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Devil's Sight Magical darkness doesn't impede the imp's darkvision.

Magic Resistance The imp has advantage on saving throws against spells and other magical effects.

Variant: Familiar. Abraxas the Witchwood Imp Commander can enter into a contract to serve another creature as a familiar, forming a Telepathic Bond with its willing master. Abraxas does this because he gets bored on the planes of hell and likes to go on adventures. While being a familiar Abraxas uses the Imp Stat block.


While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp’s Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the Telepathic Bond.

Weapon Training Abraxas, due to his many adventures, has learned how to use a variety of common weapons. Although they must be sized for him and he traditionally doesn't carry more than his Miniature Crossbow. These weapons are: Dagger, Shortsword, Blowgun, Crossbow


Actions

Multi-attack Abraxas can make two attacks with any weapon he is proficient in, although he can only make a single crossbow attack per turn.

Sting/Bite Melee Weapon Attack: +6 to hit, Reach 5 ft, one target. Hit: 2d4+4 piercing damage. On hit the target must also make a DC 14 constitution saving throw, taking 3d6 poison damage on a failed save, or half as much on a successful one.

Miniature Crossbow+6 to hit, Range 40/160 ft, one target. Hit: 1d4+4 piercing damage. On hit the target must also make a DC 14 constitution saving throw, taking 3d6 poison damage on a failed save, or half as much on a successful one.

Invisibility Abraxasa magically turns invisible until it attacks, or until his concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisibile with it.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : All weapons it was carrying.
  • 9-10: Abraxas's personal coin purse, which contains 4d6 copper, 3d6 silver, 2d6 gold, and 1d6 platinum coins.
  • 11 : Tiny Demon wing, this wing can be used by eccentric alchemists to brew potions of resistance
  • 12 : Vial of Demonic Blood, the contents of this vial can be used by eccentric alchemists to brew various potions, or drunk directly to grant the effects of a Potion of Heroism, although once the effect ends the creature takes 10 necrotic and 10 fire damage as they violently expel the demonic blood.

Devil of Favors

The Devil of Favors is a pragmatic devil making fair deals, and exchanging favors and promises like an extremely valuable currency. This devil has as much in common with celestials as he does with his fiendish counterparts. As such even the most righteous of the celestials tolerate his dealings. This Devil is more than willing to help anyone or anything that beseeches him so long as his price is paid eventually. Usually these favors and promises are always weighted in his favor, but never unfairly, at least as far as those receiving them know. Such favors could be something as simple as curing a maids sick child in exchange for the gossip she overhears in her masters house, or something as large as a general asking for the weakness in his enemies defensive lines in exchange for details on the king's secret proclivities. Generally the ramifications of these payments remain unknown to most who give them, as a small detail here, or small act there could eventually cascade to the rise and fall of kingdoms at a later date, or lead to nothing but idle amusement.

The Devil of favors has collected many creatures' favors and debts over his existence, as such none truly knows how much power this particular devil wields, although there are those who swear that it probably rivals that of the demon lords or other planar rulers. As such few dare to cross him. Afterall you never know who or what is looking to repay their debt to him. Warlocks who choose this devil as their patron are also typically known as very honorable, truthful, or trustworthy in their dealings as the Devil of Favor typically only grants a fragment of his power to those who he recognizes as a kindred spirit.

The true power of the Devil of Favors doesn't lie in his own power, but the power of the information he has. Every interaction that you have, could have been arranged by the favors owed to the Devil of Favors. Should you get into a direct confrontation with the Devil of Favors, it is usually for one of his own plans. If the Devil of Favors finds himself slain, he typically reforms a short time later in a safe location of his choosing after calling in a particularly potent favor during his demise. Or perhaps all of the above is just want he wants or allows you to know.

Bountiful Monster

When this monster when "slain" can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-11 : 1d4-2 (minimum 1) randomly determined pieces of equipment from the F item table
  • 12 : A small ledger which contains the names of a few who currently owe him and the relative value the favors granted.

Devil of Favors

Large Fiend (Devil), Lawful Evil


  • Armor Class 17 (Natural)
  • Hit Points 180 (24d10+48)
  • Speed 30, 60 fly

STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 14 (+2) 12 (+1) 14 (+2) 26 (+8)

  • Saving Throws Str +8, Con +6, Wis +6, Cha +12
  • Skills Insight +10, Intimidation +12, Perception +10, Performance +12, Persuasion +16
  • Damage Immunities Cold, Fire, Necrotic, Poison, Bludgeoning, Piercing, and Slashing From Nonmagical Weapons
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
  • Senses Darkvision 120 Ft., True Sight 60ft, passive Perception 20
  • Languages All
  • Challenge 10 (5900 xp)

Devil's Sight Magical darkness doesn't impede the Devil of Favors darkvision.

Magic Resistance The Devil of Favors has advantage on saving throws against spells and other magical effects.

Deals with Favors The Devil of Favors finds the trading of souls to be too quick. This devil instead deals in "Favors and Influence". This devil will deal and trade in information, help, and favors gained from his other clientele and his own powers.

These favors can be as simple as a lost traveler beseeching him to find the correct path, or a hero seeking aid against an insurmountable foe. The favor and results are very rarely twisted, afterall a positive reputation among those seeking these favors means they are more likely to come back and deal again.

This Fiend has collected favors from many many individuals, you honestly never know who or what owes him a favor.

Fair Weather Pacifist The Devil of Favors is a pacifist by nature, afterall it is hard to collect and use favors if you accidentally end up killing folks with your own great power. As such the Devil of favors very rarely attacks, when needs be he never attacks lethally, or if backed into a corner or forced to end something he utilizes a favor or two from others who owe him to do dirty deeds of violence.

Presentation! The Devil of Favors likes to make a flashy entrance, appear during desperate times, or otherwise have anytime his appearance make a substantial impact on those who are witnessing it. Afterall is it not easier to strike a bargin with those who are awestruck?


Devil of Favors Continued

Actions

Slap Down Melee Weapon Attack: +8 to hit, Reach 10 ft, one target. Hit: 3d8+4 bludgeoning damage.

Favor Out The Devil of Favors can choose to call in a favor as an action. The Devil of Favors can change positions, even across planes, or call the favor holder to a location he can see within 30 feet of him. The creature whose favor is called in automatically fails any saving throw required for this transportation due to their agreement with the Devil of Favors.

Planeshift The Devil of Favors casts planeshift requring no material components.

Teleport The Devil of Favor casts Teleport, or as Dimension Door. His choice.

Communication is Key The Devil of Favors casts one of the following spells requiring no material components: Scrying, Message, or Sending (no word limit), Project Image.

Hell Direwolf

This version of a hell hound is fairly rare. Typically a Hell Direwolf is a hell hound which evolved or grew in power to the point of transforming into this terrifying fiendish beast. Sometimes a hell hound is granted this power by a higher demon. Hell Direwolfs are extremely territorial and protective of those it considers a part of its pack, granting them a small portion of its power to them when conflict inevitable erupts. Creatures which find themselves within a Hell Direwolfs pack, either through the Hell Direwolf protective nature, or as the "keeper" can rest well knowing they have a steadfast ally which will never betray them without extremely due cause.


Hell Direwolf

Large Fiend, Neutral Evil


  • Armor Class 17 (Natural)
  • Hit Points 126 (14d10+56)
  • Speed 50 ft

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 18 (+4) 6 (-2) 16 (+3) 6 (-2)

  • Skills Acrobatics +6, Athletics +14, Perception +7
  • Damage Resistances Cold, Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Fire
  • Senses Darkvision 60 Ft., passive Perception 17
  • Languages Understands Infernal But Can't Speak It. Has 30 ft telepathy with its pack
  • Challenge 8 (3900 xp)

Keen Hearing and Smell The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Devil's Sight Magical darkness doesn't impede the Hell Direwolf's darkvision.

Pack Tactics The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Might of the Pack While the Hell Direwolf is in a group of creatures which it considers to be a part of its pack, and one of the these creatures can see the Hell Direwolf. All pack members attacks deal 1d8 additional damage once per turn.

The Hell Direwolf gets this bonus damage on all of its attacks as long as it can see any of its pack members.


Pounce If the Hell Direwolf moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the Hell Direwolf can make one bite attack against it as a bonus action.


Actions

Multi-attack The Hell Direwolf makes 2 claw and 1 bite attack.

Claws Melee Weapon Attack: +10 to hit, Reach 5 ft, one target. Hit: 2d4+6 Slashing and 1d8 Fire damage. If Might of the pack applies this attack deals an additional 1d8 additional slashing damage.

Bite Melee Weapon Attack: +10 to hit, Reach 5 ft, one target. Hit: 2d8+6 Piercing and 2d8 Fire damage. If Might of the pack applies this attack deals an additional 1d8 additional Piercing damage.

Fire Breath (Recharge 5-6) The hound exhales fire in a 20-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d8 fire damage on a failed save, or half as much damage on a successful one.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : Hell Direwolf pelt, a creature proficent with survival or the appropriate artisans tools can harvest this pelt. It is highly valued for its durability, as such it can be sold for 200g
  • 9-10: Fine Hell Direwolf pelt, a creature proficent with survival or the appropriate artisans tools can harvest this pelt. It is highly valued for its durability, as such it can be sold for 400g
  • 11-12 : Fangs, a creature proficent with survival or the appropriate artisans tools can harvest 1d4 fangs. Fangs are extremely sharp and durable, having ripped apart many lesser creatures and been bathed in flame. These fangs can be used as arrow or bolt heads. Arrows crafted using these fangs count as +1 magical arrows which are not consumed when fired.

Giant

Two Headed Ogre

A Two Headed ogre's origins are unknown. Whether it is the result of genetic mutation, magical manipulation, or simply random chance, these ogres come into existence relatively infrequently. If two different gendered Two Headed Ogres find each other and produce offspring, the offspring is typically a normal ogre, which puzzles researchers even more. Whether it is because of this mysterious nature, or simply having more brain power than your average barely sentient animal these ogres are capable of druidic magics well beyond the keen of similar creatures meaning they have a deep connection with the lands around them.

Capable of "friendly" discourse and trade with other races these ogres are far more stable than their dimwitted counterparts. Although friendly typically means they won't immediately go to brain anything that dares move near them, this does also contribute to making them naturaly good leaders over their breathern. That being said a Two Headed ogre will prioritize its own safety and power first, the saftey of its clan second when making any of dealings. As such these dealings are usually heavily weighted in its own favor against weaker races.

Two Headed ogres can be found conversing with itself as the two heads are generally thinking and discussing how to garner more power and respect for themselves. Typically there is a dominate head, this head is generally larger and takes pleasure in tormenting his weaker half.

Bountiful Monster

This monster when slain can drop one of the following items. Its Iron Banded Club, and chain shirt if it is a Ravager. Additionally, roll 1d12 to determine which item is dropped.

  • 1-8 : A bloody sack containing enough "cooked" meats to act as rations for a large sized creature for 3 days, or up to 4 medium or smaller creatures for the same duration.
  • 9-11: A large sack containing its personal items. These items are typically trophies from creatures it has slain. All together these various trophies can be worth up to 175g.
  • 12 : 1d4 rare potions it created from materials found in its enviornment. This potion, when consumed acts as potion of greater healing and heroism.

Two Headed Ogre

Large Giant, Chaotic Evil


  • Armor Class 16 (Mage Armor / Chain Shirt)
  • Hit Points 120 (12d12+48)
  • Speed 40 ft

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 18 (+4) 10 (+0) 10 (+0) 14 (+2)

  • Skills Arcana +3, Athletics +7, Intimidation +8, Perception +3, Persuasion
  • Senses Darkvision 60 Ft., passive Perception 13
  • Languages Common, Giant
  • Challenge 7 (2900 xp)

Two Heads The Two Headed ogre is much smarter than most of its kin, as such these ogre can puzzle out how to cast spells, tactics, and how to become an effective leader for their tribe.

While the Ogre has both heads, it has advantage on saving throws against being blinded or deafened and is considered proficient in any saving throws which target these senses (+3)

Because each head acts on its own, this creature rolls initiative twice, once for each head. On each heads turn, it can only move up to half the Ogres speed, but otherwise acts as normal.

The Two heads usually agree to a style, Choosing between Martial or Magic skills. Rarely the two heads will not agree and thus this ogre learns both Martial and Magical skills.

Ogre Magi If the Two Headed Ogre has a magi head it gains this trait. Its innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: Chromatic Orb, Thunder Clap, Druidcraft

3/day each: Healing Word (at 3rd level), Melf's Acid Arrow, Tasha's Mind Whip

1/day each: Call Lightning (at 4th level), Arcane Eye, Mass Healing Word, Mass Cure Wounds, Greater Restoration, Stoneskin, Bones of the Earth

Ogre Ravager If the Two Headed ogre has a Ravager head its gains this trait.

The Ogre Ravager can use a free hand to make a grapple check as a bonus action after it successfully attacks a creature with a weapon attack on its turn.

The Ogre Ravager has advantage to hit any creature it is grappling.


Two Headed Ogre Continued

If the Ogre Ravager is grappling a Medium or smaller creature at the start of its turn, it can use its bonus action to deal 4 bludgeoning damage as it squishes it in its grasp.

The Ogre's weapon attacks deal 1 extra die of damage (included in the attack)

Tough The Two Headed Ogre adds its Constitution Modifier to its Armor Class.


Actions

Multi-attack The Two Headed Ogre can make two attacks with its Iron Banded Club, Javelin, or Unarmed Strike

Iron Banded Club Melee Weapon Attack: +7 to hit, Reach 10 ft, one target. Hit: 2d8+4 Bludgeoning damage. If the Head that is controlling this turn is the Ravager head this attack deals 1d8 additional Bludgeoning Damage.

Javelin Melee Weapon Attack: +7 to hit, Reach 10 ft or Thrown 30/120 ft, one target. Hit: 2d6+4 piercing damage. If the Head that is controlling this turn is the Ravager head this attack deals 1d6 additional Piercing Damage.

Unarmed Strike Melee Weapon Attack: +7 to hit, Reach 5 ft, one target. Hit: 2d6+4 Bludgeoning damage. If the Head that is controlling this turn is the Ravager head this attack deals 1d6 additional Bludgeoning Damage.

Squish The Ogre Ravager uses its bonus action to squish a creature dealing 4 bludgeoning damage

***Rip Apart (Ravager Only) As an action, the Ogre attempts to rip a creature it is holding in half. The creature which is being grappled by the Ogre must make a constitution saving throw vs the Two Headed Ogre's athletics check. On a failure the creature takes 6d6 Slashing damage. If the creature fails the saving throw by 5 or more they instead take 10d6 damage. This damage can not be reduced in any way except if the creature is resistant or immune to all of the following: bludgeoning, piercing and slashing damage, or if the creature has a "malleable" form such as those of oozes or water elementals, such creatures are resistant to the damage dealt by this action.

A creature reduced to 0 hit points in by this attack is ripped in half, killing them immediately.

On a successful saving throw the creature takes no damage, escapes the ogres grasp and may choose to use their reaction to make a single melee weapon attack against the Ogre in this process.

Mutated Troll

A mutated troll is a terrible sight to behold. A creature that is constantly suffering from deformaties, bloating from the constant creation and destruction of vestigial organs, and a bottomless pit for a stomach. This endless hunger is what drives the mutated troll above all else. The mutated troll also suffers from its own innate regeneration, which is so powerful that it even prevents itself from dying from starvation so long it has eaten within the last year. The origins of the mutated troll are unknown, such creatures pop up randomly in troll populations so researches assume that the troll was mutated either by its own regeneration growing out of control or a random confluence of magic which somehow hijacked its regenerative abilities.

Whenever such creatures appear the local wildlife suffers greatly as this troll gradually eats its way through any wildlife too stupid or slow to escape its jaws. Churches, sages, or wizards generally team up with local mercenaries to hunt down these creatures to make sure they don't destroy the ecosystem that birthed them.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : 1d4-2 (minimum of one) pints of pure trolls blood. This blood contains its supreme regenerative powers, and when carefully combined with other ingredients can produce the most powerful of healing potions by a skilled alchemist. Each pint of blood is worth 125g
  • 9-10: Within the belly this troll the greedy can find the inorganic remains of its previous meals. Generally these remains are destroyed beyond use, but some can be salvaged. The salvaged goods can be valued at 3d10 x 10 gold pieces
  • 11 : Within the belly of this troll the greedy sometimes find the magical remains of its previous meals. Roll 1d4-2 (minimum of 1) times on the E item table.
  • 12 : A creature proficient in survival can extract the trolls heart with a DC 15 survival check. On a success the creature successfully extracts the heart undamaged, on a failure the creature extracts the heart with some damage. A mutated troll heart can be used in various magical and alchemical ways as such it is highly valued. An undamaged heart is worth 500g, a damaged heart is worth 5% less for each point below the DC the harvester rolled, with a minimum of 250g.

Mutated Troll

Large Giant, Chaotic Evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 152 (8d20+72)
  • Speed 25 ft

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 28 (+9) 5 (-3) 6 (-2) 7 (-2)

  • Skills Athletics +4, Perception +1
  • Damage Resistances Fire, Cold, Acid Lightning
  • Damage Immunities Poison
  • Senses Darkvision 60 Ft., passive Perception 11
  • Languages Giant
  • Challenge 5 (1800 xp)

Keen Smell The Troll has advantage on Wisdom (perception) checks that rely on smell.

Insatiable Hunger The Mutated Troll is always hungry to the point of starving, but its own regeneration will prevent it from dying from starvation so long as it has had some food within the past year.

Due to this hunger, the Mutate Troll has advantage on tracking wounded creatures or finding the sources of cooking smells.

Supreme Regeneration The troll regains 50% of its missing hit points, or 5 whichever is higher, at the start of its turn. If the troll takes both radiant and necrotic damage after it ends its turn and before it starts its next turn, the troll does not regenerate any lost hit points. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

Loathsome Limbs Whenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it:

  • 1-10: Nothing else happens.
  • 11-14: One leg is severed from the troll if it has any legs left.
  • 15- 18: One arm is severed from the troll if it has any arms left.
  • 19-20: The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head.

If the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement.

A severed part has AC 13, 10 hit points, and the troll's Regeneration trait.

A severed leg is unable to attack and has a speed of 5 feet.


Mutated Troll Continued

A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack.

If its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite attack but only against a target in its space. The troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved again. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.

Mutated A creature which gains this trait gains minor regeneration. At the start of its turn that creature rolls 1d20, on a 10 or higher that creature regains a number of hit points equal to half of its its proficiency bonus. On a 9 or lower they do not heal.

The creature also suffers from hunger constantly, requiring 5 times its daily needs for food and water.

Curse: A creature with the mutated trait slowly mutates over time. This mutation can be delayed/halted by being targeted with a lesser restoration, protection from poison, remove curse or an effect which removes a disease or poison. This suppresses the mutated trait for the next 24 hours. The only way to be cured of this mutation is to be reduced to 0 hit points by taking necrotic and radiant damage in the same round, greater restoration, wish, or other similar powerful magics.

Every 24 hours that passes the creature afflicted by this trait while it is not halted mutates. A random vestigial organ grows. Roll 1d100, on a 50 or lower it is internal, on a 51 or higher it is external (such as a limb)

After 7 vestigial organs have grown the creature affected by this trait the creature will soon undergo rapid and painful mutation. Roll 1d8 the number rolled is a number of hours remaining until the creature suffers a sudden and violent mutation as the vestigial organs overtake their other bodily functions, and any remaining functions mutate drastically. The creature becomes a Mutated Troll over the course of the next minute. This transformation leaves them without most of their personality and only a vague feeling of any previous relationships. These feelings / memories pass within the next 24 hours replaced only with an insatiable hunger.


A Creature transformed in this way can only return to its original form through Greater Restoration (cast at 6th lvl or higher), Regenerate, Reincarnation, Resurrection, True Resurrection, Wish, or other powerful magics which can restore their body to its original state.

Actions

Multi-attack The Muated Troll makes two attacks, one with is claws and one with its bite

Claws Melee Weapon Attack: +4 to hit, Reach 5 ft, one target. Hit: 2d6+1 slashing damage.

Bite Melee Weapon Attack: +4 to hit, Reach 5 ft, one target. Hit: 1d6+1 Piercing damage. On a successful hit the target must make a constitution saving throw DC 18 or become afflicted by the the Mutated Trait.

World Walker Giant

These massive creatures are those of myth and legend. These creatures wander the planes seeking to witness all forms of creation. Between these journeys, centuries and millenniums can pass as they sleep or rest. Accounts of these giants are extremely rare, but can be found on many different planes of existence. Typically they follow the same motif. "A mountain decided to rise up one day looked about and set off beyond the horizon in a half a dozen steps, crushing a village, town or city that happened to be where it trod. Those who tried to stop its progress were ignored, or obliterated if noticed."


World Walker Giant

Gargantuan Giant (titan), True Neutral


  • Armor Class 25 (Natural Armor)
  • Hit Points 536 (25d20+250)
  • Speed 500 ft

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 30 (+10) 10 (+0) 24 (+7) 12 (+1)

  • Saving Throws Str +16, Con +16, Wis +13
  • Skills Athletics +16, History +12, Perception +13
  • Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, frightened, paralyzed, poisoned, exhaustion, stunned, grappled, restrained
  • Senses Darkvision 600 Ft., passive Perception 23
  • Languages Giant
  • Challenge 27 (105,000 xp)

Mountain Camoflauge While the Giant sleeps or is otherwise immobile, which can be centuries at a time, The giant is indistinguishable from a series of mountains, rolling hills, or other massive natural terrain features.

Gentle Destroyers The World Walker Giant, can accidentally crush large portions of a city beneath its feet as it travels if it fails to notice them or missteps slightly.

Creatures in a space in which it steps on must make a DC 15 dexterity saving throw or be crushed underneath its feet, as if they were subjected to its World Shattering Stomp attack.

Walker of Worlds A World Walker Giant simply exists to take in and become part of the scenery that surrounds it. The World Walker Giant can cast Planeshift or Teleport to transport itself to a world it has heard of or visited previously on its endless journey to see everything.


Calamity Attacks Weapon attacks from this giant ignore resistances, and reduce immunities to resistance.

Siege Monster The World Walker Giant deals double damage to objects and structures, and successful attacks against structures and objects are always a critical strike.

Too Big to Care The World Walker Giant ignores disadvantage from making a ranged attack a distant target while in melee combat as long as the melee combatant is at least 1 size category smaller than the Giant

Ultimate Magic Resistance The World Walker Giant has advantage on saving throws against magical effects, and has resistance to spell damage and reduces any spell damage dealt to it by 15 (DR).

Additionally, Unless the giant wishes to be affected, it is immune to spells of 4th level or lower

Thick Skin The World Walker Giant as a DR (damage reduction) 15 against damage that deals bludgeoning, piercing or slashing. Attacks that deal this damage and would deal 15 or less than damage do not deal damage, and any attack that exceeds 15 damage has its total reduced by 15.

Legendary Resistance 5/rest If the World Walker Giant fails a saving throw, it can choose to succeed instead.


Actions

World Shattering Stomp Melee Weapon Attack: +16 to hit, Reach 10 ft, Area of Effect. Hit: 10d12+10 Bludgeoning damage. This attack targets all creatures which are huge or smaller in a 20 foot radius centered on a point it chooses. This attack automatically hits objects and structures.

Poke of Worlds Melee Weapon Attack: +16 to hit, Reach 10 ft, One target. Hit: 25d12+10 Bludgeoning damage. The World Walker Giant carefully pokes a specific point, object, or creature.

Hail of Rubble Ranged Weapon Attack: +16 to hit, Range 500/5000ft, Area of Effect. Hit: 6d10+10 Bludgeoning damage. This attack targets all creatures, except for itself, in a 100 foot radius centered on a point the giant chooses.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : In its pack you will find a treasure hoard per the DMG CR 11-16
  • 9-11 : In its pack you will find a treasure hoard per the DMG CR 17+
  • 12 : In its pack you will find two treasure horders per dmg 11-16 & 17+

Humanoid

Arcanomancer

This humanoid is an individual who has dabbled in the arcane arts. They are not as powerful as a mage, or a dedicated wizard, but they are a relative prodigy when it comes to the magical arts due to the ease in which they have learned the arcane arts. These arcanomancers typically do not have a spell book, they may have a scattering of notes at their residence which outline their trial and error attempts at magic, but typically there are few completed magical formulas for the spells they have learned.

Arcanomancers generally are also wealthier individuals. Learning spells is typically a lengthy and costly venture. Many arcanomancers have had local wizards as tutors, or acquired tomes which aid in their research. Arcanomancers also typically are collectors of magical trinkets. These trinkets can range from anything as simple as various interesting arcane focuses to more potent items such as wands, rods, and rare spell scrolls. Arcanomancers are very hesistant to use any magic items which are consumed, such as scrolls, as they would much rather add them to their collection than friviously use them.

Bountiful Kill

When slain a Arcanomancer has the following equipment. A set of fine clothes, a randomly determined arcane focus, and a finely crafted dagger. Additionally, roll 1d12 to determine what additional item is dropped.

  • 1-8 : A moderately sized coin pouch containing 2d6 copper, 2d6 silver, 4d6 gold, and 1d4 platinum
  • 9-10: A hefty coin pouch containing 4d6 copper, 4d6 silver, 4d10 gold, and 1d4 platinum
  • 11 : A randomly determined Table E item
  • 12 : 1d4 randomly determined spell scrolls, starting at 3rd level, each additional scroll is the next level higher.

Arcanomancer

Medium Humanoid, any


  • Armor Class 13, 16 (Mage Armor)
  • Hit Points 30 (7d8)
  • Speed 30 ft

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 11 (+0) 16 (+3) 12 (+1) 11 (+0)

  • Saving Throws Int +6, Wis +4
  • Skills Arcana +6, History +6
  • Senses Darkvision 60 Ft., passive Perception 11
  • Languages Common & 3 other languages
  • Challenge 3 (700 xp)

Magical Prodigy The Arcanomancer can never fail to cast a spell scroll from any class.

Spell Casting The Arcanomancer is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The Arcanomancer has the following wizard spells prepared:

Cantrips (at will): Bolt, Mage Hand, Prestidigitation

1st level (4 slots): Detect Magic, Mage Armor, Magic Missile, Shield, Poison Nova, Corrosive Bolt

2nd level (3 slots): Misty Step, Suggestion, Cloud of Daggers

3rd level (3 slots): Counterspell, Explosive Vial, Fly


Actions

Dagger Melee Weapon Attack: +6 to hit, Reach 5 ft, one target. Hit: 1d4+3 Piercing damage

Archer Captain

An archer captain is typically the captain of some sort of military or other armed group. These groups can be anything from a group of bandits, guards, or military. These captains gained their rank or position by being charismatic, being adept at tactics, and their skill with ranged weaponry. Regardless of what group they are in, these captains value the lives of their comrades quite highly and won't pick a fight they are unsure they can win. Afterall, finding trustworthy comrades is far more difficult than the value of loot they may acquire.

Bountiful Kill

When slain the Archer Captain has the following equipment. A breastplate, An Extra Heavy Crossbow with attached Bayonet, A quarrel of 2d10 + 10 crossbow bolts. Additionally, roll 1d12 to determine what additional item is dropped.

  • 1-8 : A randomly determined trinket, and coin pouch containing containing 2d6 copper, 2d6 silver, 3d6 gold
  • 9-10: A Randomly determined E table item, and a coin pouch containing containing 2d6 copper, 2d6 silver, 3d6 gold
  • 11 : 1d4 +1 crossbow bolts, 1d4 unbreakable crossbow bolts, and a greater healing potion
  • 12 : 2d4 +1 crossbow bolts, 2d4 unbreakable crossbow bolts, and a superior healing potion

Archer Captain

Medium Humanoid, Any


  • Armor Class 16 (Breastplate)
  • Hit Points 50 (8d8+8)
  • Speed 30 ft

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 20 (+1) 14 (+2) 15 (+2) 16 (+3)

  • Skills Insight +5, Perception +5, Persuasion +6
  • Senses Passive Perception 15
  • Languages Common & 1 other language
  • Challenge 3 (700 xp)

Captain's Word The Archer captain issues orders to those who follow him as a bonus action on his turn. Choose one of the following commands.

Reposition: Up to 5 creatures can move up to their movement speed using their reaction, this movement does not provoke attacks of opportunity.

Attack: Up to 2 creatures can use their reaction to make one weapon attack with advantage

Brace: Up to 5 creatures brace themselves against attacks and spells from a target creature. Braced creatures gain a +2 bonus to their armor class and saving throws against attacks and spells from up to two target hostile creature.

Close Quarters Combatant The Archer Captain ignores disadvantage from firing his crossbow while within 5 feet of a hostile creature. Additionally, he can use his bonus action to make a bayonet attack against a creature he fires his crossbow at while within 5 feet of that creature.


Actions

Extra Heavy Crossbow Ranged Weapon Attack: +6 to hit, range 100/500 ft, one target. Hit: 1d12+1d6+3 Piercing damage.

Multi-Shot Ranged Weapon Attack: +1 to hit, range 75/200 ft, one target. Hit: 1d12+3 Piercing damage. The Archer Captain loads 3 bolts at once. Make 3 attack rolls against the same target. Each hit deals the damage rolled, should all 3 attacks hit, the target is stunned until the start of their next turn.

Bayonet Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 1d6+3 Piercing damage.

Archer Commander

An archer commander is an individual who has gained more experience and abilities from when they were a Archer Captain. These commanders typically oversee multiple groups or large operations. The Archer commander has also been hardened over time and the loss of comrades. Thus they are willing to sacrifice individuals under their command to ensure the success of an operation, or the survival of the rest under their command.

Bountiful Kill

When slain the Archer commander has the following equipment. A Glamored Studded Leather +1, An Extra Heavy Crossbow +1 with attached Bayonet, A quarrel of 2d10 + 10 crossbow bolts. Additionally, roll 1d12 to determine what additional item is dropped.

  • 1-8 : A randomly determined trinket, and coin pouch containing containing 4d6 copper, 4d6 silver, 6d6 gold, 2d4 platinum
  • 9-10: A Randomly determined E table item, and a coin pouch containing containing 8d6 copper, 8d6 silver, 12d6 gold, 3d4 platinum
  • 11 : 1d4 +1 crossbow bolts, 1d4 unbreakable crossbow bolts, and a superior healing potion
  • 12 : 1d4 +2 crossbow bolts, 1d4 +1 crossbow bolts, 2d4 unbreakable crossbow bolts, and a supreme healing potion

Archer Commander

Medium Humanoid, Any


  • Armor Class 17 (Glamored Studded Leather +1)
  • Hit Points 75 (12d8+12)
  • Speed 40 ft

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) 14 (+2) 15 (+2) 16 (+3)

  • Skills Insight +6, Perception +6, Persuasion +7, Stealth +8
  • Senses Passive Perception 16
  • Languages Common & 1 other language
  • Challenge 5 (1800 xp)

Evasion The Archer Commander can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When they are subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.


Alert Always on the lookout for danger, the Archer Captain gains a +5 to their initiative rolls, cannot be surprised while they are conscious.

Eye of the Hunter The Archer Commander can use its bonus action to focus on a target within the normal range of their weapon. All damage rolls the Archer Commander does against that target deal 1d6 additional damage.

Tactical Advantage The Archer Commander is able to use its bonus action to "Aim" or "Hide"

Commander's Word The Archer Commander issues orders to those who follow him as a bonus action on his turn. Choose one of the following commands.

Reposition: Up to 5 creatures can move up to their movement speed using their reaction, this movement does not provoke attacks of opportunity.

Attack: Up to 3 creatures can use their reaction to make one weapon attack with advantage

Brace: Up to 5 creatures brace themselves against attacks and spells from a target creature. Braced creatures gain a +2 bonus to their armor class and saving throws against attacks and spells from up to three target hostile creature.

Close Quarters Expert The Archer Commander ignores disadvantage from firing his crossbow while within 5 feet of a hostile creature, and ignores the loading property with all weapons. Additionally, he can use his bonus action to make a bayonet attack against a creature he fires his crossbow at while within 5 feet of that creature.


Actions

Extra Heavy Crossbow +1 Ranged Weapon Attack: +9 to hit, range 100/500 ft, one target. Hit: 1d12+1d6+5 Piercing damage.

Multi-Shot Ranged Weapon Attack: +4 to hit, range 75/200 ft, one target. Hit: 1d12+5 Piercing damage. The Archer Commander loads 3 bolts at once. Make 3 attack rolls against the same target. Each hit deals the damage rolled, should all 3 attacks hit, the target is stunned until the start of their next turn.

Bayonet Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 1d6+3 Piercing damage.

Black Ring

The Black ring is a shadowy organization that seeks to control the populace from the shadows. This group is primarily made up of shapechagers such as Dopplegangers. During times of great upheaval the black ring will side with whatever force seems the most likely to succeed. The Black Ring, due to their nature, excels at information gathering and espionage. Each "chapter" of the black ring is different and may not have knowledge that any other chapter exists outside of its leadership. As such the Black Ring can be working to many, and sometimes conflicting goals with the overall picture only being known to the a select few.

Bountiful Kill

When slain Black Ring Member has the following equipment. A shortbow with 2d10+10 arrows, a Kris, and a Ring of the Black Ring . Additionally, roll 1d12 to determine what additional item is dropped.

  • 1-8 : A pack containing rations enough to sustain a medium sized creature for 4 days.
  • 9-10: A coin pouch containing 4d6 copper, 4d6 silver, and 4d6 gold
  • 11 : Mission report written in a cipher (DC 20)
  • 12 : A randomly determined E Table item.

Ring of the Black Ring (Table H)

Very Rare, Attunement

This ring is a symbol of inclusion within the secret order "The Black Ring". While attuned to it it is invisible and can't only be seen or detected except by truesight. Creatures who wear this ring will see a small black ring 6 inches above the head of any other creature who wears a Ring of the Black Ring. This black ring can never be missed by someone attuned to this ring.

This ring has 2 charges, by expending one charge the attuned creature may cast Misty step or Invisibility. It regains 1 charge per hour.

If placed in a location and a 1 minute ritual performed, the ring becomes invisible and can't only be seen or detected except by truesight. It then goes into "recording mode". While in recording mode it records any visual and audio effects within 60 feet of it so long as it is not completely obstructed from view. This ritual also includes where a "written transcript" of the events it records is sent magically.


Black Ring Member

Medium Humanoid, Any


  • Armor Class 14 (Unarmored)
  • Hit Points 52 (8d8+16)
  • Speed 30 ft


STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2)

  • Skills Deception +6, Insight +3
  • Condition Immunities Charmed
  • Senses Darkvision 60ft, Passive Perception 11
  • Languages Common
  • Challenge 3 (700 xp)

Shapechager The Black Ring Member can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Ambusher In the first round of a combat, the Black Ring Member has advantage on attack rolls against any creature it has surprised. If the Black Ring Member makes a successful attack against a surprised creature that creature takes and extra 3d6 damage from the attack.

Surprise Attack If the Black Ring Member surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.


Actions

Multi-attack The Black Ring makes 2 attacks with any of its weapons.

Kris Melee Weapon Attack: +6 to hit, range 5ft, range 20/60 ft, one target. Hit: 1d6+4 Piercing Damage. On a successful hit the target must make a DC 10 constitution saving throw or take 1d4 poison damage and become poisoned for the next minute.

Shortbow Ranged Weapon Attack: +6 to hit, range 80/320 ft, one target. Hit: 1d6+4 Piercing damage. On a successful hit the target must make a DC 10 constitution saving throw or take 1d4 poison damage and become poisoned for the next minute.

Read Thoughts If the Black Ring Member is a doppleganger they can use this ability. The doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Cannonneer

The Cannoneer is an individual who who wields a crude handheld cannon. Many of these individuals are seafaring ruffians who utilize the smaller cannons to add to the volleys their ships can throw at other ships. When on land these individuals are typically utilized in squads to bombard groups of enemies to break their ranks. A cannoneer could also be a firearms enthusiast or a relatively new artificer.

Most cannoneers have crafted their handheld cannons as acquiring such weapons would be very difficult or illegal for most outside of military groups. As such all cannoneers have some degree of skill with crafting objects.

Bountiful Kill

When slain a Cannoneer has the following equipment. A set of Chain Mail, a Handheld cannon with 3d4+5 miniature cannonballs and powder to accompany them. Additionally, roll 1d12 to determine what additional item is dropped.

  • 1-8 : A pack with a randomly determined trinket and rations to last for 2d4 days
  • 9-10: A pack with a randomly determined trinket, rations to last for 2d4 days, and a coin pouch which has 2d6 silver and 1d6 gold
  • 11 : Schematics to create miniature cannonballs and powder
  • 12 : Schematic to create a handheld cannon

Cannoneer

Medium Humanoid, any


  • Armor Class 16 (Chain Mail)
  • Hit Points 33 (4d8+4)
  • Speed 30 ft

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

  • Skills Perception +2
  • Senses Darkvision 60 Ft., passive Perception 12
  • Languages Common & 1 other language
  • Challenge 1 (200 xp)

Actions

Handheld Cannon Ranged Weapon Attack: +5 to hit, Range 5/30/320, one target. Hit: 1d4+3 Bludgeoning damage, and 1d4 fire damage in a 5 foot radius of the target.

The Handheld Cannon can not be fired at creatures or objects within 5 feet of the user

Short Sword Melee Weapon Attack: +5 to hit, Reach 5 ft, one target. Hit: 1d6+3 Piercing damage

(D)Ick Massen, The Dark One

(D)Ick Massen was an adventurer who was devoted to a dark queen of shadows. The Queen of Shadows is a Dark Lord of the shadowfel. (D)Ick Massen over the course of his adventurers grew in power and devotion to his dark queen. (D)Ick Massen eventually was summoned to rescue his queen who had been captured by another Dark Lord who sought to consume her and her power. With the help of his fellows he freed her and became her consort, ascending from his mortal coil gaining the status of a Lesser Dark Lord. One of the unusual quirks that (D)Ick had was he was incapable of saying the "D" sound of any word.

Unless (D)Ick is slain in the Shadowfel, specifically in Domain of Dread of his queen, (D)Ick simply reforms at his Queens side. At which point he sets out to recover his lost equipment.

Lair Actions

On initiative count 20 (losing initiative ties), (D)Ick Massen, The Dark One takes a lair action to cause one of the following effects; (D)Ick Massen, The Dark One can't use the same effect two rounds in a row:

Force of the Shadowfel By entering a heightened rage, all targets of his choosing must make a strength save DC 23 or be pushed back 15 feet. Failing the save by 10 or more also knocks them prone. Additionally 30 feet around Ick becomes difficult terrain until the next initiative count 20.

Desperation of the Lost All creatures of Ick's choice within 30 feet of Ick Massen are overcome by waves of desperation and loss, which are but a part of what Ick feels with each passing day he is not by his queen's side. Each creature must make a Wisdom saving throw DC 16. On a failed save the target is affected by the slow spell until the next initiative count 20. If they are concentrating on a spell, they must make a concentration save against this dc as well. On a success, the target chooses whether or not they lose an attack or must roll to cast a spell (1-15 spell is cast the same turn, 16-20 spell is cast their next turn) OR lose half their movement speed until the next initiative count 20.

Rage of the Shadow King All creatures of Ick's choice within 30 feet of him must make a Charisma saving throw DC 13 or be affected by his rage. Any creature affected by this can willingly fail to enter this rage until the next initiative count 20.

While under this rage, affected targets have advantage on all attack rolls, and attack rolls against them have advantage. At the end of this rage affected targets gain 1 level of exhaustion. If the target is a spell caster, they can only use spells which require an attack roll.

Bountiful Kill

When slain (D)Ick Massen has the following equipment. Greatsword of Shadows, Ring of the Dwarven Lord, a bundle of 2d4 javelins.


(D)Ick Massen, The Dark One

Medium Humanoid (Apotheosis), Dwarf


  • Armor Class 21 (Unarmored)
  • Hit Points 335 (20d12+140)
  • Speed 35 ft

STR DEX CON INT WIS CHA
28 (+9) 16 (+3) 24 (+7) 8 (-1) 14 (+2) 8(-1)

  • Saving Throws Str +16, Con +14
  • Skills Athletics +21, Deception +11, Insight +8, Intimidation +11, Performance +11, Persuasion +11, Survival +8
  • Senses Darkvision 60 Ft., passive Perception 12
  • Languages Common, Dwarvish, Shadar-kai
  • Challenge 20 (25000 xp)

Ancestral Rage As a Bonus action (D)Ick can enter a barbarians rage, calling the spirits of the shadowfel to his side. This rage lasts until (D)Ick chooses to end it. While in his rage creatures he attacks have disadvantage on attack rolls on creatures other than (D)Ick, and if they are hit they have resistance to the damage from the attack.

(D)Ick can also use his reaction to protect a creature within 30 feet of him reducing damage dealt to that creature by 4d6. When he does so, the creature who made the attack takes the damage reduction amount as force damage.

Reckless Attack (D)Ick can make his attacks reckless, which grant him advantage, but also grant attacks against him advantage.

Brutal Critical (D)Ick's critical attacks deal one extra weapon damage die.

Relentless Rage Whenever (D)Ick would take damage that would reduce him to 0 health, he may instead make a DC 10 constitution saving throw. ON a success he instead falls to 1 health. Each success increases the DC of this ability by 5, and resets on a failed saving throw.

Indomitable Might If (D)ick makes a strength check and the total is less than his strength score, the total becomes his strength score.

Great Weapon Master (D)ick has the Great Weapon Master feat. He can take -5 to hit to deal an additional 10 damage. He can also make another attack as a bonus action whenever he scores a critical strike or reduces a creature to 0 hp.

Tenacious (D)ick has the Tenacious Feat, he gains an additional 2 hp / hit die.


Charger (D)ick has the Charger feat. Whenever he takes the dash action he may make a shove action (+10 ft to push) or weapon attack (+5 damage) as a bonus action.

Ring of the Dwarven Lord (D)ick wears this legendary ring. This ring acts as a Ring of protection, Perapt of Health, Periapt of proof against poison, and Periapt of wound closure. (Immune to disease, poison, and auto stabilize)

Greatsword of Shadows (D)Ick wields this Legendary Greatsword, which is tied to his soul. The Greatsword of Shadows grants the following abilities (included in his stat-block & attacks). +2 weapon & 2d6 extra necrotic damage, +4 to str score, -4 cha score. As a free action in response to falling to 0 hit points, the wielder may lose a point of charisma and gains temporary hit points equal to the damage dealt. The Wielder regains these temporary hit points at the start of their turns for the next minute. The Wielder may act as normal, but each round spent with only these temporary hit points count as 1 failed death saving throw.


Actions

Multi-Attack (D)Ick Massen, The Dark One may make two attacks with any of his weapons.

Greatsword of Shadows Melee Weapon Attack: +17 to hit, Reach 5 ft, one target. Hit: 2d6+9 Slashing, and 2d6 Necrotic Damage.

Javelin Melee Weapon Attack: +15 to hit, Reach 5 ft, Range 30/120ft one target. Hit: 1d6+9 Piercing Damage.

Greatsword of Shadows

Legendary, Greatsword (attunement)

This greatsword was granted by the Shadow Queen to her champion. It shares a connection with this Dark Lord. The hilt, which is polished obsidian and with jet and ruby inset gems along the grip and guards emits a solidified shadow.

An individual who wields this weapon, and is attuned to it, gains the following benefits. Attacks with this weapon gain a +2 to hit and damage rolls. Their strength score and maximum increases by 4, their charisma score is reduced by 4.

Ring of the Dwarven Lord

Artifact, Ring (Attunement)

This unique ring is granted to the Lord of the Dwarves. This ring took the most skilled Jewlers, Runescribes, Mages, and Clerics a half a century to craft. This ring is instantly recognizable to all dwarves as to what it is, although very few do not know what properties it has. Most dwarves will hold the utmost regard to the person who wears this ring, while traditionally this ring is worn by a dwarf, if a non-dwarf acquires it and proves to be of value to dwarvenkind, dwarves will regard that individual dwarfkin.

This ring acts as a Ring of protection (+1 to ac and saving throws), Periapt of Health (Immune to disease), Periapt of proof against poison (Immune to poison and the poisoned condition), and Periapt of wound closure (auto stabalize at the start of your turn, double hit points gained from hit dice healing).

Gale, Gunslinger Paragon

Gale is what every gunslinger wishes they could be. A walking one man firing line and mortar crew. Gale created and augmented his fighting style and weaponry to suit his own "vision" of what a gunslinger should be, a one man army capable of holding or taking any line. Gale has a storied past, and many rumors and tall tales that surround him and his origins. Any gunslinger worth his salt would have at least heard of Gale and one of the myriad of stories that surround him.

Gale started from humble beginnings, as a soldier for a dying kingdom who lost internal drive to continue fighting when his squad was decimated. Leaving the battlefield and this part of his life he lived as a hermit in the mountains near a dwarven mine. It was during this time he determined his new goal. To become an individual capable of taking back the kingdom which was lost. Gale set about creating and augmenting his army firearm, creating new and devastating weaponry, and augmenting himself with obscure alchemical and magical reagents to bolster his fortitude. After more than a decade at work, with the odd mercenary job to fund his research, Gale had finished his arsenal and modifications as well as earning himself a reputation as a lone gunslinger who would take any job, should the pay prove good enough.

Once his work was completed, he set out and rampaged his way through the remnants of his old home, and slew the tyrant which had taken over. From then on, Gale worked to right the many wrongs of the world, working with freedom fighters, revolutionaries, and the occasional "cult" which had a good cause.

Bountiful Kill

When slain a Gale has the following equipment. Plate Armor +2, Smiths Tools +2, Tinkers Tools +3, Wood Carvers Tools +1, Lightning Pistol, Shoulder Mounted Oversized Repeater, Modified Revolver with attached Heated Gunblade, 25mm Launcher.

Gale drops 2d6+5 pieces of ammunition for both his Modified revolver and Shoulder Mounted Oversized repeater. This ammunition has been carried a long time as it a backup for if he ever found himself in a null-magic zone. All of his weaponry were under magical effects which were tied to Gale's life which replicated the effect of the Repeating Shot infusion thus eliminating the need to carry much ammunition.


Gale, Gunslinger Paragon

Medium Humanoid (Human), Lawful Neutral


  • Armor Class 20 (Plate Armor +2)
  • Hit Points 229 (27d8+108) (3 hit point bars)
  • Speed 45ft, 35 ft if wearing his Plate Armor

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 18 (+4) 20 (+5) 12 (+1) 18 (+4)

  • Saving Throws Str, +5, Dex +7, Con+8
  • Skills Arcana +9, Athletics +5, Intimidation +8, Investigation +9, Perception +5, Persuasion +8
  • Tools Smiths, Tinkers, Woodcarvers
  • Senses passive Perception 15
  • Languages Common & 1 other language
  • Challenge 15 (13000 xp)

Indomitable 3/short or long rest Gale can reroll a saving throw he fails. He must use the new roll.

Master Gunslinger Being within 5 feet of a hostile creature or attacking at long range doesn't impose disadvantage on Gale's ranged attack rolls with any of his weapons. In addition, Gale ignores the loading and reloading properties, and ignores half cover and three-quarters cover when making ranged attacks with his ranged weapons. Additionally, he can use his intelligence for his attack and damage modifiers with firearms. Lastly, he can draw and fire his revolver as a bonus action.

Survivor Gale regains 10 hit points at the start of his turn if he has at least 1 hit point but fewer hit points than half its hit point maximum for his current health bar.

Paragon (3) The creature has multiple pools of hit points, each of which is tracked separately. At the start of combat roll a separate initiative for each health pool the creature has, removing them as a health pool is depleted. All damage and healing can only applied only to one pool of hit points. Once a pool of hit points reaches 0, any remaining damage from that attack is reduced to 0. When a pool of hit points is reduced to zero, all ongoing conditions and effects affecting the creature end immediately. After a pool of hit points has been reduced to zero, that pool of hit points cannot receive any healing until the creature completes a long rest. If all pools of hit points have been reduced to zero hit points, the creature is killed.

Legendary Gale can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. Gale regains spent legendary actions at the start of its turn. Gale also has 3 Legendary Resistances. If he fails a saving throw, he may choose to succeed instead.


Gale, Gunslinger Paragon Continued

Actions

Multi-attack Gale can make two weapon attacks from either the lightning pistol or Shoulder mounted oversized repeater or gunblade. Additionally, he can use his bonus action to fire his revolver.

Lighting Pistol Ranged Weapon Attack: +10 to hit, Range 90/300, one target. Hit: 2d6+5 Lightning damage. If this attack hits, the next attack before the end of his next turn gains advantage and deals 1d6 additional lightning damage.

Shoulder Mounted Oversized Repeater Ranged Weapon Attack: +10 to hit, Range 150/600, one target. Hit: 4d6+5 Piercing damage.

Modified Revolver Ranged Weapon Attack: +10 to hit, Range 100/250, one target. Hit: 2d4+5 Piercing and 1d4 fire damage.

Heated Gunblade Melee Weapon Attack: +10 to hit, Reach 5 ft, one target. Hit: 1d8+5 Slashing or Piercing and 1d6 fire damage.

25mm Launcher Gale fires the 25mm Launcher at a location he can see within 60 feet. If Gale targets a creature they must make a dc 18 dexterity saving throw or take 2d6 bludgeoning damage. Hit or miss the projectile then explodes in a 15 ft radius. Each creature in this radius must make a DC 18 dexterity saving throw, on a success they only receive half damage. The explosion spreads around corners and deals 2d4 fire damage, 2d4 thunder damage. Creatures and objects that are not behind full cover also take 4d4 slashing damage.

Legendary Actions

Weapon Attack or Command Ally Gale can make one weapon attack of his choice, or command one ally he can see within 30 feet of himself. If the target can see or hear Gale they may use their reaction to make an weapon attack with advantage.

Frighten Foe (Costs 2 legendary actions) Gale targets one enemy it can see within 30 feet of him. If the target can see or hear Gale, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of their next turn.

Goblin Gang Member

Goblins tend to get the short end of the stick in pretty much any situation they find themselves in. Joining a gang of other races is no exception. Such gang members typically used as "cannon fodder" for any brawls that break out. Luckily, the one thing that goblins have going for is a ingenuity for the creation of weapons and traps with any material they can get their hands on. Goblins who live long enough to be given a real weapon tend to modify it so it burns their targets, well most of the time anyway.


Goblin Gang Member

Medium Humanoid (Goblinoid), any


  • Armor Class 14 (Leather)
  • Hit Points 10 (3d6)
  • Speed 30 ft

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 10 (+0) 10 (+0) 10 (+0) 8 (-1)

  • Skills Stealth +5
  • Senses Darkvision 60 Ft., passive Perception 10
  • Languages Goblin & 1 other language
  • Challenge 1/4 (50 xp)

Nimble Escape The goblin can take the Disengage or Hide action as a bonus action on each of its turns.


Actions

Fire Boltor Ranged Weapon Attack: +5 to hit, Range 80/320, one target. Hit: 1d8+3 piercing damage, and roll 1d20 on a 5 or higher the attack deals an additional 1 fire damage. The bolts are soaked in oil, and the crossbow has a crude flint striker that the bolt rubs against as it is shot, thus it has a high likely hood of igniting the bolt.

Fire Dagger Melee Weapon Attack: +5 to hit, Reach 5 ft, one target. Hit: 1d4+3 Piercing damage, and roll 1d20 on a 5 or higher the attack deals an additional 1 fire damage. A dagger whose sheathe has been filled with oil, and a crude striker tied to the crossguard that generally creates a spark when swung.

Bountiful Kill

When slain a Goblin Gang Member has the following equipment. A set of small sized leather armor, A Fire Boltor with 3d4 oil soaked bolts, and Fire Dagger . Additionally, roll 1d12 to determine what additional item is dropped.

  • 1-8 : A small sack with some moldy rations which would sustain a small sized creature for two days, or a medium creature 1 day.
  • 9-10: 2d4+2 flasks of oil
  • 11 : A purse containing 2d6 copper and 2d6 silver.
  • 12 : A potion of healing

Guild Gunslinger

A Guild Gunslinger is an individual who belongs to a guild which does rough and tumble work. That work can range from monster slaying, guarding an area, body guard, or assassination. Regardless of their line of profession most of these gunslingers carry themselves in the same way, as someone who should not be messed with casually.

Bountiful Kill

When slain a Guild Gunslinger has the following equipment. A set of Colored Studded Leather, A Hand Crossbow, A Shortsword, A Poisonous Pistol with 3d4 specialized pieces of ammunition for it. . Additionally, roll 1d12 to determine what additional item is dropped.

  • 1-8 : A pack with a randomly determined trinket, fine rations enough to sustain a medium sized creature for 7 days, a signet ring, single person tent with bedroll, and Map of the area
  • 9-10: A moderate coin pouch containing 8d6 copper, 8d6 silver, 6d6 gold, and 1d4 platinum
  • 11 : A randomly determined E table Item
  • 12 : A Survival Mantle

Guild Gunslinger

Medium Humanoid (elf), any


  • Armor Class 16 (Studded Leather)
  • Hit Points 84 (13d8+26)
  • Speed 30 ft

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 14 (+2)

  • Saving Throws Dex +6, Con +4, Wis +3
  • Skills Perception +3, Stealth +8
  • Senses Darkvision 120 Ft., passive Perception 13
  • Languages Common & 1 other language
  • Challenge 4 (1100 xp)

Fey Ancestry (elf) The Guild Gunslinger has advantage on saving throws against being charmed, and magic can't put it to sleep.

Gunslinger Being within 5 feet of a hostile creature or attacking at long range doesn't impose disadvantage on the Guild Gunslinger's ranged attack rolls with a pistol. In addition, the Guild Gunslinger ignores half cover and three-quarters cover when making ranged attacks with a pistol.

Innate Spellcasting The Guild Gunslinger can cast the following spells innately. Its DC is 12, and its casting modifier is Charisma.

At will: Dancing Lights

1/day each: Darkness, Faerie Fire, Levitate (self)


Actions

Multi-attack The Guild Gunslinger can make two attacks with its short sword, it can replace one or more of its attacks with its short sword with its Poisonous Pistol or Hand Crossbow.

Apply Poison (bonus action) 1/short or long rest The Guild Gunslinger may use its bonus action to apply a poison to its shortsword or 3 crossbow bolts as a bonus action. Once applied the poison retains its potency for 1 minute. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage.

Short Sword Melee Weapon Attack: +6 to hit, Reach 5 ft, one target. Hit: 1d6+4 Piercing damage.

Poisonous Pistol Ranged Weapon Attack: +6 to hit, Range 30/90, Loading, one target. Hit: 1d10+4 Piercing damage, and 2d10 Poison damage.

Hand Crossbow Ranged Weapon Attack: +6 to hit, Range 30/120, one target. Hit: 1d6+4 Piercing damage.

Half Dragon Army Commander

The Leaders of an army fall into one of two general categories: Tacticians, or Martial Heroes. An Army Commander who has undergone the transformation into a Half-Dragon embodies the power of a dragon, and the martial prowess of a hero. Such an army commander could be any hybrid of dragon, although Red is the most common.

This stat block can be adjusted to fit any type of dragon. Just change the resistances to that type as normal, and the opposite damage type, and the breath attack to match the type of dragon selected. For Example a Black Dragon Army Commander would have resistance to Acid and poison, and have an Acid breath attack.

Typically these changes would also extend to the type of weapon their are wielding. White = Frostbrand for example. Black = Corrupted Sunblade. Or you can just change the damage type of the flame tongue to match their breath attack.

Bountiful Kill

When slain a Half Red Dragon Army Commander has the following equipment. Plate Armor +1, Flame Tongue, War Hammer, Shortsword, Longbow . Additionally, roll 1d12 to determine what additional item is dropped.

  • 1-8 : A pack containing a randomly determined trinket, rations to sustain a medium sized creature for 7 days, a coin pouch containing 8d6 copper, 8d6 silver, 8d6 gold, 2d4 platinum
  • 9-10: A randomly determined E table item
  • 11 : A randomly determined f table item
  • 12 : A randomly determined f table item, and 1d4 consumables starting on table A, each additional number rolled moves to the next table

Half Red Dragon Army Commander

Medium Humanoid, Any


  • Armor Class 20 (Plate +1 & Dual Wielder)
  • Hit Points 85 (11d8+33)
  • Speed 30 ft

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

  • Skills Athletics +8, Insight +5, Intimidation +5, Perception +5, Persuasion +5
  • Damage Resistances Fire

  • Senses Blindsight 10 ft, Darkvision 60 ft, Passive Perception 15
  • Languages Common, Draconic, and 1 other language
  • Challenge 7 (2900 xp)

Savage Attacker The Half Red Dragon Army Commander's melee and thrown weapon attacks are especially fierce. Their critical strike range with melee and thrown weapons increases by 1. Their Critical strikes with melee and thrown weapons deal 1d8 additional damage.

Once per turn on a successful melee or thrown weapon attack, they may choose to have a single weapon damage dice roll their maximum amount. they must choose to do so before damage is applied, but can choose to do so after damage is rolled. They can use this feature 5 times each short or long rest.

Weapon Master The Half Red Dragon Army Commander's skill with their weapons exceeds that of most individuals. As such they gain an additional +1 to their hit and damage rolls.

Additionally, once per rest they use one of the following options: make one extra attack, ignore disadvantage on attacks this turn, or use their reaction to reduce damage dealt to them by a weapon attack equal to a roll of their weapon's damage die.

Dual Wielder The Half Red Dragon Army Commander can wield any one handed weapon in either hand. They can alsow draw or stow two weapons whenever they would normally draw or stow a single weapon. Additionally, while wielding two weapons they gain a +1 to their critical strike range & armor class.


Actions

Multi-Attack The Half Red Dragon Army Commander makes two weapon attacks. If it has a Second weapon drawn, it can also make an attack with that weapon.

Flame Tongue Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 1d8+4 Slashing and 2d6 Fire damage.

War Hammer Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 1d8+4 Bludgeoning damage.

Longbow Ranged Weapon Attack: +7 to hit, Range 150/600 ft, one target. Hit: 1d8+4 Piercing damage.

Fire Breath (Recharge 5-6) The The Half Red Dragon Army Commander exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 7d6 fire damage on a failed save, or half as much damage on a successful one.

Hogger, Paragon of Gnolls

Hogger is a well known gnoll for his violence and prowess in battle. Hogger is not the pack leader of whatever group of gnolls he happens to be in. Hogger has stated that being in a leadership position means he won't get to fight as much, which is not fun. Hogger lives for fighting and hunting.

Bountiful Kill

When slain a has the following equipment. Warriors Chainmail, Hunting Bow with 2d4+10 arrows, Carving Knife, an axe, 2d4 hand axes . Additionally, roll 1d12 to determine what additional item is dropped.

  • 1-8 : A Pack containing 2d4 smoked rations
  • 9-10: A pack containing 2d6 silver, and 2d6 gold
  • 11 : A randomly determined E table item
  • 12 : A randomly determined E table item and 2 greater healing potions

Hogger (Paragon of Gnolls)

Medium Humanoid (Gnoll), any


  • Armor Class 18 (Warrior's Chainmail)
  • Hit Points 88 (4 hit point bars)
  • Speed 30 ft

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 11 (+0) 13 (+1) 12 (+1)

  • Saving Throws Str +7, Con +7
  • Skills Athletics +7, Deception +4, Intimidation +4, Perception +4, Persuasion +4, Survival +4
  • Senses Darkvision 60 Ft., passive Perception 14
  • Languages Common, Gnoll
  • Challenge 5 (1800 xp)

Aura of Blood Thirst Any creature with the rampage trait can make a bite attack as a bonus action while within 10 feet of Hogger

Paragon (4) The creature has multiple pools of hit points, each of which is tracked separately. At the start of combat roll a separate initiative for each health pool the creature has, removing them as a health pool is depleted. All damage and healing can only applied only to one pool of hit points. Once a pool of hit points reaches 0, any remaining damage from that attack is reduced to 0. When a pool of hit points is reduced to zero, all ongoing conditions and effects affecting the creature end immediately. After a pool of hit points has been reduced to zero, that pool of hit points cannot receive any healing until the creature completes a long rest. If all pools of hit points have been reduced to zero hit points, the creature is killed.

For each hit point pool the creature has, it rolls another initiative and has a full turn on that initiative. Whenever a hit point pool is depleted its initiative is removed from the turn order.

Legendary Hogger is a legendary creature, Hogger has 2 legendary resistances, and 2 legendary actions each turn.


Actions

Axe Melee Weapon Attack: +7 to hit, Reach 5 ft, one target. Hit: 1d8+4 Slashing damage

Hand Axe Melee Weapon Attack: +7 to hit, Reach 5 ft, Thrown 20/60, one target. Hit: 1d4+4 Slashing damage

Bite (Bonus Action) Melee Weapon Attack: +7 to hit, Reach 5 ft, one target. Hit: 1d2+4 Piercing damage

Carving Knife Melee Weapon Attack: +7 to hit, Reach 5 ft, one target. Hit: 1d4+4 Piercing damage. Attacks with this weapon have advantage against beasts.

Hunting Bow (Shot) Ranged Weapon Attack: +5 to hit, Range 80/320, one target. Hit: 1d6+2 piercing damage

Hunting Bow (Active, 2 charges) Hogger expends a charge and fires a magically imbued arrow that seeks out a target he chooses within the maximum range of this weapon. The target must make a DC 14 dexterity saving throw. On a failure the target takes [[1d6]] piercing damage and [[2d4]] lightning damage. On a success the arrow misses.

Rushing Charge As an action Hogger can dash, and make 1 melee attack with his bonus action. If that melee attack hits the target suffers and additional 1d8 damage


Legendary Actions

Intimidating Shout Hogger lets out a powerful yell. Each creature within 30 feet of Hogger that does not have the rampage trait, must make a DC 12 Wisdom saving throw. On a failed save, the target is frightened of Hogger until the end of that creature's next turn.

Throw Axe Hogger throws a hand axe, this attack ignores disadvantage imposed by hostile creatures within 5 feet of hogger.

Rushing Charge Hogger uses his Rushing Charge Action.

Headbutt Hogger makes an attack with a +7 to hit reach 5 ft. Hogger has advantage on this attack if he is grappling or being grappled by a creature. On a hit the target takes 1d2+4 bludgeoning damage, and must make a dc 11 constitution saving throw or become stunned until the start of their turn

Mage Infiltrator

A mage infiltrator is an individual who is skilled at stealth and infiltration while primarily relying on their magical capabilities to augment their skills and help get them out of sticky situations. These individuals typically find themselves home in thieves guilds, or employed by nobility to snoop on their fellows.

GM NOTE: As with all spell casters, the spell list provided below can be altered to suit the mage infiltrator you wish to create.

Bountiful Kill

When slain a Mage Infiltrator has the following equipment. A set of Dark Colored Traveler's Clothes, a dagger, and a randomly determined arcane focus. Additionally, roll 1d12 to determine what additional item is dropped.

  • 1-8 : A small lightweight pack containing a set of thieves tools, silk rope, grappling hook, and rope ladder (20 ft).
  • 9-10: A "Pouch of Coins" containing 3d6 copper, 4d6 silver, and 2d6 gold
  • 11 : A set of +1 Thieves Tools
  • 12 : A rope of Climbing

Pouch of Coins (Table E)

Common pouch

This pouch connects to a tiny extra-dimensional space. This extra-dimensional space is capable of holding up to 1000 coins. The bag always weighs 1 pound regardless of the number of coins it contains. Any additional conditions/effects that would affect other extra-dimensional spaces apply to the Pouch of Coins as well.


Mage Infiltrator

Medium Humanoid, any


  • Armor Class 16 (Mage Armor)
  • Hit Points 31 (7d6+7)
  • Speed 30 ft

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 16 (+3) 14 (+2) 12 (+1)

  • Saving Throws Int +6, Wis +5
  • Skills Arcana +6, Insight +5, Investigation +5, Perception +5, Stealth +6
  • Damage Resistances Bludgeoning, Piercing & Slashing from non-magical weapons, Psychic
  • Condition Immunities Charmed, Frightened
  • Senses Darkvision 60 Ft., passive Perception 15
  • Languages Common & 1 other language
  • Challenge 3 (700 xp)

Arcane Recovery The Mage Infiltrator regains up to 2 levels of spell slots at the end of a short rest.

Spell Sculptor When the Mage Infiltrator casts a spell, it can choose up to 3 targets to automatically succeed on the saving throw, and they take no damage if they would normally take half damage on a successful save.

Spell Casting The Mage Infiltrator is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The Mage Infiltrator has the following wizard spells prepared

Cantrips (at will): Dancing Lights, Mage Hand, Shocking Grasp, Fire Bolt, Mind Sliver

1st level (4 slots): Color Spray, Feather Fall, Mage Armor, Witch Bolt, Tasha's Caustic Brew

2nd level (3 slots): Darkness, Shatter, Web, Heat Metal, Knock, Silence, Invisibility

3rd level (3 slots): Lightning Bolt, Crusader Mantle, Pulse Wave

4th level (1 slot): Gravity Sinkhole


Actions

Dagger Melee Weapon Attack: +6 to hit, Reach 5 ft, one target. Hit: 1d4+3 Piercing damage

Mobster

A mobster is a member of a criminal group or illegal syndicate, these are the "bread and butter" of the organization. These individuals are many, and easily replaceable. While not all mobsters are similar in appearance, most have been trained by the school of "hard knocks" and thus employ a brutal back alley fighter methodology when fighting needs to happen.


Mobster

Medium Humanoid, Any Lawful Alignment


  • Armor Class 15 (Studded Leather)
  • Hit Points 49 (7d8+14)
  • Speed 30 ft

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)

  • Saving Throws Str +5 Dex +5, Wis +2
  • Skills Athletics +5, Deception +4
  • Senses Darkvision 60 Ft., passive Perception 10
  • Languages Common & 1 other language
  • Challenge 2 (450 xp)

Increased Critical Range The Mobster can critically strike on a roll of 19 or 20 for its attacks.


Actions

Multi-attack The Mobster can make two attacks with its Beating Stick, or Shank. The Mobster can replace one of these attacks with its Improvised Hand Crossbow.

Beating Stick Melee Weapon Attack: +5 to hit, Reach 5 ft, one target. Hit: 1d4+3 Bludgeoning damage. On a critical strike, the target (If it is a living creature) is slightly dazed until the start of their next turn. While dazed they lose their reaction.

Shank Melee Weapon Attack: +5 to hit, Reach 5 ft, one target. Hit: 1d4+3 Piercing damage. On a Critical strike the target bleeds for 1d4 damage at the start of its turns for the next 2 rounds.

Improvised Hand Crossbow Ranged Weapon Attack: +5 to hit, Range 30/60, one target. Hit: 1d6+3 Piercing damage.


Reactions

Reposition When an attack misses or hits The Mobster, it can dodge up to 10ft away after getting hit without provoking attacks of opportunity.

Bountiful Kill

When slain a Mobster has the following equipment. A Set of Studded Leather, a beating stick, a shank, an improvised hand crossbow with 2d4 bolts . Additionally, roll 1d12 to determine what additional item is dropped.

  • 1-8 : A belt with a series of pouches containing 2d4 flasks of oil, a tinder box, and a vial of acid
  • 9-10: A belt with a series of pouches containing 2d4 flasks of oil, a tinder box, and a vial of acid, one of which is a coin purse containing 3d6 copper, 2d6 silver, and 1d6 gold
  • 11 : A Randomly determined E table item
  • 12 : A Randomly determined E table item, and a potion of healing

Mobster Brawler

This burly individual looks like they have never skipped a single day at the gym. These massive musclebound individuals have trained their body to exude an threatening aura and have consumed a number of strength enhancing and unstable alchemical mixtures to grow in both height and weight. These mob members are highly prized individuals due to their loyalty and hair trigger brutality they bring to the table. Any mob boss worth their salt is always accompanied by at least two of these brawlers as personal body guards.

Bountiful Kill

When slain a Mobster Brawler has the following equipment. A Large set of Studded Leather, an Overcoat with hidden pockets, a set of dented brass knuckles . Additionally, roll 1d12 to determine what additional item is dropped.

  • 1-8 : A crowbar, a potion of healing, 1d4 empty vials, and 3d6 gold
  • 9-10: A potion of Growth, a potion of healing
  • 11 : A potion of Growth, a potion of healing, a Potion of Heroism
  • 12 : A potion of Growth, a potion of healing, a potion of Heroism, a Potion of the Berserker

Potion of the Berserker (Table C)

Very Rare Potion

This potion when consumed causes the imbiber to go into a bloody rage for the next minute, or until they end it as a bonus action. While in this bloody rage the imbiber gains a +2 to their critical strike range, melee weapon attacks deal an extra weapon damage die, and all damage but psychic they take is reduced by 3, to a minimum of 1. Attacks against the imbiber have advantage while they remain in this bloody rage.


Mobster Brawler

Large Humanoid, Any Lawful Alignment


  • Armor Class 15 (Studded Leather)
  • Hit Points 75 (8d8+32)
  • Speed 30 ft

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 14 (+2) 11 (+0) 14 (+2)

  • Saving Throws Str +6 Con +6, Wis +2
  • Skills Athletics +8, Deception +4
  • Senses Darkvision 60 Ft., passive Perception 10
  • Languages Common & 1 other language
  • Challenge 4 (1100 xp)

Increased Critical Range The Mobster Brawler can critically strike on a roll of 19 or 20 for its attacks.


Actions

Multi-attack The Mobster Brawler can make up to 3 Light Melee Strikes, or 2 Heavy Melee Strikes

Jab (light) Melee Weapon Attack: +6 to hit, Reach 5 ft, one target. Hit: 2d4+4 Bludgeoning damage. On a critical strike, the target becomes stunned until the start of their next turn.

Wind Strike (Heavy) Ranged Weapon Attack: +6 to hit, range 15/30 ft, one target. Hit: 1d4+4 Slashing damage. On hit the target is pushed back 5 feet. If the target collides with a creature or terrain they take 1d6 additional bludgeoning damage. These effects are doubled on a critical hit.

Haymaker (Heavy) Ranged Weapon Attack: +5 to hit, Range 30/60, one target. Hit: 1d6+3 Piercing damage. On a successful hit the target must make a DC 14 Str save or be knocked back 10 feet. On a critical strike the target is also paralyzed until the start of their turn.


Reactions

Reposition When an attack misses or hits The Mobster Brawler, it can dodge up to 10ft away after getting hit without provoking attacks of opportunity.

Mobster Leader

As with any group, there is always a leader. A mob is no different. A mobster leader, leads through cunning, creed, cold hearted brutality, and dedication to the family. A mobster leader is expected to be able to keep control of the members and their loyalties. It is not unusual for a Mobster leader to become make an example a mob member whose allegiances are becoming questionable.

Most Mobster Leaders wear fine clothing and jewelery that would normally be well outside the norm for someone of their social station. Their appearance serves two purposes, firstly it shows just where the wealth flows to and where the mobs loyalty lies. The more wealthy the mobster leader is, the more wealth the mob as a whole has. The second purpose is if they are ever arrested for any reason, the jewelery can be utilized to promptly post bail or pay off any fines they have.

Bountiful Kill

When slain a Mobster Leader has the following equipment. A set of fine clothing with a concealable set of Studded Leather, a Decoy coin pouch, a Serrated Long Dagger, and a Compound Hand Crossbow with 2d4+10 bolts. Additionally, roll 1d12 to determine what additional item is dropped.

  • 1-8 : A "Pouch of Coins" with 4d20 copper, 4d20 silver, 4d20 gold
  • 9-10: A "Pouch of Coins" with 4d20 copper, 4d20 silver, 4d20 gold. Gold and Silver jewelery worth 50g
  • 11 : A "Pouch of Coins" with 4d20 copper, 4d20 silver, 4d20 gold, 2d4 platinum, and Gold and Silver jewelery worth 100g
  • 12 : A "Pouch of Coins" with 4d20 copper, 4d20 silver, 4d20 gold, 2d4 platinum, and Gold and Silver jewelery inset with rare gemstones worth 250g

Pouch of Coins (Table E)

Common pouch This pouch connects to a tiny extra-dimensional space. This extra-dimensional space is capable of holding up to 1000 coins. The bag always weighs 1 pound regardless of the number of coins it contains. Any additional conditions/effects that would affect other extra-dimensional spaces apply to the Pouch of Coins as well.


Mobster Leader

Medium Humanoid, Any Lawful Alignment


  • Armor Class 15 (Studded Leather)
  • Hit Points 75 (8d8+32)
  • Speed 30 ft

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 12 (+2) 14 (+2) 11 (+0) 14 (+2)

  • Saving Throws Str +5 Dex +6, Wis +2
  • Skills Athletics +5, Deception +8, Sleight of Hand +4
  • Senses Darkvision 60 Ft., passive Perception 10
  • Languages Common & 1 other language
  • Challenge 4 (1100 xp)

Increased Critical Range The Mobster Brawler can critically strike on a roll of 19 or 20 for its attacks.

Decoy coin pouch. (single use) The Mobster Boss has a fake coin pouch, if it squeezed, or picked up, poison needles prick the holders hand, the target must make a dc 13 constitution saving throw or fall asleep.


Actions

Multi-attack The Mobster Boss can make up to 3 attacks with his Serrated Long Dagger, it may replace one of these attacks with its Compound Crossbow.

Serrated Long Dagger Melee Weapon Attack: +6 to hit, Reach 5 ft, one target. Hit: 1d4+4 Piercing and 1d4 Slashing damage. On a critical strike the target (If it is a living creature) bleeds for 1d4 damage at the start of their turns until healed, or they use an action to make a medicine check (Dc 13), or use a use from a medicine kit. This bleed effect can stack.

Compound Hand Crossbow Ranged Weapon Attack: +6 to hit, range 60/320 ft, one target. Hit: 1d6+4 Piercing damage.


Reactions

Reposition When an attack misses or hits The Mobster Boss, it can dodge up to 10ft away after getting hit without provoking attacks of opportunity.

Old Gilly, Paragon of Conjuration

Old Gilly is a Wizard with nearly no equal. She has specialized in conjuration, and reality breaking magics. She has a particular affinity to Mechanus due to an adventure there in her youth during which she befriended a Decaton, which also lead her to participate in the last Modron March... Primarily for research purposes, and although sightseeing is not off the table.

Beyond her unusual affinity Old Gilly typically heads up various clandestine groups seeking to change the leadership of the region she is in. What these groups goals are varies, but one consistent thread remains in all of them, that Wizards should be the leaders, not individuals who are wealthy or have blood ties to the previous rulers.

Bountiful Kill

When slain Old Gilly has the following equipment. A set of Fine Clothes, Travelers Clothes, A Weave Crystal, a component pouch, An Enduring Spell Tome. Additionally, roll 1d12 to determine what additional item is dropped.

  • 1-8 : A bag of holding with various research notes from her time with the Last Modron march and spell formulas.
  • 9-10: A bag of holding with various research notes from her time with the Last Modron march and spell formulas, and a number of coins adding up to 2.5k gold.
  • 11 : A bag of holding with various research notes from her time with the Last Modron march and spell formulas, and a number of coins adding up to 2.5k gold. 1d4 spell scrolls of 3rd level or higher , each of additional scroll above the first is one level higher.
  • 12 : A bag of holding with various research notes from her time with the Last Modron march and spell formulas, and a number of coins adding up to 2.5k gold. 1d4 randomly determined spell scrolls of 4th level or higher, each of additional scroll above the first is one level higher.

Old Gilly

Medium Humanoid (Human), True Neutral


  • Armor Class 12, 15 (Mage Armor)
  • Hit Points 99 (18d8+18)
  • Speed 30 ft

STR DEX CON INT WIS CHA
10 (+0) 12 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3)

  • Saving Throws Int +9, Wis +6
  • Skills Arcana +13, History +13
  • Damage Resistances Bludgeoning, Piercing & Slashing from non-magical weapons, and all spells
  • Condition Immunities Charmed, Frightened
  • Senses Darkvision 60 Ft., passive Perception 15
  • Languages Common & 1 other language
  • Challenge 14 (11500 xp)

Magic Resistance Old Gilly has advantage on all saving throws against spells and other magical effects.

Sound of Mind Old Gilly's concentration cannot be broken by damage. Effects which would incapacitate, or other effects which would automatically break concentration now require a concentration saving throw with advantage, on a success, the spell lasts one additional round, then ends. Additionally, Old Gilly can choose to ignore concentration on a single spell of 4th level or lower.

Clockwork Predictability Old Gilly has inherited a part of Mechanus into her Soul. All spell attack, damage, and other rolls she makes use the average for whatever die they are rolling, but her DC and To hit are reduced by 2.

Spell Casting Old Gilly is an 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Old Gilly can cast disguise self and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

1st level (4 slots): detect magic, identify, mage armor*, magic missile

2nd level (3 slots): detect thoughts, mirror image, misty step

3rd level (3 slots): counterspell, fly, lightning bolt, Pulse Wave

4th level (3 slots): banishment, Conjure Minor Elementals, fire shield, stoneskin*, Gravity Sinkhole, Summon Construct

5th level (3 slots): cone of cold, scrying, wall of force, Summon Modron (see my custom spells)

6th level (2 slot): globe of invulnerability, Contingency (wall of force sphere triggered by the first hostile attack or saving throw against her)

7th level (2 slot): teleport

8th level (2 slot): mind blank*, reality break

9th level (1 slot): time stop *


Actions

Dagger Melee Weapon Attack: +6 to hit, Reach 5 ft, one target. Hit: 1d4+2 Piercing damage

Paladin Guard

A paladin guard typically is one of two things. Either an upper member of the city watch who has taken various oaths during their time with the guard and now serve a higher purpose in addition to the city's laws. Alternatively a Paladin Guard is a member within a sect of Paladins. These individuals carry themselves with a haughty pride, knowing that they carry the torch for the deity or higher power they serve.

Paladins and their oaths can vary greatly, not all even need to be "good", an evil paladin is simply an individual who serves a malevolent deity or higher order such as Tiamat or a Dark Lord.


Paladin Guard

Medium Humanoid, Any


  • Armor Class 19 (Splint Armor & Shield)
  • Hit Points 42 (6d10+6)
  • Speed 30 ft

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 14 (+2)

  • Skills Perception +3, Persuasion +5, Insight +6
  • Senses Passive Perception 13
  • Languages Common & 1 other language
  • Challenge 2 (450 xp)

Actions

Multi-Attack The Paladin Guard can make 2 attacks. 1 With their shield, and one with the primary weapon.

Longsword / Warhammer Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 1d8+3 Slashing or Bludgeoning damage.

Shield Bash Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 1d4+3 Bludgeoning damage. On a successful hit, the target must make a DC 13 Athletics, or Acrobatics check, on a failure the target falls prone.

Strike those who stand against me On a successful attack the paladin can make a quick second strike which deals 2d6 weapon damage. This attack always hits, as it is a psuedo smite. Usable 2x/short rest.

Bountiful Kill

When slain a Paladin Guard has the following equipment. Splint Armor, A shield, a Longsword or Warhammer, a Holy symbol. Additionally, roll 1d12 to determine what additional item is dropped.

  • 1-8 : A pack with enough fine rations to sustain a medium sized creature for 4 days.
  • 9-10: 1d4 lesser healing potions.
  • 11 : A small coin purse containing 2d6 copper, 2d6 silver, and 2d6 gold, and 1d4 lesser healing potions
  • 12 : 1d4 lesser healing potions, and a potion of heroism

Paladin Captain

A Paladin captain is similar to a guard in what orders they may be a part of, the primary difference is that this individual has grown in strength and devotion while they assume a leadership role. Paladin captains are living examples of the oaths they swore, and exemplify all of the aspects of the deity or higher power they serve. The additional devotion they have, they have gained minor magical abilities of healing and protection, but lack the ability to cast spells.

Bountiful Kill

When slain a Paladin Guard has the following equipment. Plate Armor, A shield, a Longsword or Warhammer, 2d4 daggers, a Holy symbol. Additionally, roll 1d12 to determine what additional item is dropped.

  • 1-8 : A pack with enough fine rations to sustain a medium sized creature for 7 days.
  • 9-10: A small coin purse containing 4d6 copper, 4d6 silver, and 4d6 gold, and 1d4 lesser healing potions, and 1d4 healing potions
  • 11 : 1d4 lesser healing potions, 1d4 healing potions, a potion of heroism, and an elixir of health.
  • 12 : a +1 Holy symbol, and Rod of Cure Wounds

Rod of Recovery (Table F)

Uncommon, Rod (attunement)

This rod has been embossed with imagery of healing. This rod has 5 charges, as an action you may expend 1 charge to restore 1d6+2 hit points to a creature within 30 feet of you. If you expend 2 charges, you may instead to cast Lesser Restoration. This rod regains all charges daily at dawn.


Paladin Captain

Medium Humanoid, Any


  • Armor Class 20 (Plate Armor & Shield)
  • Hit Points 80 (10d10+20)
  • Speed 40 ft

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 16 (+3)

  • Saving Throws Wis +4, Cha +6
  • Skills Athletics +7, Perception +4, Persuasion +6, Insight +7
  • Senses Passive Perception 13
  • Languages Common & 1 other language
  • Challenge 4 (450 xp)

Lay on Hands The Paladin Captain has a pool of healing power that replenishes when they take a long rest. With that pool, they can restore a total number of hit points equal to 20 hit points.

As an action, the Paladin Captain can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in their pool.

Alternatively, they can expend 5 hit points from their pool of healing to cure the target of one disease or neutralize one poison affecting it. They can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Aura of Protection Whenever the Paladin Guard Captain or a friendly creature within 10 feet of them makes a saving throw, the creature gains a bonus to the saving throw equal to their Charisma modifier (+3). The paladin captain must be conscious to grant this bonus.

Zealous Strikes The Paladin Captain adds their charisma modifier to his weapon attacks (included in the attack).


Actions

Multi-Attack The Paladin Guard can make 3 attacks with any weapons they have.

Longsword / Warhammer Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 1d8+7 Slashing or Bludgeoning damage.

Dagger Melee Weapon Attack: +7 to hit, reach 5 ft or range 20/60 ft, one target. Hit: 1d4+7 Piercing damage.

Shield Bash Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 1d4+7 Bludgeoning damage. On a successful hit, the target must make a DC 15 Athletics, or Acrobatics check, on a failure the target falls prone.

Weight of Justice On a successful attack the paladin can make a quick second strike that deals 3d6 weapon damage. This attack always hits, as it is a psuedo smite. Usable 3x/short rest.

Reactions

Parry The Paladin Guard Captain adds 3 to its AC against one melee attack that would hit it. To do so, they must see the attacker.

Retributive Strike When a friendly creature within 5 feet of the Paladin Guard Captain is attacked and the attacker is within reach of the captain, the Captain can use its reaction to make a melee weapon attack with advantage. Should this attack hit, the friendly creature gains resistance to the attack which triggered the retributive strike.

The "Retired" Captain

A retired ship's captain is relatively common individual. Most captains retire from their charge and quietly go into retirement. Others turn to more, lucrative and dangerous, pursuits in their old age. These individuals have honed their skills as both a captain, and combatant far beyond what a normal captain is capable of. These captains are extremely skilled at the commanding of the vessels they specialize in, be it land, sea, or air vehicles. Such individuals, if up for hire, typically demand a large portion of any profits the vessel brings, or booty it acquires.


The "Retired" Captain

Medium Humanoid, any


  • Armor Class 14 (Studded Leather)
  • Hit Points 45 (6d8+12)
  • Speed 30 ft

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2)

  • Saving Throws Str +5, Dex +5
  • Skills History +5, Intimidation +5, Perception +5, Persuasion +5, Sleight of Hand +5
  • Senses Passive Perception 15
  • Languages Common, Thieve's Cant, and two other languages
  • Challenge 3 (1100 xp)

Natural Explorer The "Retired" Captain can never become lost except by magical means.

They're Old The "Retired" Captain always goes last on the first round of combat, then uses their initiative roll for all subsequent turns.

Shotgunner The "Retired" Captain ignores disadvantage from being within 5 feet of a target, being prone, or targeting a prone creature with his shotgun.

Captain's Rage If the ship he is captaining reaches half health in any sector, the captain can choose to enter a rage. While in this rage, the captain takes 1/4th the damage as normal from all sources & receives double healing. Additionally he gains extra attack 1, that can only be used on his Shotgun AOE or Center of Mass Shots.

The Captain's Command The captain is capable of commanding all actions a ship takes. As an action the captain can make these orders, all friendly creatures may then choose to do their ship action as a bonus action instead provided they can hear the command. If a part of the ship requires multiple actions in order to be operated, its number of actions required is reduced by 1.


Actions

Shotgun AOE Ranged Weapon Attack: +5 to hit, Range 90/360, Reload 2, one primary target, and up to two secondary targets within 5 feet of the primary target. Hit: 2d6+2 Piercing damage.

On hit, up to 2 targets within 5 feet of the primary target take the 1d6 piercing damage if the original attack roll would beat their ac.

Shotgun Center of Mass Ranged Weapon Attack: +5 to hit, Range 120/480, Reload 2, one target. Hit: 3d6+2 Piercing damage.

Shotgun Explosive Barrage (2/Long Rest) Range 120/480, 10 ft radius.

The captain loads a magically augmented shotgun shell. Upon firing this shell at a location, it explodes at a distance he is thinking of, or upon contact with the first target/object it hits. The projectile then explodes for 5d6+2 fire damage in a 10 foot radius. All creatures caught within this explosion may make a DC 13 dexterity saving throw, taking half damage on a success.

Bountiful Kill

When slain a "Retired" Captain has the following equipment. A set of Studded Leather, a shotgun with 2d4+10 normal shells and 1d2 magical shells. Additionally, roll 1d12 to determine what additional item is dropped.

  • 1-11 : A pack with 5 hardtack rations, 2d4 bottles of medium grade alcohol, and A coin purse with 3d6 copper, 3d6 silver, and 3d6 gold
  • 12 : 1d4 bottles of strong alcohol that are worth 10g each, and 1d2 potions of healing, and a Ring of the Diver

Ring of the Diver (Table F)

Uncommon, Ring

This ring when worn can be activated as a bonus action. When you activate it, you may choose 1 or more of its functions. As a bonus action you can cancel any of the functions, preserving any remaining time on them. Each activation always reduces its time by a minimum of 1 minute. The ring recharges daily at noon.

Function 1: Gain a swim speed equal to your movement speed for up to 1 hour.

Function 2: Gain the ability to hold your breath, and not require additional air for up to 1 hour.

Function 3: Automatically raises the wearer to the surface at a rate of 60 feet per round should they loose consciousness. The ring ensures that the wearer is face up when they reach the surface.

Shanky The Returned

Shanky was just your average goblin, that managed to piss off a powerful hag. For his transgressions Shanky was cursed with inability to die while having the worst luck when it comes to avoiding pain. Shanky, being a goblin and having a minor case of psychosis from the trauma, has used this curse to his advantage as much as he can. Channeling the pain of each death into his vengeance. Over time, there have been... mutations and side effects that caused him to become an outcast amongst his clan due to their fear of the curse possibly being contagious.

Shanky's curse can be dispelled, but only through powerful magics rivaling that of the hag's curse. A dispel curse cast at 6th level suppresses shanky's curse for the next 24 hours, while a dispel curse cast at 7th level removes it entirely.

Bountiful Kill?

When slain Shanky the Returned dissolves into a puddle of ectoplasm leaving behind the following equipment. A dagger made from hardened ectoplasm, and set of goblin sized common clothes. If Shanky's curse is removed or suppressed at the time of his death he also drops a hardened core of ectoplasm which contains a fragment of his curse. This core has little value to those who are not practitioners of hex or curse magics. To such practitioners this is an incredibly valuable object which can augment their hex and curse magics worthy of a favor or blessing of the DM's choice.

Ectoplasm Dagger

Uncommon, Dagger

This dagger is created from hardened ectoplasm, a rare material which typically can only be acquired from reincarnating undead. This dagger can create more of itself when you attempt to throw it. So long as the wielder does not let go, it duplicates itself and hurls the duplicate at the targeted creature. Hit or miss the duplicate then dissolves into a fine mist after 6 seconds.


Shanky The Returned

Medium Humanoid (goblinoid, goblin), any


  • Armor Class 15 (Natural)
  • Hit Points 27 (6d6+6)
  • Speed 30 ft

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 14 (+2) 11 (+0) 10 (+0)


  • Saving Throws Int +4, Wis +2
  • Skills Stealth +6
  • Senses Darkvision 60, Passive perception 10
  • Languages Common, Goblin, and Thieve's Cant
  • Challenge 2 (450 xp)

Defensive Advantage As long as two or more of Shanky's allies are within 5 feet of him and are not incapacitated attacks made against him are made with disadvantage as Shanky uses them as living shields.

Nimble Escape Shanky can use his bonus action to take the disengage or hide action.

Touch of Madness Shanky has advantage on saving throws against being charmed or frightened.

Ever Living Shanky is Automatically revived within 1d4 hours, regardless of the state of his body. The only way to stop this is destroy, or capture his soul. Or target him with a remove curse cast a 5th level or higher.

Death Count Each time Shanky dies, he remembers who/what killed him so long as he is aware of what killed him. Using this knowledge to help him overcome them next time. Shanky can remember the last 10 things/groups that killed him, forgetting the oldest group/thing should a new death happen once he reaches 10 groups/things.


Actions

Multi-attack Shanky makes two attacks with his daggers. For each "Death Count" against a certain group or thing he gains one additional attack.

Ectoplasm Dagger Melee Weapon Attack: +4 to hit, reach 5 ft, thrown 20/60, one target. Hit: 1d4+2 Piercing damage.

Words from the Beyond (1/day/death) Shanky remembers and repeats aloud a few words from a place he entered while walking back from the next world to this one. Each creature of his choice within 30 feet of him that can hear him must succeed on a DC 12 Wisdom saving throw or be stunned until the end of its next turn.


Reactions

Absorb When a creature Shanky can see hits him with a melee weapon attack, the weapon snags on a pocket of residual resurrection energy and is caught fast. The attack is negated and the weapon cannot be used until the creature succeeds on a DC 12 Strength (Athletics) check as an action to pull it out of Shanky. Natural weapons can have their attacks negated by this feature, but can then be retracted automatically at the end of the attacking creature's turn.

Techno Spy

The Techno Spy is an individual who through training, or donning the specialized mask becomes an expert in clandestine activities. These individuals are typically used by governments, guilds, or companies to obtain information on another faction or individual. Occasionally they are utilized in assassination as well.

Bountiful Kill

When slain a Techno Spy has the following equipment. A set of Dark Colored clothing, and an easily concealable pouch. Roll 1d20, to see if the magical mask "survives". Additionally, roll 1d12 to determine what additional item is dropped.

  • 1-8 : Either a concealed blade, or Bolt gun with 1d12 pieces of remaining ammunition.
  • 9-11 : A packet of information, schematic, or an object which the group that hired the techno spy desires.
  • 12 : A random F tier magical item.

Techno Spy

Medium Humanoid (Humanoid, any), Any


  • Armor Class 15 (Unarmored)
  • Hit Points 54 (9d10)
  • Speed 30 ft

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 10 (+0)

  • Skills Deception +6, Investigation +4, Perception +3
  • Damage Vulnerabilities Acid
  • Damage Resistances Cold, Bludgeoning, slashing and piercing from non-magical weapons
  • Senses Passive Perception 13
  • Languages Common, and one other language
  • Challenge 3 (700 xp)

Mental Fortitude The Techno Spy has advantage on saving throws against being charmed or frightened.


Magical Mask When donned this mask transforms and covers the face, neck and upper torso and back with a thin but durable metallic film. This film grants resistance to cold, and weapon attacks that are non-magical, and vulnerability to acid damage. It additionally grants and additional +2 to your armor class if the wearer is wearing no armor, or +1 if wearing any armor.

If a creature wearing this mask is reduced to 0 hit points by an attack or by acid damage roll 1d20, on a 15 or lower the mask is destroyed.

If worn by a "normal" person, or person weaker than CR 3, they are temporarily granted the statblock of Techno-Spy until the mask is removed, losing all other skills and abilities until the mask is removed.

Eavesdropper The Techno Spy has advantage on any perception, investigation, or deception checks related to information gathering, and passing themselves off as not suspicious.

Sneak Attack (1/turn) The Techno Spy deals an extra 7 (2d6) 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 techno spy that isn't incapacitated and the techno spy doesn't have disadvantage on the attack roll.


Actions

Multi-attack The Techno Spy can make up to 3 attacks with its concealed blades, or two bolt gun attacks

Concealed Blade Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 1d2+3 Slashing and 1d2+3 Piercing damage. On a successful attack with this weapon on a surprised creature, or a creature from which you are hidden, the attack becomes an automatic critical hit. This special critical hit deals an extra 4d4 piercing damage. A creature can only be subjected to this special critical hit once per combat from this creature.

Bolt Gun Ranged Weapon Attack: +6 to hit, range 25/50 ft, one target. Hit: 2d4+3 Piercing damage.

Toothy the Goblin, Paragon of Goblins

Toothy has taken the ruthlessness of goblins to an extreme. While most goblins are ruthless only when they outnumber the enemy and typically run when they loose this advantage. Toothy cares not how many of his comrades die, to him they are just a means to an end. To kill, raid, and pillage. When in combat toothy will always attack the weakest target he can, choosing to kill or incapacitate as quickly as possible. If a creature presents any magical capabilities, particularly healing Toothy will focus on that individual until they are dead unless a more opportune target presents itself.

Bountiful Kill

When slain Toothy has the following equipment. Glamored Studded Leather, Sidestep Sandles, A Lightning Blade (Energy Weapon), and a Shortbow.

Lightning Blade (Table G)

Very Rare, Energy Weapon (Scimitar)

This scimitar has an embedded gemstone with the rune of lightning causing it to take on the properties of Lightning. This scimitar deals Lightning instead of slashing damage, but all other properties remain the same. Additionally, this weapon has 3 charges which recharges daily at dawn, or whenever struck by natural lightning.

Physical spell. You can use this feature 1 time per day for free, you can use it again by expending two charges. As a bonus action you may cast Shadow Blade at its lowest level, but the spell deals lightning instead of psychic damage.

Smiting: On a successful attack with this weapon, you may expend 1 charge to deal an extra 2d6 lightning damage.

Sidestep Sandles (Table G)

Very Rare Slippers, Attunement

While attuned & wearing these sandals your reactions become uncannily fast when dodging incoming harm. Sidestep sandals have 3 charges, and regain all charges daily at noon, additionally the sandals regain 1 charge whenever you are critically struck by an attack.

As a bonus action on your turn you may expend a charge and prepare to sidestep an attack. Until the start of your next turn, when an attack would hit you, the sandals help you sidestep the attack. This sidestep grants you an additional 2 to your armor class, if the attack would still hit, its damage is reduced by your proficiency bonus plus your dexterity modifier, to a minimum of 1 damage.


Toothy the Goblin, Paragon of Goblins

Medium Humanoid (goblinoid, goblin), Neutral Evil


  • Armor Class 20 (Glamored Studded Leather & tough)
  • Hit Points 105 (15d6+45), 3 Health Bars
  • Speed 30 ft

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 14 (+2)

  • Saving Throws Dex +8, Con +7
  • Skills Acrobatics +12, Intimidation +6, Perception +6, Stealth +12
  • Senses Darkvision 60, Passive perception 16
  • Languages Common, Goblin
  • Challenge 6 (2300 xp)

Nimble Escape The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Tough Toothy adds his constitution modifier to his AC.

Sidestep Sandles While attuned & wearing these sandals your reactions become uncannily fast when dodging incoming harm. Sidestep sandals have 3 charges, and regain all charges daily at noon, additionally the sandals regain 1 charge whenever you are critically struck by an attack. As a bonus action on your turn you may expend a charge and prepare to sidestep an attack. Until the start of your next turn, when an attack would hit you, the sandals help you sidestep the attack. This sidestep grants you an additional 2 to your armor class, if the attack would still hit, its damage is reduced by your proficiency bonus plus your dexterity modifier, to a minimum of 1 damage.

Lightning Blade Lightning Blade is an Energy weapon with the following properties. It acts as a scimitar that deals lightning damage. Physical Spell: Cast Shadow Blade at its lowest level, but the weapon deals lightning instead of psychic. 1x/day. Can expend 2 charges to recast this feature. Smiting Feature: Has 3 charges, that recharge daily at a specific time (midnight). You may expend 1 charge to deal an extra 2d6 of the associated damage type.


Toothy, Paragon of Goblins continued.

Paragon The creature has multiple pools of hit points, each of which is tracked separately. At the start of combat roll a separate initiative for each health pool the creature has, removing them as a health pool is depleted. All damage and healing can only applied only to one pool of hit points. Once a pool of hit points reaches 0, any remaining damage from that attack is reduced to 0. When a pool of hit points is reduced to zero, all ongoing conditions and effects affecting the creature end immediately. After a pool of hit points has been reduced to zero, that pool of hit points cannot receive any healing until the creature completes a long rest. If all pools of hit points have been reduced to zero hit points, the creature is killed.

Legendary Toothy can take 2 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. Toothy regains spent legendary actions at the start of its turn.


Actions

Lightning Blade (Energy Weapon) Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 1d6+4 Lightning damage.

Activated Lightning Blade (Energy Weapon) Melee Weapon Attack: +8 to hit, reach 5 ft, Thrown 20/60, one target. Hit: 2d8+4 Lightning damage.

Shortbow Ranged Weapon Attack: +8 to hit, range 80/320, one target. Hit: 1d6+4 piercing.


Reactions

Position Swap When a creature Toothy can see targets it or another creature with an attack within 10 feet of him, Toothy can choose another friendly creature within 10 feet of it. The two creatures swap places, and the chosen creature becomes the target instead.


Legendary Actions

Make an Attack (1) Toothy can make 1 attack with any of his weapons.

Run Away! (1) Toothy can move up to his speed, and his movement does not provoke attacks of opportunity.

Thunk, Paragon of Bugbears

Thunk has taken one of the primary traits of bugbears and turned it into a bloody art form. Bugbears by nature of typically lazier than most other raiding monstrous races. Preferring sudden ambushes as opposed to open brazen attacks. Afterall, an unaware foe is much easier to fell than one who can see you coming and prepare. Thunks affinity to the ambush and shadows extends beyond normal skill as he is able to emit an aura which dims light around him. Due to his mastery in the art of the ambush typically most of the creatures he fells never even realized he was there. The last & only thing they hear from Thunk, is the thunk of his hammer caving in their head.

Bountiful Kill

When slain Thunk, Paragon of Bugbears has the following equipment. Half-Plate, A cloak of Elven Kind, +1 Longhammer, Shockwave Javelin.

Shockwave Javelin (Talbe G)

Rare, Javelin

The shockwave javelin is an unusually designed javelin. The javelin flairs out towards its base with 3 separate small cones that can rotate and travel around the shaft in any direction, but are generally near and facing away from the head of the javelin. This javelin has 2 charges. It regains both charges daily at noon.

When you throw this javelin, the cones release jets of air that greatly increase its travel distance and speed. The thrown range for this javelin is doubled. Additionally when you throw it, it will automatically fly back to your hand at the end of your turn, if you no longer have a free hand it lands standing up beside you. Lastly, it always deals 1d6 additional thunder damage from the jets of air this javelin emits.

When you make a thrown attack with this javelin you may expend 1 charge. On a hit, if the target is within 30 feet, the javelin goes continues along its path piercing clean through the target. Repeat the attack roll for each creature in a 1ft wide line up to a maximum range of 30 feet from the thrower. If you miss an attack the javelin misses all other creatures in its path. Creatures take 1 additional damage for each previous creature the javelin has pierced during this throw. The Javelin then returns to the throwers hand at the end of their turn.


Thunk, Paragon of Bugbears

Medium Humanoid (goblinoid, Bugbear), Chaotic Evil


  • Armor Class 18 (Half-Plate)
  • Hit Points 160 (18d8+72), 4 Health Bars
  • Speed 30 ft

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 10 (+0) 14 (+2) 16 (+3)

  • Saving Throws Dex +6, Con +7, Wis +5
  • Skills Athletics +8, Intimidation +6, Perception +5, Stealth +9, Survival +3
  • Senses Darkvision 60, Passive perception 15
  • Languages Common, Goblin, and Thieve's Cant
  • Challenge 8 (3900 xp)

Padded Feat Thunk has advantage on Dexterity (Stealth) checks to move silently.

Brute Thunk deals 1 extra weapon die of damage when he hits with a melee attack (included in the attack).

"Sneak" Attack Once per turn when Thunk makes a successful attack against a creature when he has advantage, he can choose to have the attack deal 2d6 extra damage. If this attack is made from stealth the extra damage increases to 6d6. The attack is an automatic critical hit against a creature who is "surprised".

Thunk doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and thunk doesn't have disadvantage on the attack roll.

Long Arms Thunk has an additional +5 feet to all melee attacks, and +5 feet to thrown attacks

Dark Stalker As long as Thunk is lightly obscured, or in dim light/darkness Thunk can take the hide action. Thunk is adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Medium Armor Master Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks. When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.


Thunk, Paragon of Bugbears continued

Aura of Gloom Thunk can choose to emit an aura of Gloom with a radius of 60 feet. This aura causes light levels to drop by 1, and the radius of all light sources to be reduced by half. Bright light becomes Dim Light. Dim Light becomes Darkness. Darkness becomes Magical Darkness. Magical Darkness becomes Impenetrable Darkness (negates devils sight). Thunk's vision is unaffected by any form of darkness except for impenetrable darkness.

Paragon The creature has multiple pools of hit points, each of which is tracked separately. At the start of combat roll a separate initiative for each health pool the creature has, removing them as a health pool is depleted. All damage and healing can only applied only to one pool of hit points. Once a pool of hit points reaches 0, any remaining damage from that attack is reduced to 0. When a pool of hit points is reduced to zero, all ongoing conditions and effects affecting the creature end immediately. After a pool of hit points has been reduced to zero, that pool of hit points cannot receive any healing until the creature completes a long rest. If all pools of hit points have been reduced to zero hit points, the creature is killed.

Legendary Thunk can take 1 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Thunk regains spent legendary actions at the start of its turn.


Actions

Thunker +1 (Longhammer) Melee Weapon Attack: +9 to hit, reach 15 ft, one target. Hit: 2d10+5 Bludgeoning damage.

Shockwave Javelin Melee Weapon Attack: +8 to hit, reach 10 ft, thrown 70/250 ft, one target. Hit: 1d6+5 piercing and 1d6 thunder damage. On a hit, if the target is within 30 feet, the javelin goes continues along its path piercing clean through the target. Repeat the attack roll for each creature in a 1ft wide line up to a maximum range of 30 feet from the thrower. If you miss an attack the javelin misses all other creatures in its path. Creatures take 1 additional damage for each previous creature the javelin has pierced during this throw. The Javelin then returns to the throwers hand at the end of their turn.


Legendary Actions

Slip Away Thunk may move up to half his movement, and take the hide action. This movement does not provoke attacks of opportunity.

Villager

A villager is an individual who lives out in the hinterlands or otherwise away from a town, city or other more civilized lands. As such these individuals are more hardy than the typical commoner. A villager typically specializes in a certain skillset for the village, such as farming, hunting, or lumber gathering. Villagers are typically insular and regard outsiders with suspicion and distrust until the outsider proves otherwise, at which point a villager may "adopt" them into their community.

Bountiful Kill

This humanoid when slain can drop one of the following items. Roll 1d12 to determine which item is dropped. The weapon they were using, and a set of dirty and well worn padded armor (also counts as traveler's / worker's clothes)

  • 1-8 : A small sack or bag which contains the equivalent of one meal.
  • 9-10: A small coin purse which contains [[2d6]] copper pieces and a random valueless trinket
  • 11 : A lucky trinket such as a rabbit foot, which can be sold for 1 silver
  • 12 : A rare lucky trinket, such as direwolf's fang, which can be sold for 1 gold.

Villager

Medium Humanoid (Any), any, although typically true neutral


  • Armor Class 12 (Padded)
  • Hit Points 6 (1d8+2)
  • Speed 30 ft

STR DEX CON INT WIS CHA
12 (10) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

  • Skills Animal Handling +4, Nature +2, Perception +2, Survival +4
  • Senses Darkvision (depends on race), Passive perception 12 / 17
  • Languages Any one language, typically common
  • Challenge 1/8 (25 xp)

Farmer If this villager is primarily a farmer they will use Farming Tool, and have pack tactics with any other farmer. They also gain advantage on any Animal Handling and nature checks.

Hunter If this villager is also a hunter, they use a ranged weapon and the skinning knife, they also have advantage on any ranged attacks so long as they do not move on their turn. They also gain advantage on any Perception and survival checks)

Lumberjack If this villager is primarily a lumberjack, they will use Felling Axe, which has expanded crit range +1. They also gain advantage on Nature and Survival checks.


Actions

Farming Tool (Farmer) Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 1d4+1 Bludgeoning, Piercing or Slashing damage depending on the tool.

Musket (Hunter) Ranged Weapon Attack: +2 to hit, Range 40/120, one target. Hit: 1d12 Piercing damage.

Crossbow (Hunter) Ranged Weapon Attack: +2 to hit, Range 80/320, one target. Hit: 1d8 Piercing damage.

Skinning Knife (Hunter) Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 1d4+1 Slashing damage. On a critical hit the target bleeds for 2 damage at the start of their next 1d4 turns. A DC 10 medicine check, using a use of a healer's kit, or receiving magical healing stops this bleeding effect.

Felling Axe (Lumberjack) Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 1d8+1 Slashing damage. If the target is prone or incapacitated the target takes an additional 1d4 slashing damage.

Monstrosity

Manyhand

A Manyhand is a miserably mutated creature. This creature consists of a torso and head with 16 spindly arms surrounding the torso on all sides. This creature lives its life in secluded areas preying on the isolated and the unwary. The Manyhand is intelligent enough to understand common, but so deformed it cannot speak, although it has an innate knowledge of all sign languages. This intelligence means it will not willingly pick a fight against a group of creatures it perceives as stronger than it, instead opting to capture the weakest one and retreat back to its den. It is best known for its call, which can only mimic the cries of help, pain, or distress which may lead its next meal to it. Most villagers who have a manyhand den nearby know the never investigate cries for help without a posse with them.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : 2d8 intact spindly arms
  • 9-10: bracelets and rings from travelers it caught worth 100g in total
  • 11 : bracelets and rings from travelers it caught worth 200g in total
  • 12 : bracelets and rings from travelers it caught worth 200g in total, with one of them being a randomly determined magical ring or bracelet of the gm's choosing.

Manyhand

Medium Monstrocity, Neutral


  • Armor Class 14 (Natural Armor)
  • Hit Points 72 (12d8+24)
  • Speed Up to 60 ft with spider climb

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 15 (+2) 6 (-2) 13 (+1) 6 (-2)

  • Saving Throws Str +5, Dex +4
  • Skills Athletics +9, Perception +5, Stealth +4
  • Senses Darkvision 120 ft, Passive perception 15
  • Languages Understands Common but can't speak, "Speaks" All Sign Languages
  • Challenge 7 (2900 xp)

Mimicry The Many hand can mimic the sounds of pain and distress which may cause other creatures to investigate.


Many Arms The Manyhand has 16 spindly arms which surround its "torso" with a singular head. It must always use at least 4 arms to move and stay "standing".

The Manyhands can lose arms when attacked if the attacker choose to attack an arm specifically. The attack has a -5 to hit, but on hit deals damage as normal and if the attack dealt slashing or bludgeoning damage the Manyhands looses one arm.

The Manyhands, when it has all of its arms, has a base of 12 attacks each turn, but loses 1 attack for every 5 feet it moves on its turn. While prone, the manyhands gains an additional 4 attacks. If the Manyhands uses these additional attacks, it cannot leave prone on its turn. It may replace any number of its attacks with grapple attempts.

At the start of its turn, it loses 2 attacks and 10 feet of movment for each creature it is grappling

While the Manyhand has at least 8 arms, it has an additional reaction, if it has all of its arms it has 2 additional reactions.

If the Manyhands takes the dash action it instead moves three times its maximum movement speed.

Regeneration The Manyhands regenerates all its limbs whenever it completes a short rest. It also regenerates a number of hit points at the start of its turn equal to half of its remaining arms.


Actions

Multi-Attack The Manyhands, when it has all of its arms, has a base of 12 attacks each turn, but loses 1 attack for every 5 feet it moves on its turn. While prone, the manyhands gains an additional 4 attacks. If the Manyhands uses these additional attacks, it cannot leave prone on its turn. It may replace any number of its attacks with grapple attempts. At the start of its turn, it loses 2 attacks and 10 feet of movement for each creature it is grappling

Wild Flailing Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 1d2+1 Bludgeoning damage.


Reactions

Pained Flailing Whenever the Manyhands looses an arm it can use its reaction to make two attacks against the attacking creature.

Death Mantis

A Death Mantis is a massive preying mantis which has evolved through unknown means to be a large creature with razor sharp arm blades and a rapier thin puncturing arm. This creature excels at hunting beasts in the forest as few creatures can match its strength or pierce its exoskeleton easily. This creature also has an affinity for rare metals, collecting them and storing them under the folds of its exoskeleton. None knows why this is the case, but monster hunters sometimes seek out older Death Mantis's for the mineral bounty they carry with them.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : Hardened Carapace, sold for 10 gold to leather workers or other similar professionals
  • 9-10 : Sickle Arm, can be crafted into a scythe by affixing it to a quarterstaff or 10 ft pole.
  • 11 : Silver Ore, can be grafted onto a weapon by a smith. Doing so adds the Silvered property & on a critical hit applies the "Moonbeam" additional affects to shapeshifters when applicable.
  • 12 : Iron Sand, can be crafted into a sharpening stone by a smith. This item has a single use and adds 1 damage to any bladed weapon, or up to 10 pieces of ammunition. A weapon or piece of ammunition can only be sharpened once.

Death Mantis

Large Monstrocity, Neutral


  • Armor Class 16 (Natural Armor)
  • Hit Points 76 (9d10+27)
  • Speed 40 ft

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 3 (-4) 16 (+3) 9 (-1)

  • Skills Athletics +7, Perception +6, Stealth +6
  • Damage Resistances Bludgeoning
  • Senses Darkvision 120 ft, Passive perception 16
  • Languages None
  • Challenge 4 (1100 xp)

Beheading If the Death Mantis attacks a creature at 0 hit points and makes a successful attack, that creature takes 3 failed death saving throws and/or loses a head.

Brute A melee weapon deals one extra die of its damage when the Death mantis hits with it (included in the attack).

Tough The Death Mantis adds its Constitution Modifier to is Armor Class

Standing Leap The Death mantis' long jump is up to 30 ft. and its high jump is up to 20 ft., with or without a running start.


Actions

Follow Up Attack If the The Death Mantis makes a successful attack with either its Scythe Arm or Piercing Arm can use its bonus action to make an attack with its other arm.

Scythe Arm Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 3d10+4 Slashing damage.

Piercing Arm Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 2d6+4 Piercing damage.

Leaping Strike Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 3d10+4 Slashing and 2d6+4 Piercing damage. The Death Mantis leaps at a target at least 15 feet away from it, striking with both arms. On a successful attack the target must also make a Strength Saving throw DC 12 or be knocked prone.

Balloon Ghost

This creature is a mystery to researchers. Its origins are speculated to be from balloons which were lost to the atmosphere, which somehow became aware of this and enraged taking on a form of life. Regardless these creatures occasionally pop up near populated areas, leading children astray before killing them.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-10 : 1d4 Rubber scraps, these scraps can be used to craft small objects which require rubber, such as a slingshot.
  • 11-12: 2d4 Rubber scraps, these scraps can be used to craft small objects which require rubber, such as a slingshot.

Balloon Ghost

Medium Monstrocity, Neutral Evil


  • Armor Class 12 (Natural Armor)
  • Hit Points 39 (6d8+12)
  • Speed 40 fly (hover)

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 3 (-4) 8 (-1) 6 (-2)

  • Skills Perception +1, Stealth +6
  • Damage Vulnerabilities Piercing
  • Damage Resistances Bludgeoning
  • Damage Immunities Poison
  • Condition Immunities Poisoned, Exhaustion
  • Senses Darkvision 120 ft, Passive perception 11
  • Languages None
  • Challenge 1 (200 xp)

Death Burst When the Balloon Ghost dies it bursts, all creatures within 5 feet of it must make a DC 12 Dexterity saving throw taking 2d6 + 2 thunder damage, or half as much on a successful saving throw.


Actions

Ram Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 1d4+2 Bludgeoning damage. On a successful attack, the targeted creature must make a DC 9 Strength saving throw or be knocked prone.

Ooze

Body Snatching Ooze

The Body Snatching ooze is a relatively unique monster. Choosing to utilize its prey and food to help it acquire more. This ooze exists only to hunt and feed, attacking anything that it comes across in an attempt to acquire another meal. Researchers are unsure how the ooze is able to control a creature's movement simply by entering it, but theorize that it somehow directly attaches and takes over the creatures central nervous system.

Bountiful Monster

This monster when slain can drops nothing, but searching nearby can reveal one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : Decaying equipment or objects from previously hunted creatures. The GM randomly determines the object from the adventuring gear table.
  • 9-10: 1d4 intact weapons, the Gm randomly determines the weapons dropped.
  • 11 : 1d4 intact weapons and one set of armor, all of which the gm randomly determines
  • 12 : A randomly determined item from the E Table

Body Snatching Ooze

Medium Ooze, unaligned


  • Armor Class 7 (Natural Armor)
  • Hit Points 84 (8d10+40)
  • Speed 20 ft

STR DEX CON INT WIS CHA
14 (+2) 5 (-3) 20 (+5) 1 (-5) 6 (-2) 1 (-5)

  • Damage Immunities Acid
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
  • Senses Blindsight 60 ft (Blind Beyond This Radius), Passive perception 8
  • Languages None
  • Challenge 2 (450 xp)

Slime Puddle The Body Snatching ooze resembles nothing more than a puddle of slimy water while it remains motionless.


Body Snatcher A creature which the Body Snatching Ooze engulfs has the ooze quickly enter the body through its various orifices. At the start of the Ooze's next turn if the creature remains engulfed it fully enters the creatures body and controls its motions from within.

While the Body Snatching Ooze is in a creature any successful attacks against the creature have half the damage dealt to the ooze as well. The Ooze can control the body and make attack as if it were that creature, but doesn't gain access to any special, or class features the creature has that does not affect its attacks.

The ways to remove a body snatching ooze from a creature is casting protection from good and evil on the creature, reducing the creature to 0 hit points, or reducing the ooze to 0 hit points. The Controlled creature can also make a DC 22 Constitution Saving throw at the start of its turns, ending this effect on a successful saving throw.

The Body snatching Ooze can choose to feed on its victims rapidly decomposing its body from within, a body that has a Body Snatching Ooze in it for 1 minute after the creature has been killed is fully digested leaving no trace except for its non-organic equipment behind.


Actions

Pseudopod Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 3d6 Acid damage.

Engulf The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 10 (3d6) acid damage at the start of each of the cube's turns. > When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

Sculptor Ooze

The Sculptor ooze is a feared and reviled creature. Typically if a sculptor ooze is heard of the local government will hire out mercenaries to hunt it down and destroy it to prevent a possible infestation. The Sculptor ooze is typically a mutated variant from another ooze. A sculptor ooze can live essentially indefinitely unless slain due to its regenerative abilities while it infests a creature it has turned to stone. It also is incapable of reproducing, it instead multiplies if a petrified creature it is infesting breaks into multiple pieces, each piece creates a new sculptor ooze. This unusual duplication is the cause of it being hunted down. For example If a Sculptor ooze turns a bird in a tree to stone, that statue will eventually fall out of the tree and shatter potentially creating dozens of additional oozes.

If a Sculptor ooze is allowed to duplicate the area surrounding where it is gradually becomes filled with statues, which itself is a warning that something terrible is happening in the area.

Bountiful Monster

This monster when slain this monster can drop one of the following items, or such items can be found nearby drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : Semi-solid ball of ooze, This ball if thrown as an improvised weapon attack, restrains a creature it hits as it slowly petrifies them. The affected creature must succeed on a DC 10 constitution saving throw or begin to be affected by the alchemical conversion trait of the Sculptor ooze.
  • 9-10: 1d4 intact weapons, the Gm randomly determines the weapons dropped.
  • 11 : A randomly determined item from the E table
  • 12 : A randomly determined item from the F Table

Sculptor Ooze

Large Ooze, unaligned


  • Armor Class 7 (Natural Armor)
  • Hit Points 85 (10d10+30)
  • Speed 20 ft, Spider Climb 20 ft

STR DEX CON INT WIS CHA
16 (+3) 5 (-3) 16 (+3) 1 (-5) 6 (-2) 1 (-5)

  • Damage Immunities Acid, Cold, Lightning, Slashing
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone, Petrification
  • Senses Blindsight 60 ft (Blind Beyond This Radius), Passive perception 8
  • Languages None
  • Challenge 4 (1100 xp)

Amorphous The Sculptor Ooze can move through a space as narrow as 1 inch wide without squeezing.

Alchemical Conversion A creature which is engulfed by the Sculptor ooze is rapidly converted to stone as if affected by the Flesh to Stone spell. The creature becomes affected by this ability at the start of the Ooze's next turn. The DC for this Petrification is 15. This effect cannot be dispelled or countered, but can be removed in a similar fashion to any other petrification.

If a creature is converted to stone by this Ooze the "statue" takes on the properties of the most common stone in the area. The Sculptor ooze seeks to enter this statue becoming dorment upon doing s, if the creature was not engulfed at the time of its petrification.

The Petrification ends after 10 years, the petrified creature is killed during this time and the body becomes a desiccated husk over 1 round after the petrification ends if the petrification ends in this way. Whenever the petrification ends, the Sculptor ooze then reforms in the "Statue's" space fully healed.

If the statue is broken by any means, creating multiple pieces, when the petrification is ends each broken piece creates a new Sculptor Ooze.

The Petrification from this ability can only be removed by Greater Restoration, Wish, or a potion brewed from a the acid of a Basilisk's stomach.

Spider Climb The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


Actions

Pseudopod Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 1d6+3 bludgeoning and 4d8 Acid damage.

Engulf The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 14 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the cube enters the creature's space, and the creature takes 15 (5d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained. When the ooze moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters an unoccupied space of its choice within 5 feet of the cube.

Slime Cube

A slime cube is another mutation within the ooze community. This slime hunts its pray underground, as it is destroyed it splits and duplicates itself. As such what may initially seem as a non-threatening ooze can quickly spiral out of control as more and more of itself surround you.

Bountiful Monster

This monster when slain can drop one of the following items.

Each cube that is slain from the original Slime Cube drops 1d4-2 slime balls.

Slime Ball

Slime Balls can be used to stick things together like glue, this sticky property can be used to affix up to 100 pound objects per slime ball used.

Alternatively it can be thrown at a creature. Make an improvised thrown weapon attack, on a hit the creature becomes restrained. On a Natural 1 roll for the attack roll you instead suffer the effects of the slime ball. A creature restrained in this manner can use all its movement and make a DC 18 strength check to to break free on a success.

Regardless of how it is used, the Slime Ball is consumed when used.


Slime Cube

Large Ooze, unaligned


  • Armor Class 6 (Natural Armor)
  • Hit Points 84 (8d10+40)
  • Speed 20 ft

STR DEX CON INT WIS CHA
14 (+2) 3 (-4) 20 (+5) 1 (-5) 6 (-2) 1 (-5)

  • Damage Immunities Acid, Poison
  • Condition Immunities Poisoned, Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
  • Senses Blindsight 60 ft (Blind Beyond This Radius), Passive perception 8
  • Languages None
  • Challenge 5 (1800 xp)

Death Split When the Slime Cube dies and it is small sized or larger, it splits into two, each new Slime cube moves into an unoccupied space of its choice up to 5 feet away from the location it died in. The two new Slime Cubes are one size category smaller and have half the HP of the previous slime cube, all other statistics remain the same. Regardless of the number of Slime Cubes slain from this monster, it only counts as one for the purposes of experience.

Pack Tactics The Slime Cube has advantage on an attack roll against a creature if at least one of the Slime Cube's allies is within 5 feet of the creature and the ally isn't incapacitated.


Actions

Pseudopod Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 3d6+2 Acid damage.

Plant

Blight Druid

A Blight Druid can be formed when the land has be desecrated, or damaged to the point where it must defend itself in order to heal. Such blight druids have short and violent filled lives as they seek to destroy the originators of the destruction and any of their creations from the land.

A Blight Druid can also be created by planting an enchanted sapling in the ribcage of a druid who died in the last 24 hours. After the sapling takes root it absorbs the remains of the druid and their connection to natural magics over the next year. After one year passes the blight druid fully forms. This blight druid seeks to preserve the land it was birthed from, and carrying on the will of the druid from which it was formed.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : Magically imbued plant materials which are valuable to druid circles.
  • 9-10: A Staff of Flowers, which can also cast Druidcraft
  • 11 : A Moon Sickle +1 made from the druid's rib
  • 12 : A Moon Sickle +1 made from the druid's rib, and a Bag of Beans

Blight Druid

Medium Plant, Chaotic Evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 200 (25d8+75)
  • Speed 30, 30 earth glide, 100 platewalk

STR DEX CON INT WIS CHA
8 (-1) 14(+2) 16 (+3) 7 (-2) 18 (+4) 11 (+0)

  • Saving Throws Str +5, Dex +8, Con +9, Wis +10
  • Skills Nature +4, Perception +10
  • Damage Vulnerabilities slashing from axe based weapons, psychic, cold
  • Damage Resistances Necrotic, Acid, Bludgeoning, Slashing, Piercing from non-magical weapons
  • Damage Immunities Poison
  • Condition Immunities charmed, deafened, exhaustion, frightened, poisoned, stunned
  • Senses Truesight 60ft, passive perception 20
  • Languages Common, Plant, Sylvan
  • Challenge 14 (11,500 xp)

Traverse Terrain The Blight druid cannot have its movement speed reduced by difficult terrain created by plants (both magical and non-magical).

Additionally the blight druid is immune to any damage dealt by plants, plant creatures, or hazards created from plants.

Plantwalk The Blight druid can magically transport itself from a plant it is touching to another plant it can see within 100 feet so long as there is an unbroken line of plants between the two plants, this movement is essentially a teleportation. > Magic Resistance The Blight Druid has advantage on saving throws against spells and other magical effects.

Innate Spell Casting The Blight Druid's spellcasting ability is Wisdom (spell save DC 18, +10 to hit). The Blight Druid can innately cast the following spells, requiring no material components:

Cantrips (As if 17th level): Thornwhip, Druidcraft, Blight (at its lowest level)

3/day each: Plant Growth, Spike Growth

1/day each Wall of Thorns, Sunbeam, Sunburst, Insect Plague, Freedom of Movement

Spell Sniper The Blight druid ignores up to 3/4ths cover when making spell attacks and doubles the range of any spells it casts.

Legendary The Blight Druid can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Blight Druid regains spent legendary actions at the start of its turn. The Blight Druid also has 3 Legendary Resistances. If it fails a saving throw, it may choose to succeed instead.


Actions

Blighted Vine Staff Melee Weapon Attack: +10 to hit, reach 5 ft, one target. Hit: 1d8+4 bludgeoning and 3d8 necrotic damage.


Legendary Actions

Thorn whip The Blight Druid casts Thorn Whip

Move The Blight Druid can move using any of its movement types. The Blight Druid is also under the disengage action while moving using this action.

Cast a Spell (Costs 2 legendary Actions) The Blight druid may cast any non-cantrip spell of its choice

Create Awakened Tree (Costs 2 legendary Actions) The Blight Druid chooses a tree it can see within 100 feet and Creates an Awakened tree, or Revives a slain one at full hit points. The Blight Druid can control up to 6 of these Awakened Trees.

Marionette Vine

A Marionette Vine is a carnivorous plant which can go into lengthy times of dormancy. These vines typically are found deep in elder forests, or rain forests with a large fauna population. These vines utilize the uneaten remains, of dead beasts to acquire more food for themselves. The origin of these vines are unknown, but they have more fungal traits than they do plant traits, as such some researchers theorize that these vines are actually an evolution from the Ophiocordyceps unilateralis fungus.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : A 20 ft length of sturdy vine which can be used as if it were a hemp rope
  • 9-10: A skeletal trophy from one of its recent feasts worth 15 gold
  • 11 : A fine skeletal trophy from one of its recent feasts worth 25 gold
  • 12 : A excellent skeletal trophy from one of its recent feasts worth 35 gold

Marionette Vine

Medium Plant, Unaligned


  • Armor Class 13 (Natural Armor)
  • Hit Points 59 (7d12+14)
  • Speed 20 ft, Spider Climb 20 ft

STR DEX CON INT WIS CHA
12 (+1) 14(+2) 15 (+2) 2 (-4) 10 (+0) 3 (-4)

  • Damage Vulnerabilities Fire, Slashing
  • Damage Resistances Cold, Thunder, Bludgeoning, Piercing
  • Damage Immunities Psychic, Radiant
  • Senses Blindsight 30ft (blind beyond this radius), passive perception 10
  • Languages None
  • Challenge 3 (700 xp)

False Appearance While the Marionette Vine remains motionless, it is indistinguishable from a normal vine.

Consume Light If the Marionette Vine is subjected to Radiant damage, it instead heals for half of the damage rolled. While in Bright sunlight the Marionette vine regains 1 hit point at the start of its turn.


Corpus Imperium The Marionette vine can occupy the body of a creature with 0 hit points or a dead body as an action. While it occupies a body, the body takes damage before the vine does. If the body dies, or the Marionette vine occupies a corpse, the vine gains 50 temporary hit points, once these temporary hit points are gone the body is damaged to the point that it is no longer functional and the Marionette vine can leave the body as a bonus action on its turn.

The Marionette vine can control the body or corpse and make attack(s) as if it were that creature in life, but doesn't gain access to any special, or class features the creature has that does not affect its attacks.

The Marionette vine gains sustenance from the body it is inhabiting, feasting on the decaying corpse. If the Marionette vine doesn't have access to a corpse it gains sustenance as a normal plant would.


Actions

Vine Whip Melee Weapon Attack: +6 to hit, reach 10 ft, one target. Hit: 2d6+2 bludgeoning damage. On hit the target creature is also grappled as long as it is Large sized or smaller. While the Marionette Vine is grappling a creature it cannot attack any other targets.

A creature can use its action to make a DC 13 strength check, ending this grapple on a success.

Constrict The Marionette vine tightly constricts around the creature it is grappling, attempting to crush and suffocate it. The creature the must make a Strength saving throw DC 13 taking 3d6 bludgeoning damage, becoming restrained and starting to suffocate on a failed saving throw, or half as much damage on a successful saving throw.

A creature that is restrained has disadvantage on this saving throw, and any strength check it makes to escape the grapple.

Sentient Raspberry Bush

A Sentient Raspberry Bush is created by planting a normal Raspberry stem in the ribcage of a slain druid. This stem gains magically enhanced growth properties which allow it to spread much further than a normal raspberry bush could. It also gains a hive mind of sorts, as all the stems which spread from the original stem are connected. These bushes are often mistaken for regular raspberry bushes due to their inability to communicate. The Sentient Raspberry bush can be a benevolent or malevolent entity, it can grow to trust creatures, or distrust them through their interactions.

For example, if a Sentient Raspberry bush is routinely harvested from by the same set of creatures it may grow accustomed of them. If the creatures care and tend it, the bush may grow fond of them. The opposite is also true, if a creature destroys part of it, the bush will violently protect itself against that creature, and other similar creatures.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-10 : 1d100 Raspberries per 5ft square it occupied. Each 5ft square takes 15 minutes to fully pick.
  • 11: A sturdy raspberry stem which can be used as an improvised whip. This whip deals 1d4 extra piercing damage in addition to the normal properties of a whip.
  • 12: A magically imbued raspberry stem which produces 1d4 raspberries per day. These Raspberries also count as Goodberries.

Sentient Raspberry Bush

Variable Plant, Unaligned


  • Armor Class 13 (Natural Armor)
  • Hit Points 12 per 5 ft square it occupies (2d6+4 per 5 ft square it occupies)
  • Speed 0

STR DEX CON INT WIS CHA
12 (+1) 14(+2) 15 (+2) 10 (0) 10 (+0) 7 (-2)

  • Damage Vulnerabilities Fire, Slashing
  • Damage Resistances Bludgeoning, Piercing, Cold, Thunder, Thunder
  • Damage Immunities Radiant
  • Senses Blindsight 30ft (blind beyond this radius), passive perception 10
  • Languages None
  • Challenge 2 (450 xp)

False Appearance While the Sentient Raspberry bush remains motionless, it is indistinguishable from a normal raspberry bush.

Nature's Bounty If the Sentient Raspberry bush wills it, it can cause any berry picked to become a good berry. Doing so reduces the Sentient Raspberry Bush's hp by 1. Doing so reduces the Sentient Raspberry Bush's hp by 1 per good berry it makes for the next 24 hours.

The Sentient Raspberry Bush grows its berries unnaturally quickly. It can grow or replace picked berries in 2 weeks during the spring, summer and fall, or 4 weeks during the winter.

Each 5 ft section of the Sentient Raspberry Bush creates up to 100 berries.

Consume Light If the Sentient Raspberry Bush is subjected to Radiant damage, it instead heals for half of the damage rolled. While in Bright sunlight the Marionette vine regains 1 hit point at the start of its turn.

Evergrowing The Sentient Raspberry bush expands from its central location at a rate of 5 ft every 6 months. Although it can't expand further than 200 feet in any direction.

For every 10 feet it adds to its radius, its CR increases by 1 to a maximum of CR 5.


Thorny Creatures which do not meet one of the following conditions count the Sentient Raspberry bush as double difficult terrain (each foot costs 3 feet instead of 1 foot of movement), and takes 1 piercing damage per every 10 feet it moves through the Bush.

  • A natural armor class of 13 or higher before any modifiers.
  • Wearing full plate
  • Tiny sized

The Sentient Raspberry bush can choose a creature to not be affected by this trait.


Actions

Variable Attack The Sentient Raspberry bush can make one attack from each space it occupies with its Vine Whip Attack.

Vine Whip Melee Weapon Attack: +4 to hit, reach 10 ft, one target. Hit: 1d6+2 bludgeoning and 2d6 piercing damage. On hit the target creature is also grappled as long as it is large sized or smaller. A creature can use its action to make a DC 12 Strength (Athletics) check to escape. While it grapples a creature, it can at the start of its turn move the creature up to 5 feet towards the space which is grappling it. Each 5 ft section of the Bush can grapple a different creature. A creature can use its action to make a DC 11 Strength check to escape this grapple.

Undead

Ashton Empowerer

An Ashton Empowerer is an undead spirit which can very rarely occur naturally. Such spirits come from individuals who lived to help others, but died without fulfilling a task or goal which prevented their spirit from going to the afterlife. These spirits will quickly forget the task or goal, but still strive to help those around them who are like them. Such spirits rarely help the living, due to the now "alien" nature of living creatures.

Ashton Empowerers can also be created by powerful necromancers which ritualistically sacrifice a humanoid, capture their spirit, and then bind it to their will, thus creating these spirits.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-10 : A soul trinket, which acts the same as the Phantom Rogue's "Tokens of the Departed" feature, which lasts for 1d4 days.
  • 11 : A soul trinket, which acts the same as the Phantom Rogue's "Tokens of the Departed" feature, which lasts for 2d4 days
  • 12 : A soul trinket, which acts the same as the Phantom Rogue's "Tokens of the Departed" feature, which lasts until used.

Ashton Empowerer

Medium Undead, Unaligned


  • Armor Class 12 (Natural Armor)
  • Hit Points 22 (5d8)
  • Speed 50 fly (hover)

STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 11 (+0) 10 (+0) 12 (+1) 11 (+0)

  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing, nonmagical attacks
  • Damage Immunities Poison, Necrotic
  • Condition Immunities charmed, exhaust, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses Passive Perception 11
  • Languages none
  • Challenge 2 (450 xp)

Partial Invisibility The Ashton Empowerer is affected by a invisibility esq ability. Creatures have a -10 to perception checks to see the Ashton Empowerer in dim light and darkness.

Incorporeal Movement The Ashton Empowerer can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Turn Resistance The Ashton Empower has advantage vs turn undead. Additionally all undead within 30 feet of it have this trait as well.

Actions

Psychic Slam Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 2d6+1 psychic damage. On a successful attack the target must make a DC 13 intelligence saving throw or stagger back 5 feet.

Empower Undeath The Ashton Empowerer bolsters up to 1d4+1 nearby undead of its choice. Restoring 1d6+1 hit points, and granting them 1d2-1 extra attacks if they take the attack action on their next turn. Any undead which are empowered (either by name or from another ability which has empowered in its name) can only be healed by this effect.

Suppress Magic The Ashton Empowerer suppresses all magic in a 1d3*10 ft radius for the next 1d2 rounds. Spells that affect any creatures or areas within this area automatically fail, if the spell already had an effect ongoing, the effect is suppressed until the creature leaves the area affected by this ability, or this ability ends. Magical items are rendered temporarily mundane while in this area. Creatures that are animated by magic fall unconscious or become inert while in this abilities area, such creatures automatically fail all saving throws, and any successful attacks on them are automatic critical hits.

Bone Beasts

Bone beasts are creatures made exclusively from a conglomeration of skeletal pieces typically taking the shape of a scorpions or other creatures with a large piercing tail. Because of their construction they can be made larger by simply adding more bones to the pile during its creation. Unfortunately due to their construction they are also fragile in nature, suffering a loss of durability as they take damage, and inability to regain hitpoints outside of acquiring new undamaged bones.

Spellcasters who are capable of creating these monsters typically do not worry about these downsides as they make excellent minions and the resources to create and maintain them are small when compared to batches of lesser undead.


Bone Beast [Medium]

Medium Undead, Lawful Evil


  • Armor Class 16 (Bone Armor)
  • Hit Points 63 (9d8+18)
  • Speed 30 ft

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Saving Throws Dex +3, Con +6, Wis +1, Cha -1
  • Skills Athletics +5, Perception +1
  • Damage Vulnerabilities Bludgeoning
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned, paralyzed, prone
  • Senses Darkvision 60 ft Passive Perception 11
  • Languages Understands the all the langauges its creator speaks, but cannot speak
  • Challenge 3 (700 xp)

Bone Armor For every 25 Hp the Bone Beast has. Add 2 to its ac. Base ac of 12

Actions

Bone Smash Melee Weapon Attack: +5 to hit, reach 10 ft, one target. Hit: 1d6+3 bludgeoning damage. On a successful attack the target, and all other creatures excluding itself within 5 feet of the target must make a Strength or Dexterity saving throw (their choice) DC 13 or be knocked prone.


Bone Snap Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 1d6+3 piercing damage. On a successful attack the target must make a Strength or Dexterity saving throw (their choice) DC 13 or become grappled and restrained by the Bone Beasts "mouth" if it is a small or smaller creature, if the creature is medium or larger it is just grappled instead.

While a creature is grappled by the Bone Beast from this attack, it can only use Bone Snap on that creature. This attack automatically hits. 3d6+3 piercing Damage.

Bone Spike The Bone beast whips its tail around. All creatures that are within a 15 foot radius hemi-sphere behind the Bone Beast must make a dexterity saving throw DC 13, or take 1d8+3 piercing and 1d6 bludgeoning damage.


Reactions

Skuttle Upon taking 15 damage in a single hit the Bone beast can skuttle up to 15 feet in any direction without provoking attacks of opportunity. The Bone beast may then use the Splinter Storm Legendary Action if it can.


Legendary Actions

The Bone Beast (Medium) can take 2 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Bone Beast (Medium) regains spent legendary actions at the start of its turn.

Defensive Curl The Bone Beast curls into a defensive position gaining +2 ac, extending many small spikes until the start of its next turn. The next 2 melee attacks that miss the bone beast cause the attacker to take 1d6 piercing damage. Subsequent uses of this action this round do not add to AC.

Splinter Storm (Costs 2 legendary Actions) Bone Splinters explode out of the Bone beast. Everything within 10 feet of the bone beast must make a DC 13 dexterity saving throw or take 1d6 piercing damage.

Bountiful Monster

Bone Beast (Medium) when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-10 : An undamaged bone trophy which can be sold for 15 gold.
  • 11 : An undeath infused bone, which can be used as a spell focus, and can replace material components for necromancy spells up to 50g. If the material component is consumed, so is this bone.
  • 12 : A powerful undeath infused bone, which can be used as a spell focus, This focus requires attunement. This spell focus can also replace material components for necromancy spells up to 50g. If the material component is consumed, so is this bone. Additionally it increases any necrotic damage you deal with spells, attacks, or abilities while you hold it by 1.

Bountiful Monster

Bone Beast (Large) when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-10 : An undamaged bone trophy which can be sold for 30 gold.
  • 11 : An undeath infused bone, which can be used as a spell focus, and can replace material components for necromancy spells up to 150g. If the material component is consumed, so is this bone.
  • 12 : A powerful undeath infused bone, which can be used as a spell focus, This focus requires attunement. This spell focus can also replace material components for necromancy spells up to 150g. If the material component is consumed, so is this bone. Additionally it increases any necrotic damage you deal with spells, attacks, or abilities while you hold it by 2.

Bone Beast [Large]

Large Undead, Lawful Evil


  • Armor Class 18 (Bone Armor)
  • Hit Points 162 (18d8+72)
  • Speed 30 ft

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 6 (-2) 8 (-1) 5 (-3)

  • Saving Throws Dex +4, Con +7, Wis +2, Cha +0
  • Skills Athletics +7, Perception +2
  • Damage Vulnerabilities Bludgeoning
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned, paralyzed, prone
  • Senses Darkvision 60 ft, Tremorsense 10ft, Passive Perception 12
  • Languages Understands the all the langauges its creator speaks, but cannot speak
  • Challenge 6 (2300 xp)

Bone Armor For every 50 Hp the Bone Beast has. Add 2 to its ac. Base ac of 12

Actions

Multi-attack The Bone beast (large) may make two attacks with any of its attacks, but it may only use each attack once.

Bone Smash Melee Weapon Attack: +7 to hit, reach 10 ft, one target. Hit: 2d6+4 bludgeoning damage. On a successful attack the target, and all other creatures excluding itself within 5 feet of the target must make a Strength or Dexterity saving throw (their choice) DC 15 or be knocked prone.

Bone Snap Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 1d6+4 piercing damage. On a successful attack the target must make a Strength or Dexterity saving throw (their choice) DC 15 or become grappled and restrained by the Bone Beasts "mouth" if it is a medium or smaller creature, if the creature is large or larger it is just grappled instead.

While a creature is grappled by the Bone Beast from this attack, it can only use Bone Snap on that creature. This attack automatically hits dealing 4d6+4 piercing Damage.

Bone Spike The Bone beast whips its tail around. All creatures that are within a 15 foot radius hemi-sphere behind the Bone Beast must make a dexterity saving throw DC 15, or take 1d10+4 piercing and 1d6 bludgeoning damage.


Reactions

Skuttle Upon taking 15 damage in a single hit the Bone beast can skuttle up to 15 feet in any direction without provoking attacks of opportunity. The Bone beast may then use the Splinter Storm Legendary Action if it can.


Legendary Actions

The Bone Beast (Large) can take 2 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Bone Beast (Large) regains spent legendary actions at the start of its turn.

Defensive Curl The Bone Beast curls into a defensive position gaining +2 ac, extending many small spikes until the start of its next turn. The next 3 melee attacks that miss the bone beast cause the attacker to take 2d6 piercing damage. Subsequent uses of this action this round do not add to AC.

Splinter Storm (Costs 2 legendary Actions) Bone Splinters explode out of the Bone beast. Everything within 10 feet of the bone beast must make a DC 15 dexterity saving throw taking 2d6 piercing damage or half as much on a successful one.

Bountiful Monster

Bone Beast (Huge) when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-10 : An undamaged bone trophy which can be sold for 90 gold.
  • 11 : An undeath infused bone, which can be used as a spell focus, and can replace material components for necromancy spells up to 450g. If the material component is consumed, so is this bone.
  • 12 : A powerful undeath infused bone, which can be used as a spell focus, This focus requires attunement. This spell focus can also replace material components for necromancy spells up to 450g. If the material component is consumed, so is this bone. Additionally it increases any necrotic damage you deal with spells, attacks, or abilities while you hold it by 3. \pagebreakNum

Bone Beast [Huge]

Huge Undead, Lawful Evil


  • Armor Class 18 (Bone Armor)
  • Hit Points 162 (18d8+72)
  • Speed 30 ft

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 6 (-2) 8 (-1) 5 (-3)

  • Saving Throws Dex +5, Con +8, Wis +3, Cha +1
  • Skills Athletics +9, Perception +3
  • Damage Vulnerabilities Bludgeoning
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned, paralyzed, prone
  • Senses Darkvision 60 ft, Tremorsense 20ft, Passive Perception 13
  • Languages Understands the all the languages its creator speaks, but cannot speak
  • Challenge 9 (5000 xp)

Bone Armor For every 100 Hp the Bone Beast has. Add 2 to its ac. Base ac of 13

Actions

Multi-attack The Bone beast (large) may make three attacks, but only once with each attack.

Bone Smash Melee Weapon Attack: +9 to hit, reach 10 ft, one target. Hit: 3d10+5 bludgeoning damage. On a successful attack the target, and all other creatures excluding itself within 5 feet of the target must make a Strength or Dexterity saving throw (their choice) DC 17 or be knocked prone.

Bone Snap Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 2d8+5 piercing damage. On a successful attack the target must make a Strength or Dexterity saving throw (their choice) DC 17 or become grappled and restrained by the Bone Beasts "mouth" if it is a large or smaller creature, if the creature is huge or larger it is just grappled instead.

While a creature is grappled by the Bone Beast from this attack, it can only use Bone Snap on that creature. This attack automatically hits dealing 4d8+5 piercing Damage.

Bone Spike The Bone beast whips its tail around. All creatures that are within a 20 foot radius hemi-sphere behind the Bone Beast must make a dexterity saving throw DC 17, or take 2d10+5 piercing and 1d6 bludgeoning damage.


Reactions

Skuttle Upon taking 15 damage in a single hit the Bone beast can skuttle up to 15 feet in any direction without provoking attacks of opportunity. The Bone beast may then use the Splinter Storm Legendary Action if it can.


Legendary Actions

The Bone Beast (Huge) can take 2 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Bone Beast (Huge) regains spent legendary actions at the start of its turn.

Retributive Curl The Bone Beast curls into a retributive position gaining +2 ac. The first attack each turn that targets the Bone Beast (Huge), by a creature within 30 feet of the bone beast, the attacking creature must succeed on a DC 17 Constitution saving throw taking 3d6 necrotic damage as a jet of necrotic spikes blasts towards them, or half as much damage on a successful save.

Splinter Storm Bone Splinters explode out of the Bone beast. Everything within 20 feet of the bone beast must make a DC 17 dexterity saving throw taking 4d6 piercing damage or half as much on a successful one.

Bountiful Monster

Bone Beast (Gargantuan) when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-10 : An undamaged bone trophy which can be sold for 270 gold.
  • 11 : An undeath infused bone, which can be used as a spell focus, and can replace material components for necromancy spells up to 1350g. If the material component is consumed, so is this bone.
  • 12 : A powerful undeath infused bone, which can be used as a spell focus, This focus requires attunement. This spell focus can also replace material components for necromancy spells up to 1350g. If the material component is consumed, so is this bone. Additionally it increases any necrotic damage you deal with spells, attacks, or abilities while you hold it by 4.

Bone Beast [Gargantuan]

Gargantuan Undead, Lawful Evil


  • Armor Class 21 (Bone Armor)
  • Hit Points 720 (72d8+360)
  • Speed 40 ft

STR DEX CON INT WIS CHA
22 (65) 12 (+1) 20 (+5) 6 (-2) 8 (-1) 5 (-3)

  • Saving Throws Dex +6, Con +10, Wis +4, Cha +2
  • Skills Athletics +911, Perception +4
  • Damage Vulnerabilities Bludgeoning
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned, paralyzed, prone
  • Senses Darkvision 60 ft, Tremorsense 30ft, Passive Perception 14
  • Languages Understands the all the languages its creator speaks, but cannot speak
  • Challenge 12 (8400 xp)

Bone Armor For every 200 Hp the Bone Beast has. Add 2 to its ac. Base ac of 15

Actions

Multi-attack The Bone beast (Gargantuan) may make three attacks, but only once with each attack.

Bone Smash Melee Weapon Attack: +11 to hit, reach 10 ft, one target. Hit: 4d10+6 bludgeoning damage. On a successful attack the target, and all other creatures excluding itself within 5 feet of the target must make a Strength or Dexterity saving throw (their choice) DC 19 or be knocked prone.

Bone Snap Melee Weapon Attack: +11 to hit, reach 5 ft, one target. Hit: 3d8+6 piercing damage. On a successful attack the target must make a Strength or Dexterity saving throw (their choice) DC 19 or become grappled and restrained by the Bone Beasts "mouth" if it is a huge or smaller creature, if the creature is gargantuan or larger it is just grappled instead.

While a creature is grappled by the Bone Beast from this attack, it can only use Bone Snap on that creature. This attack automatically hits dealing 5d8+6 piercing Damage.

Bone Spike The Bone beast whips its tail around. All creatures that are within a 20 foot radius hemi-sphere behind the Bone Beast must make a dexterity saving throw DC 19, or take 3d10+6 piercing and 1d6 bludgeoning damage.


Reactions

Skuttle Upon taking 15 damage in a single hit the Bone beast can skuttle up to 15 feet in any direction without provoking attacks of opportunity. The Bone beast may then use the Splinter Storm Legendary Action if it can.


Legendary Actions

The Bone Beast (Gargantuan) can take 2 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Bone Beast (Gargantuan) regains spent legendary actions at the start of its turn.

Retributive Curl The Bone Beast curls into a retributive position gaining +2 ac. The first two attack each turn that targets the Bone Beast (Gargantuan), by a creature within 40 feet of the bone beast, the attacking creature must succeed on a DC 19 Constitution saving throw taking 4d6 necrotic damage as a jet of necrotic spikes blasts towards them, or half as much damage on a successful save.

Splinter Storm Bone Splinters explode out of the Bone beast. Everything within 20 feet of the bone beast must make a DC 19 dexterity saving throw taking 6d6 piercing damage or half as much on a successful one.

Empowered Undead

Empowered undead are the next "evolution" that necromancers create above the basic skeletons and zombies. They are more resilient, and powerful while also being more intelligent, and thus better able to follow directions. The skeletal variant is on the whole more reliable when compared to its zombie counterpart. This is primarily due to its limited sentience & ability to pick up and use any weapon while shunting a portion of the necromantic powers which sustain it into the weapon imbuing it with unholy energy. Its zombie counterpart is better suited towards menial labor or as foot soldiers due to their more hardy nature.


Empowered Skeleton

Medium Undead, Lawful Evil


  • Armor Class 15 (Armor Scraps)
  • Hit Points 50 (5d8+10)
  • Speed 30 ft

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Saving Throws Str +4, Dex +6
  • Skills Perception +2, Stealth +6
  • Damage Vulnerabilities Bludgeoning
  • Damage Resistances Necrotic, Bludgeoning, Slashing, Piercing from non-magical weapons
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60ft, passive 12
  • Languages Understands all languages it spoke in life, but cannot speak
  • Challenge 3(700 xp)

Actions

Multi-attack The Empowered Skeleton can make two attacks with any of its weapons

Shadowy Sword Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 1d6+3 Piercing and 1d4 necrotic damage.

Shadowy Bow Ranged Weapon Attack: +6 to hit, range 80/320 ft, one target. Hit: 1d6+3 Piercing and 1d4 necrotic damage.

Spine Whip Melee Weapon Attack: +6 to hit, reach 10 ft, one target. Hit: 1d4+3 Piercing and 1d4 necrotic damage.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-10 : A well worn shortsword, shortbow and whip made from bone.
  • 11 : Roll 1d3, 1 = shortsword, 2 = shortbow, 3 = bone whip. This weapon retains a small amount of necrotic energy within it. This weapon has 10 charges, on a successful attack it automatically expends one charge dealing 1d4 additional necrotic damage. When the last charge is expended it becomes mundane.
  • 12 : A necrotic core which requires attunement. This core can be used as a spell focus and can replace material components for necromancy spells up to 50g. If the material component is consumed, so is this necrotic core. Additionally any necrotic damage you deal from attacks, spells or abilities, are increased by 1 while you are holding this necrotic core.

Empowered Zombie

Medium Undead, Neutral Evil


  • Armor Class 12 (Armor Scraps)
  • Hit Points 55 (5d8+15)
  • Speed 30 ft

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Skills Athletics +6
  • Damage Resistances Cold, Necrotic, Bludgeoning, Slashing, Piercing from non-magical weapons
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60ft, passive 8
  • Languages Understands all languages it spoke in life, but cannot speak
  • Challenge 3(700 xp)

Undead Fortitude If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.


Actions

Halting Multi-attack Roll 1d6 on a 4-6 the creature gets a another attack, then Roll another d6 on a 6 the creature gets a another attack.

Slam Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 1d6+3 Bludgeoning and 1d6 necrotic damage.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-10 : Empowered Zombie Limb, this limb can be wielded as an improvised flail, this weapon grants advantage on any damage rolls you make against good aligned or celestial creatures.
  • 11 : Roll 1d3, 1 = shortsword, 2 = shortbow, 3 = bone whip. This weapon retains a small amount of necrotic energy within it. This weapon has 10 charges, on a successful attack it automatically expends one charge dealing 1d4 additional necrotic damage. When the last charge is expended it becomes mundane.
  • 12 : A necrotic core which requires attunement. This core can be used as a spell focus and can replace material components for necromancy spells up to 50g. If the material component is consumed, so is this necrotic core. Additionally any necrotic damage you deal from attacks, spells or abilities, are increased by 1 while you are holding this necrotic core.

Demi Stitch Zombie

The Demi Stitch Zombie is one of the most powerful zombies a necromancer can create from simple humanoids. By grafting multiple humanoids together the necromancer is able to animate the corpses together, causing them to fuse together. The Demi Stich Zombie is smarter than its other zombie brethren able to undertake complex tasks and follow orders it is given, while making adjustments as needed as the situation develops. The Demi Stich zombie also carries an undead curse within it which can infect the living, thus it is also the perfect minion to grow your undead horde as each greater zombie it creates is automatically under the original creators control.

If a Demi Stitch Zombie ever frees itself from its master, or its master is slain it roams in search of living flesh to sustain its undeath. Any creatures which are raised as Greater Zombies during this time are mindless and attack any non-undead creature on sight.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : A large sized cleaver that deals 3d6 slashing damage and large sized meathook with a 60 ft chain that deals 3d6 piercing damage.
  • 9-10: Roll 1d2. 1 = A large sized cleaver. 2 = A large sized meathook with a 60 ft chain. Whichever weapon is roll, that weapon remains imbued with undeath. That weapons use all the statistics from the Demi Stitch Zombie's actions sections.
  • 11 : A large sized cleaver and large sized meathook with a 60 ft chain that have been imbued with undeath. These weapons use all the statistics from the Demi Stitch Zombie's actions sections.
  • 12 : A Butcher's Bib (Explorer's Guide to Wildmont p266)

Demi Stitch Zombie

Large Undead, Neutral Evil


  • Armor Class 15 (Armor Scraps)
  • Hit Points 143 (13d12+52)
  • Speed 30 ft

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 18 (+4) 6 (-2) 12 (+1) 6 (-2)

  • Saving Throws Con +7, Wis +4
  • Skills Athletics +9, Perception +4, Stealth +3
  • Damage Resistances Cold, Necrotic, Bludgeoning, Slashing, Piercing from non-magical weapons
  • Damage Immunities Poison
  • Condition Immunities Poisoned, Charmed, Exhaustion, Frightened, Paralyzed
  • Senses Darkvision 60ft, passive 14
  • Languages Understands all languages it spoke in life, but cannot speak
  • Challenge 7 (2900 xp)

Undead Fortitude If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Turn Resistance The Demi Stitch Zombie has advantage on saving throws against effects which turn undead.

Ravenous The Demi Stich Zombie heals for all necrotic damage it deals as it consumes its target.

Black Blood A creature inflicted with black blood is considered poisoned. If a creature dies with the black blood condition, they are raised as a greater zombie in 1d4 rounds. This can cured via a DC 15 medicine check over the course of a short rest, Lesser/Greater Restoration, or Remove curse or other more powerful similar effects.


Actions

Multi-attack The Demi Stitch Zombie can make 1 meathook and 1 cleaver attack, either of which can be replaced with a grapple check. Or it can make two bite attacks against a target that it is grappling.

Meat Hook Melee Weapon Attack: +9 to hit, reach 10 ft, thrown 30/60 ft, one target. Hit: 3d6+6 piercing and 1d4 necrotic damage. On a successful hit, the target can be pulled up to 25 feet towards the Demi Stitch Zombie


Cleaver Melee Weapon Attack: +9 to hit, reach 10 ft, one target. Hit: 3d6+6 slashing and 1d4 necrotic damage. On a critical hit, the target must make a constitution saving throw DC 13 or suffer heavy bleeding. Failing this saving throw by 5 or more causes the loss of a limb.

Heavy Bleeding At the start of the target's turn they take damage equal to a roll of their half their total hit dice (IE if it is a 10th level fighter, they take 5d10 damage). The heavy bleeding can be stopped with a DC 20 medicine check, or being healed for 25 or more hit points. Or expending 6 uses from a healers kit, each action using a healers kit to stop this bleeding can use up to two uses.

Bite Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 6 piercing and 3d6 necrotic damage. On a successful hit the target must make a DC 15 constitution saving throw vs the Black Blood trait.

Reactions

Stay Here a While When the Demi Stitch Monster makes an Attack of Opportunity he may use a grapple check instead of a weapon attack.

Hopping Leg

You have certainly heard of the Crawling Hand, well what about the other major appendages used in locomotion? Do they not deserve some undead love as well? That's right for the low price of the lower half of a body you get not one, but two or more hopping legs! These undead were originally an accident due to a failed undead creation spell. Although "useful" when your minions keep destroying the upper half of the local fauna.


Hopping Leg

Tiny Undead, Neutral Evil


  • Armor Class 8 (Natural Armor)
  • Hit Points 5 (2d4)
  • Speed 40 ft

STR DEX CON INT WIS CHA
14 (+2) 6 (-2) 11 (+0) 5 (-3) 10 (0) 4 (-3)

  • Damage Immunities Poison
  • Condition Immunities Chargmed, Exhaustion, Poisoned
  • Senses Blindsense 30ft (blind beyond this radius), passive 10
  • Languages none, Understands undeath
  • Challenge 0 (10 xp)

Undead Fortitude If damage reduces the Hopping Leg to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the Hopping Leg drops to 1 hit point instead.

Unsteady The Hopping leg has disadvantage on any effect which requires it to make a dexterity saving throw, or any saving throw against being knocked prone.

Standing Leap The Hopping Leg's long jump is up to 15 ft. and its high jump is up to 10 ft., with or without a running start.


Actions

Leaping Kick Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 1d4+2 bludgeoning damage. The Hopping leg must move at least 5 feet towards a target to make this attack. Hit or miss the hopping leg then falls prone after it makes the attack.

Bountiful Monster?

On death you get a rotting zombie leg, not exactly good loot.

If Captured alive and affixed to a hilt somehow you get a zombie leg club. This club is a simple 2d4 bludgeoning weapon with the "floppy trait"

Floppy: The zombie leg flops about of its own accord, sometimes helping, sometimes not. Whenever you make an attack roll with this weapon roll 1d4, on a 1 or 4 you suffer a negative to hit equal to the number rolled. On a 2 or 3 you gain a bonus to hit equal to the number rolled.

Lesser Death Knight

Not all Death Knights are the same, sometimes the creator puts less power into raising them, or a corrupted paladin doesn't have the strength to gain its full powers. Regardless, these lesser death knights have many of the same abilities of a standard death knight, just not the most potent ones. These Death Knights typically follow a more powerful Death Knight, or other powerful evil entity until they gain enough power to ascend to a Death Knight in full. Such lesser Death Knights who ascend to a full death knight keep their non-concentration magic weapon and elemental weapon spell casting feature and 4 limb feature (if they have it), but replace all other statistics with a death knight.

Bountiful Kill

When slain a Lesser Death Knight has the following equipment. A Longsword, Shortsword, a Dagger and one either Splint Armor OR Plate Armor and a shield. Additionally, roll 1d12 to determine what additional item is dropped.

  • 1-8 : A pouch with 11d6 copper, 11d6 silver, 11d6 gold, and 3d4 platinum coins
  • 9-10: A corrupted Holy symbol, which requires attunement. While wearing this corrupted holy symbol magic weapon no longer requires concentration
  • 11 : A corrupted Holy symbol, which requires attunement. While wearing this corrupted holy symbol elemental weapon no longer requires concentration
  • 12 : A corrupted Holy symbol, which requires attunement. While wearing this corrupted holy symbol magic weapon and elemental weapon no longer requires concentration. Additionally, if you are evil aligned your spell attacks and spell DC increases by 1.

Lesser Death Knight

Medium Undead, Chaotic Evil


  • Armor Class 17 (Splint) or 20 if 4 armed (plate & shield)
  • Hit Points 120 (12d8+60)
  • Speed 40 ft

STR DEX CON INT WIS CHA
18 (+4) 11(+0) 20 (+5) 12 (+1) 16 (+3) 16 (+3)


  • Saving Throws Dex +5, Wis +8, Cha +8
  • Skills Perception +5, Stealth +4
  • Damage Resistances Bludgeoning, Slashing, Piercing from non-magical weapons
  • Damage Immunities Necrotic, Poison
  • Condition Immunities Exhaustion, Frightened, Poisoned
  • Senses Darkvision 120ft, passive 15
  • Languages Abyssal, Common, Undeath
  • Challenge 11 (7200 xp), or 12 if 4 armed (8400 xp)

Undead Nature The Lesser Death Knight does not require air, food, drink, or sleep in order to survive.

Magic Resistance The Lesser Death Knight has advantage on saving throws against spells and other magical effects.

Marshal Undead Unless incapacitated, it and undead creatures of its choice within 60 feet have adv on saving throws against features that turn undead.

Spell Casting THe Lesser Death Knight is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The Lesser Death Knight ignores concentration on Magic & Elemental Weapon, and has the following Paladin spells prepared:

1st level (4 slots): Command, Compelled Duel, Searing Smite

2nd level (3 slots): Hold Person, Magic Weapon

3rd level (3 slots): Dispel Magic, Elemental Weapon

4th level (3 slots): Banishment, Staggering Smite


Actions

Multi-attack The Lesser Death knight makes 2 longsword attacks and one off-hand attack, if this is a 4 armed variant it instead makes 2 longsword attacks and two off-hand attacks, one with each off-hand weapon.

Longsword Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 1d8+4 slashing and 3d8 necrotic damage.

Off-hand Shortsword Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 1d6 slashing and 2d8 necrotic damage.

Off-hand Dagger Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 1d4 slashing and 1d8 necrotic damage.

Prowler

A Prowler is a rogue or other such individual who just, decided to not let death stop them, or were raised after their demise to be a prowler. While they loose most of the abilities they had in life, they still prefer strike from the shadows. These undead are utilized for their scouting ability or with stealth, subterfuge, or assassination is preferred. Prowlers take great pleasure in the pain and mental suffering that they inflict on creatures. A "free" prowler will regularly torment but not kill creatures if it can help it. A Prowler's attack shows their victim how horrifying their death could be at its hand.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-10 : A weak talisman of undeath. When this talisman of undeath is planted in an undead creature, any spells which reassert control over them have double the duration.
  • 11 : A talisman of undeath. When this talisman of undeath is planted in an undead creature, any spells which reassert control over them have triple the duration.
  • 12 : A powerful talisman of undeath. When this talisman of undeath is planted in an undead creature, any spells which reassert control over them have unlimited the duration.

Prowler

Medium Undead, Neutral Evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 72 (9d8+27)
  • Speed 40 ft

STR DEX CON INT WIS CHA
10 (+0) 18(+4) 16 (+3) 3 (-4) 10 (+0) 10 (+0)

  • Skills Intimidation +3, Perception +6, Stealth +7
  • Damage Vulnerabilities Radiant
  • Damage Resistances Cold, Bludgeoning, Slashing, Piercing from non-magical weapons
  • Damage Immunities Necrotic, Poison
  • Condition Immunities Poisoned, Charmed, Exhaustion, Frightened, Paralyzed, Stunned
  • Senses Darkvision 60ft, Blindsight 10ft, passive 16
  • Languages Speaks none, but understands common and Undeath Tongue (Universal language of the undead)
  • Challenge 4 (1100 xp)

Horrifying Visions On hit the target must make a wisdom saving throw DC 5 + the psychic damage taken or become feared as per the fear spell.

A creature may re-attempt the saving throw at the end of their turn with disadvantage if they can still see the creature, and at normal if they cannot, and with advantage if they haven't seen the creature for a least 1 full round.

Break the Mind The Prowler has advantage to hit any target affected by Horrifying Visions, and if the prowler critically strikes a creature already affected by the Horrifying visions trait, roll a temporary madness from the Shadowfell table in the DMG. This madness lasts until the creature affected seeks mental help from a trained individual, or is targeted with greater restoration.


Actions

Corrupting Touch Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 1d4+4 slashing and 3d6 psychic damage. On a successful hit the target must make a Wisdom Saving Throw with a DC 5 + Psychic damage taken or become afflicted by the horrifying visions trait.

Psuedo Lich

A Psuedo lich is a created when a spell caster fails to fully become a lich, but doesn't totally fail the ritual itself. Psuedo Lichs have the same general personality traits as a Lich, but with one over-arching goal. To consume enough souls to become a Lich.

A Lich can also raise a mortal spell caster it slew as a Psuedo Lich as an emergency backup should their phylactery be destroyed. Psuedo Liches created in this manner are beholden to every whim and wish the Lich who raised it having very few personality traits that do not directly serve their creator. Such Psuedo Lichs can act as butler and bodyguard for their creator. Should their creator be slain, these Psuedo Lichs have their soul replaced with that of their creator, destroying the original soul entirely and allowing the Lich who created them a chance to escape death at the cost of much of their power.


Pseudo Lich

Medium Undead, Any Evil Alignment


  • Armor Class 17 (Natural Armor)
  • Hit Points 36 (12d4)
  • Speed 30 ft

STR DEX CON INT WIS CHA
10 (+0) 10(+0) 10 (+0) 20 (+5) 14 (+2) 16 (+3)

  • Saving Throws Int +10, Wis +7, Cha +8
  • Skills Arcana +15, History +10, Insight +7, Perception +7
  • Damage Resistances All damage types that it is not immune to
  • Damage Immunities Poison, Necrotic, Bludgeoning, Piercing, and Slashing from non-magical attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
  • Senses Truesight 120ft, passive 17
  • Languages Common, Undeath and 4 other Langauges of its choice
  • Challenge 10 (5900 xp)

Undead Nature The Lesser Death Knight does not require air, food, drink, or sleep in order to survive.

Rejuvenation If it has a phylactery, a destroyed peudo lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Turn Resistance The lich has advantage on saving throws against any effect that turns undead.

Death Immunity Damage that would kill the Psuedo Lich is ignored unless it is a critical strike, or radiant damage. Any other damage leaves the Psuedo Lich at 1 hp.


Spell Casting The psuedo lich is an 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The psuedo lich has the following wizard spells prepared:

  • Cantrips (at will): mage hand, prestidigitation, ray of frost
  • 1st level (4 slots): detect magic, magic missile, shield, thunderwave
  • 2nd level (3 slots): detect thoughts, invisibility, acid arrow, mirror image
  • 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
  • 4th level (3 slots): blight, dimension door
  • 5th level (3 slots): cloudkill, scrying
  • 6th level (1 slot): disintegrate, globe of invulnerability

Actions

Paralyzing Touch Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 3d6 cold damage. On a successful attack The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : An enduring spell tome containing all spells the psuedo lich knows.
  • 9-10: An enduring spell tome containing all spells the psuedo lich knows, and 1 spell scroll containing a random 4th level spell from the wizard spell list.
  • 12 : An enduring spell tome containing all spells the psuedo lich knows, and 2 spell scrolls containing a random 4th and 6th level spell from the wizard spell list.

Risen Dragon

A Risen Dragon is created by a ritual which fuses the bodies of a living Wyrmling or Young dragon and an living evil humanoid warrior. This ritual kills both of them then fuses their bodies together, raising them as this undead abomination. This undead creature gains the martial abilities of the warrior and that of a greatly weakened dracolich. These Risen Dragons are rarely created due to the difficulty of acquiring the required creatures, and the rebellious nature they innately have due to their "draconic" half. If a Risen Dragon can be controlled it makes for a very potent undead minion for its creator.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped. As a reminder, curses cannot be identified, as such these items are just greatswords with the added breath attack.

  • 1-10 : A Cursed Greatsword which grants its wielder an 15 ft cone undeath breath attack 1x/short rest with a DC 10 constitution saving throw, dealing 4d6 necrotic damage on a failed saving throw on a failed saving throw, or half damage on a successful one. If the wielder dies while it has this greatsword in their possession they are immediately raised as greater zombie.
  • 11: A Cursed +1 Greatsword which grants its wielder an 15 ft cone undeath breath attack 1x/short rest with a DC 12 constitution saving throw, dealing 5d6 necrotic damage on a failed saving throw on a failed saving throw, or half damage on a successful one. If the wielder dies while it has this greatsword in their possession they are immediately raised as greater zombie.
  • 12 : A Cursed +1 Greatsword which grants its wielder an 15 ft cone undeath breath attack 1x/short rest with a DC 14 constitution saving throw, dealing 6d6 necrotic damage on a failed saving throw on a failed saving throw, or half damage on a successful one. If the wielder dies while it has this greatsword in their possession they are immediately raised as greater zombie.

Risen Dragon

Large Undead Dragon, Chaotic Evil


  • Armor Class 16 (Armor Scraps)
  • Hit Points 127 (15d10+45)
  • Speed 40, 80 fly

STR DEX CON INT WIS CHA
10 (+0) 14(+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Saving Throws Dex +5, Con +6, Wis +3, Cha +1
  • Skills Perception +3, Stealth +5
  • Damage Resistances Cold, Bludgeoning, Slashing, Piercing from non-magical attacks
  • Damage Immunities Poison, Necrotic
  • Condition Immunities charmed, frightened, exhaustion, poisoned
  • Senses Darkvision 120 ft, Blindsight 15ft, passive perception 13
  • Languages common, draconic, and one ancient dead language
  • Challenge 9 (5000 xp)

Actions

Multi-attack The Risen Dragon can use its Frightening Presence and then make 3 attacks, two greatsword and one bite.

Greatsword Melee Weapon Attack: +7 to hit, reach 10 ft, one target. Hit: 2d6+4 slashing damage.

Bite Melee Weapon Attack: +7 to hit, reach 10 ft, one target. Hit: 2d10+4 piercing and 1d8 necrotic damage.

Undeath Breath (recharge 5-6) The dragon exhales undeath in a 30-foot cone. Each creature in that cone must make a DC 14 Dexterity saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one.

On a failed dexterity save the target must then make a DC 12 Wisdom saving throw or become cursed by the lethargy of undeath.

Lethargy of Undeath: Affected creatures lose multi-attack/extra attack. If the creature attempts to Cast a Spell with a Casting Time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

A creature that is cursed by the Lethargy of Undeath may make another DC 12 Wisdom saving throw at the end of its turn. On a successful save, the effect ends for that creature.

Frightening Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 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 this dragon's Frightful Presence for the next 24 hours.

Saarith

Saarith is the prince of a long dead elven kingdom who was sealed away by heroes of yore for practicing necromancy. This practice eventually culminated in a massive ritual which sacrificed the population of an entire city granting him immortality through undeath and great power. Saarith used the Millenniums he was sealed away to further his research and further grow his own power. Saarith eventually gained his freedom from his prison after centuries of grinding away at the protective enchantments which kept him sealed away. Upon gaining his freedom Saarith sought to reestablish his long lost kingdom which was stolen from him. This time utilizing the power of an undying, perfectly obedient army to enact his will.

If Saarith is within a lair, he gains all the lair actions of a normal Lich. Saarith can have up to three locations he designates as his lair. To Designate an area as a Lair Saarith must perform a ritual which takes 1 week to cast. When teleporting to a designated Lair, Saarith has no chance of failure. Saarith also as a phylactery which houses contains his soul. This Phylactery, Called the Stone of Souls was created during the ritual which sacrificed an entire city those long eons ago, and it is stored in his most secure vault on a demi-plane he created specifically for the purposes of housing it.

Bountiful Kill

When slain Saairth has the following equipment, all of which are affected by the spell Drawmij's Instant Summons. Wand of the Warmage +3, Robe of Archmagi, Crystal ball of Mind Reading & True seeing (both effects), Headband of the Supreme Mind.

If slain, and the players have one or more of these items, adjust Saarith's Statblock as needed to match the loss of the item.

Headband of the Supreme Mind (Table H)

Very Rare Headband, Attunement

This headband magically augments the wearer's mind and personality. Your Intelligence, Wisdom, and Charisma ability scores become to 18. If one or more is higher than 18, choose one ability score. The Chosen ability score is increased by 2, and this increase ignores normal limitations.

Saarith's Vault

This vault is on a Demiplane that Saartih created. Creature who are not Saartih are immediately affected by the Perpetual Glyph of Wardings. These Glyphs of Warding can be recharged whenever Saarith Touches them and expends the appropriate spell slot to recharge the spell contained within. These Perpetual Glyphs of Warding contain the following spells that activate in the following order with the following conditions.

  • Hold Monster (7th level) x5. Targets any creature which is not Saarith, and also is CR 10 or higher (or player level 10 or higher) that is not already paralyzed. Each Successive glyph only activates when the previous glyph has been used.
  • Fireball (8th level). Activates when 1 or more creature are paralyzed while within Saarith's Vault.
  • Blade of Disaster (9th level). Activates if any creatures are living after the Fireball rune has been activated. The Blade of disaster attacks a random creature within its range, moving as necessary to attack.
  • Delayed Blast Fireball (7th level). Activates when 1 or more creatures are paralyzed and survived the Fireball rune. This spell goes off after 5 rounds have passed.
  • Feeble Mind (8th level) Activates on the first creature, which is not Saarith, who picks up the Stone of Souls.
  • Planeshift (7th level) Activates directly after the feeblemind rune has been used targeting the creature who holds the Stone of Souls, transporting them to a featureless demiplane prison Saarith previously created.
  • Meteor Swarm (9th level). Activates if the planeshift spell fails to transport the holder of the Stone of Souls.

Saarith's Vault contains the following loot: A Stone of Souls, His spell tome written in the dead language of his kingdom, this spell tome contains all wizard spells. Additionally, roll twice on the CR 17+ Treasure Hoard table.

Stone of Souls (Table J)

Artifact Crystal, Attunement by a spell caster who has access to 3rd level or higher spells.

This stone can contain up to 5 souls in it at any given time.

This stone can also act as a phylactery for the creature who is attuned to it. To store your soul within this Stone, you must complete a 24 hour ritual which involves the sacrifice of at least 1 sentient creature, then roll 1d100. If you rolled the same or lower than the number of creatures sacrificed your soul is successfully stored within the stone, otherwise the ritual fails and nothing happens.

As a reaction to seeing a sentient creature die you can choose to capture its soul, if the Stone is full, you can replace a soul of your choice contained in the stone. While the soul is contained within the Stone of Souls, its body will not decay, and is under the effects of gentle repose. Such a soul can be returned to its body, or a suitable replacement by casting Raise dead, Resurrection, or Reincarnate on the stone targeting a specific soul.

As an action you can choose to consume a soul, this gives you 5d10 temporary hit points. Restores 1 spell slot of 5th level or lower, grants advantage to all attacks/saving throws until the end of your next turn as you are filled with all the knoweldge the soul contained before it is released to the afterlife. Alternatively, you can destroy a soul contained in this stone, but you gain none of the above effects, but the soul is permanently and irrevocably destroyed. Not even a wish can return this soul back to existence.


Saarith

Medium Undead, Lawful Evil


  • Armor Class 20 (Natural Armor)
  • Hit Points 288 (36d8+104)
  • Speed 50 ft, 25 fly (hover)

STR DEX CON INT WIS CHA
16 (+3) 16(+3) 16 (+3) 27 (+8) 18 (+4) 16 (+4)

  • Saving Throws Con +10, Int +13, Wis +9
  • Skills Arcana +19, History +13, Insight +9, Perception +16, Persuasion +9
  • Damage Resistances Cold, Lightning, Necrotic
  • Damage Immunities Poison, Necrotic; bludgeoning, piercing and slashing from non-magical weapons.
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Stunned
  • Senses Truesight 120 ft, passive perception 26
  • Languages All, but prefers to speak in the dead language of his forgotten kingdom
  • Challenge 30 (155,000 xp)

Rejuvenation If destroyed Saarith gains a new body in 1 day, regaining all its hit points and becoming active again. His new body appears within 5 feet of his phylactery.

Turn Immunity Saarith is immune to any effects which turns undead.

Army of the Dead Spells which create or control undead have infinite duration and do not require concentration for Saarith. Additionally Saarith is able to raise or summon up to two undead from his army from any location and teleport them to his side as a bonus action on his turn. Doing so expends a spell slot equal to half their combined CR, maximum of 5th level (regardless of cr).

Spell Mastery Spells of 3rd level do not expend spell slots and these spells do not require concentration unless cast at 4th level or higher. Saarith also has learned all known spells, but keeps his spell book safe in his vault. Additionally, Saairth ignores all requirements for spell components.

Spell Casting Saarith is a spellcaster who has exceeded 20th-level. His spellcasting ability is Intelligence (spell save DC 24, +17 to hit with spell attacks). Saarith has the following wizard spells prepared:

  • Cantrips (at will): Mage hand, Prestidigitation, Ray of frost
  • 1st level (at will): Detect magic, Magic missile, Shield, Thunderwave
  • 2nd level (at will): Detect thoughts, invisibility, Acid arrow, Mirror image

  • 3rd level (at will): Animate dead, Counterspell, Dispel magic, Fireball, Glyph of Warding, Summon Undead
  • 4th level (4 slots): Blight, Dimension door
  • 5th level (4 slots): Cloudkill, Danse Macabre, Negative Energy Flood, Scrying
  • 6th level (3 slots): Create Undead, Disintegrate, Globe of invulnerability, Tasha's Otherworldy Guise, Soul Cage, Drawmij's Instant Summons
  • 7th level (3 slots): Finger of death, Plane shift, Simulacrum, Teleport
  • 8th level (2 slots): Demiplane. Dominate monster, Power word stun, Feeblemind, Abi-Dalzim's Horrid Wilting
  • 9th level (2 slot): Power word kill, Meteor Swarm, Wish

Actions

Paralyzing Touch Melee Weapon Attack: +12 to hit, reach 5 ft, one target. Hit: 3d6 cold damage. On a successful attack the target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Legendary Actions

The Saarith can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Saarith regains spent legendary actions at the start of its turn.

Cantrip: Saarith casts a cantrip

Paralyzing Touch (costs 2 legendary actions): Saarith makes a Paralyzing Touch attack against one creature within reach

Disrupt Life (costs 3 legendary actions): Each non-undead creature within 20 feet of Saarith must make a DC 20 Constitution saving throw against this magic, taking 6d6 necrotic damage on a failed save, or half as much damage on a successful one. Up to 3 Undead creatures, excluding Saarith regain a number of hitpoints equal to half of the damage rolled.

Skeleton (Alternate)

This skeleton is one that is slightly more sturdy than its standard skeletal kin. Additional necromantic protections are used in its creation, eliminating its weakness to bludgeoning and granting it additional durability and offensive capabilities beyond that. Beyond those couple of changes, this skeleton is the same. A near mindless undead which can last nearly indefinitely until destroyed.


Skeleton (Alternate)

Medium Undead, Lawful Evil


  • Armor Class 15 (Armor Scraps)
  • Hit Points 21 (3d8+6)
  • Speed 30 ft

STR DEX CON INT WIS CHA
10 (+0) 14(+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Damage Immunities Poison
  • Condition Immunities Poisoned, Exhaustion
  • Senses Darkvision 60ft, passive 9
  • Languages Understands all languages it spoke in life, but can't speak
  • Challenge 1/2 (100 xp)

Actions

Multi-attack The Skeleton, Alternate can make two weapon attacks with any of its weapons.

Shortsword Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 1d6+2 Piercing damage.

Bone Whip Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 1d4+2 Slashing and 1d2 Bludgeoning damage.

Shortbow Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 1d6+2 Piercing damage.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-10 : A shortsword, shortbow, and whip made from bone.
  • 11 : A trinket or item held dear by the humanoid from which the skeleton was buried/created with. This trinket is valued at 5g.
  • 12 : A weak necromantic core. This core can be used as a spell focus and can replace material components for necromancy spells up to 10g. If the material component is consumed, so is this core.

Skeletal Wizard

This skeleton is typically raised from the corpse of a wizard, using obscure necromantic rituals to preserve as much of the wizards knowledge as possible post mortum. This wizard retains most of its intelligence and independance, but if raised must obey its master when given a direct order. Beyond that Skeletal Wizards usually confine themselves to crumbling towers to continue their research.

Skeletal Wizards can also be created if a wizard chooses to pursue a path to lichdom but either gets a significant portion of the ritual wrong, or only completes part of the preparation before stopping this pursuit or dying. Regardless, the necromantic energies have already took root and the skeletal wizard is the result.

GM NOTE: As with all spell casters, the spell list provided below can be altered to suit the wizard you wish to create.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : A crumbling spell tome which contains the spells the skeletal wizard knows up to 2nd level.
  • 9-10: A crumbling spell tome which contains the spells the skeletal wizard knows up to 3rd level.
  • 11 : A crumbling spell tome which contains all the spells the skeletal wizard knows.
  • 12 : A crumbling spell tome which contains all the spells the skeletal wizard knows and an Enchanted Poisoned Dagger.

Enchanted Poisoned Dagger (Table F)

Rare Dagger, Attunement

This dagger has been enchanted with evil necrotic, and poison energies. Neutral Aligned creatures have disadvantage on attacks with this weapon. Good Aligned creatures also have disadvantage on attacks with this weapon, but take 1d4 psychic damage whenever they make an attack with it. This dagger deals 1d4 piercing, 1d4 necrotic, and 2d4 poison damage on the first successful attack each combat. Subsequent attacks that combat only deal 1d4 piercing, and 1d4 poison damage.


Skeleton Wizard

Medium Undead, Lawful Evil


  • Armor Class 15 (Mage Armor)
  • Hit Points 58 (9d8+18)
  • Speed 30 ft

STR DEX CON INT WIS CHA
8 (-1) 14(+2) 14 (+2) 14 (+2) 14 (+2) 5 (-3)

  • Saving Throws Con +5, Int +5, Wis +5
  • Skills Arcana +5, Perception +5, Sleight of Hand +5, Sleight of Hand +5, Stealth +5
  • Damage Vulnerabilities BLudgeoning
  • Damage Resistances Bludgeoning, Slashing, Piercing from non-magical weapons
  • Damage Immunities Poison, Necrotic
  • Condition Immunities Poisoned, Exhaustion
  • Senses Darkvision 60ft, passive 12
  • Languages Understands & speaks all languages it spoke in life
  • Challenge 5 (1800 xp)

Spell Casting The Skelton Wizard is a 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Skeleton Wizard ignores all material components for spells and has the following Wizard spells prepared:

Cantrips: Acid Splash, Green Flame Blade, Fire Bolt, Thunder Clap

1st level (4 slots): Mage Armor, Magic Missile, Shield, Absorb Elements

2nd level (3 slots): Scorching Ray, Hold Person, Enlarge Reduce

3rd level (3 slots): Glyph of Warding, Haste, Sending, Enemies Abound, Dispel Magic, Counter Spell

4th level (3 slots): Dimension Door, Sickening Radiance


Actions

Quarterstaff Melee Weapon Attack: +2 to hit, reach 5 ft, one target. Hit: 1d8-1 Bludgeoning and 1d4 Necrotic damage.

Poisoned Dagger Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 1d4+2 Piercing, 1d4 Necrotic, and 2d4 Poison damage.

Undead Behemoth

This undead creature is created from numerous creatures, fused together to create the behemoth. It can also be created from the corpse of a recently slain giant, should such a body be readily available. This undead is rarely created due to the resource and magical costs involved with its creation. When it is created, it is typically used as a "living" siege weapon.

Undead Behemoths share a similar level of intelligence with zombies, and are only capable of following simple orders. As such these creatures are perfectly suited for siege use, but very little else. Afterall you wouldn't want your minion to accidentally destroy the walls of your own keep while defending it.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : A Rusty Anchor which can be used as an improvised mace by huge creatures, and a rusty cannon with enough powder and cannonballs for 1d4 shots.
  • 9-10: A Rusty Anchor which can be used as an improvised mace by huge creatures, A rusty cannon with enough powder and cannonballs for 2d4+10 shots.
  • 11 : An Large necrotic core, which requires attunement and can be used as a spell focus, and can replace material components for necromancy spells up to 1350g. If the material component is consumed, so is this core. Additionally, any necrotic damage you deal from attacks, abilities, or spells is increased by 3.
  • 12 : A Siege Master's Arm Guards

Siege Master's Arm Guards (Table H)

Very Rare Armguards, attunement

These armguards are embossed with depictions of siege weaponry of all types, and enchanted with the knowledge of many siege masters. While you are wearing these armguards, you gain +5 bonus to your armor class against siege weapon attacks, and +1 ac against all other attacks. Additionally, you can now wield weapons one size class larger than you are normally capable of. If you wield a weapon that is sized for you, it deals 1d6 additional damage. Lastly, if you have extra attack, or multi-attack you may substitute one attack to perform a siege weapon reload or aim action. You may also use your bonus action to perform a siege weapon reload, aim, or attack action.


Undead Behemoth

Huge Undead, Chaotic Evil


  • Armor Class 14 (Armor Scraps)
  • Hit Points 300 (25d12+125)
  • Speed 40 ft

STR DEX CON INT WIS CHA
29 (+9) 14 (+2) 20 (+5) 5 (-3) 9 (-1) 6 (-2)

  • Saving Throws Str +14, Con +10
  • Skills Athletics +14, Perception +2
  • Damage Resistances Necrotic
  • Damage Immunities Poison
  • Condition Immunities Frightened, Charmed, exhaustion, poisoned
  • Senses Passive perception 12
  • Languages None, but understands one dead ancient language and its creator's commands regardless of language
  • Challenge 15 (13000 xp)

Siege Monster The Undead Behemoth deals double damage to objects and structures

Too Big to Care The Undead behemoth ignores disadvantage when making a ranged attack while in melee combat as long as the melee combatant is at least 1 size category smaller than the behemoth


Actions

Multi-attack The Undead Behemoth make two attacks wither either weapon, or substitute an attack to reload its cannon.

Rusty Anchor Melee Weapon Attack: +14 to hit, reach 10 ft, one target. Hit: 4d6+9 Bludgeoning damage.

Rusty Cannon Ranged Weapon Attack: +7 to hit, Range 300/1200 ft, one target. Hit: 6d10+2 Bludgeoning damage. On a hit, the target takes the 4d10 slashing damage, and all creatures within 5 feet of the target must make a DC 15 dexterity saving throw, taking half of the slashing damage on a successful saving throw.

On a missed attack the cannonball impacts the ground 10 feet behind the target, all creatures within 5 feet of that location must make a DC 15 Dexterity saving throw taking 4d10 slashing damage on a failed saving throw, or half as much on a successful one.

If targeting an object or structure, it takes both the bludgeoning (siege) and slashing damage (normal) damage. All targets within 5 feet of the impact location also take the slashing damage as above.

Zombie (Alternate)

A zombie (Alternate) is much like its skeletal kin. It is a standard zombie which had extra necromantic energies put into it to increase its durability and offensive capabilities. Beyond that it is the same as standard zombie.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-10 : A Zombie limb which can be used as an improvised warhammer.
  • 11 : A trinket or item held dear by the humanoid from which the zombie was buried/created with. This trinket is valued at 5g.
  • 12 : A weak necromantic core. This core can be used as a spell focus and can replace material components for necromancy spells up to 10g. If the material component is consumed, so is this core.

Zombie (Alternate)

Medium Undead, Neutral Evil


  • Armor Class 10 (Armor Scraps)
  • Hit Points 32 (4d8+12)
  • Speed 30 ft

STR DEX CON INT WIS CHA
13 (+1) 6(-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Damage Immunities Poison
  • Condition Immunities Poisoned, Exhaustion
  • Senses Darkvision 60ft, passive 9
  • Languages Understands all languages it spoke in life, but can't speak
  • Challenge 1/2 (100 xp)

Actions

Multi-attack The Zombie, Alternate can make two slam attacks.

Slam Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 1d6+1 Bludgeoning damage. On hit, the Zombie, alternate can choose to instead grapple the target instead of dealing damage.

Zombie General

A Zombie General is an undead created with the purpose of commanding an force of other zombie creatures. This zombie has a magically created artificial mind which excels at tactics above all else. In addition to this, this zombie can negotiate on behalf of its master concerning the surrender or "tithes" to its master from its defeated enemies. One of the key features of a zombie general, besides its intellegience, is its 4 heads which are positioned on its torso so that each head is looking in a different direction, giving it the ability to see in all directions at once, thus being able to respond to developing situations and give orders at a much faster cadence.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : An undeath infused necromantic core, which can be used as a spell focus, and can replace material components for necromancy spells up to 300g. If the material component is consumed, so is this bone.
  • 9-10: A damaged magical brain, which requires attunement.
  • 11 : An undamaged magical brain, which requires attunement.
  • 12 : A Pristine magical brain, which requires attunement.

Magical Brain (Table F, G, or H)

Uncommon/Rare/Very Rare Magical Brain, attunement

This magical brain can be used to replace, or enhance a mind. This brain is carved from a red gemstone to look like a humanoid brain, and can easily be held in one hand. This magical brain comes in one of three variants.

  • A Damaged one (Uncommon, Table F), which increases your intelligence, wisdom, and charisma scores by 1, or can magically replace a brain in a willing creature, and set all of these scores to 12.
  • An Undamaged one (Rare, Table G), which increases your Intelligence and charisma scores by 2, and wisdom score by 1, or can magically replace a brain in a willing creature, and set all of these scores to 14.
  • A Pristine one (Very Rare, Table H), which increases your intelligence, wisdom, and charisma scores by 2, or can magically replace a brain in a willing creature, and set all of these scores to 16.

Zombie General

Medium Undead, Neutral Evil


  • Armor Class 12 + number of zombie creatures within sight (Natural)
  • Hit Points 81 (9d10+27)
  • Speed 30 ft

STR DEX CON INT WIS CHA
16 (+3) 6(-2) 16 (+3) 14 (+2) 16 (+3) 14 (+2)

  • Saving Throws Wis +6, Cha +5
  • Skills Perception +6
  • Damage Resistances Cold, Necrotic, Bludgeoning, Slashing, Piercing from Silvered and non-silvered weapons
  • Damage Immunities Poison, Bludgeoning, Slashing, Piercing from non-magical weapons
  • Condition Immunities Poisoned, Charmed, Exhaustion, Frightened, Paralyzed
  • Senses Darkvision 60ft, passive 16
  • Languages Understands common, but speaks in Undeath Tongue (Universal language of the undead)
  • Challenge 6 (2300 xp)

Undead Fortitude If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Turn Resistance The Zombie General has advantage on saving throws against effects which turn undead.

Many Eyes & Ears The Zombie general has advantage on perception checks & saving throws against being blinded or deafened.

Zombie Leadership All Zombie Creatures that the Zombie General can see gain a +1 modifier to the following attributes: Armor Class, Saving Throws. Additionally they gain a +2 to all Damage rolls.


Actions

Multi-attack The Zombie General may make 2 slam attacks, or it may direct up to two zombie creatures to move up to half their movement speed or make a single attack using their reaction.

Slam Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 2d6+3 Bludgeoning and 2d6 Necrotic damage.

Zombie Giant

A Zombie Giant is a zombie created from the corpse of a giant. This zombie and its medium sized kin share an extremely limited intelligence, but the giant variant is much more durable, but also much more difficult to raise. Such zombies are generally created as fodder or defensive units for armies, or the giant clan who raised them.


Zombie Giant

Huge Undead, Neutral Evil


  • Armor Class 13 (Natural)
  • Hit Points 105 (10d12+40+27)
  • Speed 40 ft

STR DEX CON INT WIS CHA
21 (+5) 8(-1) 19 (+4) 5 (-3) 9 (-1) 6 (-2)

  • Skills Perception +2
  • Damage Resistances Cold, Necrotic, Bludgeoning, Slashing, Piercing from non-magical or silvered weapons
  • Condition Immunities Poisoned, Charmed, Exhaustion, Frightened, Paralyzed
  • Senses Darkvision 60ft, passive 12
  • Languages Understands giant and Undeath Tongue (Universal language of the undead), but cannot speak
  • Challenge 6 (2300 xp)

Heightened Undead Fortitude If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with advantage against a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.


Actions

Multi-attack The Zombie Giant may make 1 slam and one greatclub attack. It may replace one of these attacks with a thrown rock.

Slam Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 2d6+5 Bludgeoning and 1d6 Necrotic damage.

Greatclub Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 2d8+5 Bludgeoning and 1d8 Necrotic damage.

Rock Ranged Weapon Attack: +8 to hit, range 60/240 ft, one target. Hit: 3d10+5 Bludgeoning damage.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-8 : A rotting sack which contains a random assortment of damaged items and rocks. The salvageable items have a value of 60g
  • 9-10: A rotting sack which contains a random assortment of damaged items and rocks. The salvageable items have a value of 120g
  • 11 : A rotting sack which contains a random assortment of damaged items and rocks. Amongst the damaged items you find one random E table item.
  • 12 : A rotting sack which contains a random assortment of damaged items and rocks. Amongst the damaged items you find one random F table item.

Zombie Harvester

A Zombie Harvester is a massive undead which may as well be a grim reaper. This undead is directly linked with with its master, siphoning off some of its essence consistently to sustain itself. This parasitic relationship can also benefit the correct master, or if it is created at the correct time, as the Zombie Harvester also moves a portion of the life or energy it harvests from its targets back to its master.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-10 : A huge sized scythe which when swung can possibly also hit another creature within 10 feet of it. This scythe deals 3d4 slashing damage.
  • 11 : A paracytic core. This core can be hurled as an improvised weapon attack at a creature within 30 feet. On a hit the tagets life force begins to flow towards the creature who threw it. At the start of the target creatures turns, they take 5 necrotic damage, and the thrower has 5 hit points restored.
  • 12 : A pair of rings that are Rings of Shared Suffering. These rings do not require either creature to have the mark of the Sentinel.

Zombie Harvester

Huge Undead, Neutral Evil


  • Armor Class 13 (Natural)
  • Hit Points 165 (15d12+60)
  • Speed 50 ft

STR DEX CON INT WIS CHA
18 (+4) 10(+0) 18 (+4) 4 (-3) 6 (-2) 6 (-2)

  • Saving Throws Con +7, Wis +1
  • Damage Resistances Cold, Necrotic, Bludgeoning, Slashing, Piercing from non-silvered weapons
  • Damage Immunities Poison, Radiant, Bludgeoning, Slashing, Piercing from non-magical weapons.
  • Condition Immunities Poisoned, Exhaustion, Frightened, Paralyzed
  • Senses Darkvision 60ft, passive 12
  • Languages Understands common, giant and Undeath Tongue (Universal language of the undead), but cannot speak
  • Challenge 7 (2900 xp)

Woe to the Master Whoever controls this creature takes 5 necrotic damage every round, but is healed by half the damage dealt by its Reaping Scythe attack. If the reaping scythe kills a target the master is healed by 3 times the damage dealt, and the creature's soul is captured per the Soul Cage Spell by its master.

Overrun Any creature the Zombie harvester moves over that is at least 1 size category smaller must make a DC 15 dexterity saving throw or take 3d6 bludgeoning damage. This saving throw is made with disadvantage if the target is prone.


Actions

Reaping Scythe Melee Weapon Attack: +7 to hit, reach 15 ft, one target. Hit: 3d4+4 Slashing damage. This attack can hit up to 1 additional creature within 10 feet of the original target, this additional target gets its own attack roll. On a hit the target must make a DC 15 athletics or acrobatics check or they are knocked prone.

Zombie Sun Soul Monks

Every now and then a necromancer or powerful undead seek the reclusive who can do them the most harm in an effort to wipe them out before they become a problem. These individuals then corrupt their souls when they raise them turning their own light into an ally of their new master's darkness.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-11 : Partially decayed monk robes, which if restored are valued at 40g.
  • 12 : Sturdy monk robes, which when worn increase your armor class by 1 when you are not using armor.

Zombie Sun Soul Monk

Medium Undead, Neutral Evil


  • Armor Class 15 (Natural)
  • Hit Points 56 (6d8+8)
  • Speed 30 ft

STR DEX CON INT WIS CHA
12 (+1) 16(+3) 12 (+1) 10 (+0) 15 (+2) 10 (+0)

  • Saving Throws Dex +6, Wis +5
  • Skills Perception +5
  • Damage Resistances Necrotic
  • Damage Immunities Poison
  • Condition Immunities Poisoned, Charmed, Exhaustion, Frightened, Paralyzed, Stunned
  • Senses Darkvision 60ft, passive 14
  • Languages Understands common, Undeath Tongue (Universal language of the undead), but cannot speak
  • Challenge 4 (1100 xp)

Undead Fortitude If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Unarmored Defense The Zombie Sun Soul Monk may calculate is AC with the following calculation 10+ Dexterity & Wisdom modifiers.


Actions

Mult-Attack The Zombie Sun Soul Monk may make 2 unarmed attacks, it may replace any number of these attacks with its "Corrupted Light" attack. Unarmed Strike Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 1d6+3 Bludgeoning damage.

Corrupted Light Ranged Weapon Attack: +6 to hit, Range 30 ft, one target. Hit: 1d3+3 Necrotic and 1d3 Radiant damage.

Three Point Strike (Recharge 5-6) The Zombie Sun Soul Monk makes 3 Unarmed Strike attacks against one target. If two of the attacks hit the target is incapacitated until the start of the Zombie Sun Soul Monks next turn. If all three attacks hit they are instead stunned.

Zombie Sun Soul Master

These martial masters are rarely found, and even more rarely corrupted and raised as undead. When such masters are raised they become very potent minions for the necromancer who did so.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-5 : Sturdy monk robes, which when worn increase your armor class by 1 when you are not using armor.
  • 6-11 : Headband of Fury
  • 12 : Mala Beads of Fury

Headband of Fury (Table F)

Rare Headband, Can only be worn by those who don't hide behind armor.

Tattered! This headband is tattered, and look like they have been passed between master and apprentice for generations.

Battle Sense While wearing this headband it you become much harder to surprise. If you would be surprised, make a Dexterity check DC 13, on a success you are not surprised.

Clear Sight! You have advantage against any saving throw or check which would impair your sight.

Set Piece The Headband of Fury is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.

Set Power Requires all 4 pieces of the set. While wearing this headband, you gain supernatural ability to detect an upcoming fight. Initiave checks are made with a +5 & at advantage.

Mala Beads of Fury (Table F)

Rare Beads, Attunement. Can only be worn by those who don't hide behind armor

Tattered! These Mala beads are tattered, and look like they have been passed between master and apprentice for generations.

Inner Focus These mala beads allow you to focus into yourself with greater ease, thus allowing you to pull energy deeper from within yourself than normal. You gain an additional number of ki points equal to your half your monk level (minimum of +5). You also gain the following Ki Features

  • Quickened Healing: As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled.
  • Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Hardened Resolve The resolve of those who wore these beads before you strengthens you. You gain a +1 bonus to your armor class & advantage on Wisdom saving throws.

Set Piece The Mala Beads of Fury is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.

Set Power Requires all 4 pieces of the set. While wearing to these mala beads, you may choose to meditate instead of your normal rest option(s). While meditating you remain aware of your surroundings as if you were awake. After you complete your meditation you gain a number of temporary hit points equal to your hit dice total. In addition, if you are attacked while in this meditation, you reflexivly dodge or block the attack, and may act normally on your turn.


Zombie Sun Soul Master

Medium Undead, Neutral Evil


  • Armor Class 17 (Natural)
  • Hit Points 98 (14d8+28)
  • Speed 50 ft

STR DEX CON INT WIS CHA
14 (+2) 19(+4) 15 (+2) 12 (+1) 17 (+3) 13 (+1)

  • Saving Throws Dex +8, Wis +7
  • Skills Perception +7
  • Damage Resistances Necrotic, Radiant, Bludgeoning, Slashing, Piercing from non-silvered weapons
  • Damage Immunities Poison, Bludgeoning, Slashing, Piercing from non-magical weapons
  • Condition Immunities Poisoned, Charmed, Exhaustion, Frightened, Paralyzed, Stunned
  • Senses Darkvision 60ft, passive 17
  • Languages Understands common, Undeath Tongue (Universal language of the undead)
  • Challenge 8 (3900 xp)

Heightened Undead Fortitude If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with advantage against a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Unarmored Defense The Zombie Sun Soul Master may calculate is AC with the following calculation 10+ Dexterity & Wisdom modifiers.

Turn Resistance The Zombie Sun Soul Master has advantage on saving throws against effects which turn undead.


Actions

Mult-Attack The Zombie Sun Soul Master may make 3 unarmed attacks, it may replace any number of these attacks with its "Corrupted Light" attack. Unarmed Strike Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 1d8+4 Bludgeoning damage.

Corrupted Light Ranged Weapon Attack: +8 to hit, Range 30 ft, one target. Hit: 1d4+2 Necrotic and 1d4+2 Radiant damage.

Fury of the Stars Above (Recharge 5-6) The Zombie Sun Soul Master makes 5 Unarmed Strike attacks against one target. The Target must make a constitution saving throw with a DC of 12 + the number of attacks that hit. On a failed save the target is stunned, if they fail by 5 or more they are also knocked unconscious. These conditions last until the start of the Zombie Sun Soul Master's next turn.

Zombie Warhorse

A zombie warhorse is just a warhorse which was raised from death as a zombie. Such creatures gain additional benefits over their living versions, such as unending endurance.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-10 : A set of Necrotic Horseshoes
  • 11 : Saddle of the Cavalier
  • 12 : A Figurine of the Undead Warhorse

Necrotic Horseshoes (Table E)

Common Horseshoes

This set of horse shoes has absorbed a portion of the necrotic energy of its previous owner. As such when shod onto a living horse or other hoofed beast they gain resistance to necrotic damage. These horseshoes will also never wear down and need to be replaced.

Figurine of Undead Warhorse (Table F)

Uncommon Figurine

This figurine is a roughly made depiction of a rotting zombie horse. When you utter a command in Undeath Tongue and throw the figurine on the ground, it quickly grows into a Zombie Warhorse. This Zombie Warhorses lasts for 12 hours or until killed. When killed, or the time runs out, it shifts back into a tiny sized figurine. Once this figurine is used, you must complete a long rest before it can be used again.


Zombie Warhorse

Large Undead, Neutral Evil


  • Armor Class 13 (Barding Scraps)
  • Hit Points 35 (5d10+6)
  • Speed 60 ft

STR DEX CON INT WIS CHA
18 (+4) 12(+1) 15 (+2) 2 (-4) 8 (-1) 5 (-3)

  • Damage Immunities Poison
  • Condition Immunities Poisoned, Exhaustion, Frightened
  • Senses Darkvision 60ft, passive 9
  • Languages Undeath Tongue (Universal language of the undead)
  • Challenge 1 (200 xp)

Undead Fortitude If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Trampling Charge If the Zombie Warhorse moves at least 20 ft in a straight line towards a creature and then hits it with its hooves attack, the target must succeed a DC 14 Strength saving throw or be knocked prone.


Actions

Mult-Attack The Zombie Warhorse can make 1 hooves attack, if the target is prone it can use its bonus action to make another hooves attack. Hooves Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 2d6+4 Bludgeoning damage.

Legend of Zelda

Baba

A baba is a carnivorous plant with a flexible woody stem. It is able to disguise itself as a small bush or pile of leaves, and attacks any living creature whenever it enters its reach.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-6 : A long wooden stick, which can be used as a quarterstaff
  • 7-12 : A Deku nut

Deku Nut (Table A)

Common Nut

This nut, when thrown on the ground as an action, it is destroyed in an explosion of light and sound. All creatures, within 5 feet of it must make a DC 7 constitution saving throw or be stunned until the start of their next turn


Baba

Small Plant, unaligned


  • Armor Class 14 (Natural)
  • Hit Points 36 (6d10)
  • Speed 0 ft

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 10 (+0) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Str +4, Con +2
  • Skills Stealth +4
  • Damage Vulnerabilities Fire, Slashing
  • Damage Resistances Cold, Piercing
  • Damage Immunities Acid
  • Senses Blindsight 60 ft
  • Languages --
  • Challenge 2(450 xp)

False Appearance While the Baba is retracted or remains motionless it is indistinguishable from a pile of leaves or small bush

Retract As an action the Baba retracts in its spot and makes a stealth check with advantage.

Prey upon the Isolated If the baba is attacking a creature that has already been attacked by one of the baba's allies this round, its attacks have advantage

Deku Stick When slain the baba's stick like torso remains fully intact. This acts as a Quarterstaff (using 2d6) until 5 successful hits with it, then it breaks and acts as a club, but deals 1 damage die size larger than normal (1d6).

Easily Stunned Every time the Baba takes damage it must succeed on a DC 10 constitution saving throw or be stunned until the end of its next turn.


Actions

Bite Melee Weapon Attack: +4 to hit, reach 15 ft, one target. Hit: 2d4+2 Piercing. On a successful hit the target must make a DC 12 constitution saving throw taking 2d4 Acid damage on a failed saving throw, or half on a successful one.

Chuchu

Chuchus come in multiple variants. These peaceful ooze creatures can be found roaming their environments in search of bugs and plants to consume. These ooze will only attack if a creature attacks it, or enters its territory and startles it. These oozes are sought after by alchemists for their cores, which can be used to brew potent concoctions and potions.


Chuchu

Medium Ooze, unaligned


  • Armor Class 12 (Natural)
  • Hit Points 21 (6d10)
  • Speed 20 ft

STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 12 (+1) 3 (-4) 6 (-2) 5 (-3)

  • Damage Immunities Acid
  • Senses Blindsight 60 ft, Passive 8
  • Languages --
  • Challenge 1/2(100 xp)

Actions

Ooze Slam Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 2d4+1 Bludgeoning and 2d4 Acid damage.

Bountiful Monster

This monster when slain drops a Chuchu jelly. This jelly can be sold to alchemists for 10 gold, or brewed into a potion of lesser healing.


Electric Chuchu

Medium Ooze, unaligned


  • Armor Class 12 (Natural)
  • Hit Points 21 (6d10)
  • Speed 20 ft

STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 12 (+1) 3 (-4) 6 (-2) 5 (-3)

  • Damage Immunities Acid, Thunder, Lightning
  • Senses Blindsight 60 ft, Passive 8
  • Languages --
  • Challenge 1(200 xp)

Storm Walk The Electric Chuchu ignores all movement and perception penalties that come from being in a rain or thunderstorm, as well as any conditions that would come from such weather phenomena


Actions

Ooze Slam Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 2d4+1 Bludgeoning and 2d4 Lightning damage. On hit the target must make a DC 11 constitution saving throw or become stunned until the start of their next turn.

Bountiful Monster

This monster when slain drops an Electric Chuchu jelly. This jelly can be sold to alchemists for 20 gold, or brewed into a potion of healing, that also grants resistance to the next lightning damage the creature receives within the next minute.


Fire Chuchu

Medium Ooze, unaligned


  • Armor Class 12 (Natural)
  • Hit Points 21 (6d10)
  • Speed 20 ft

STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 12 (+1) 3 (-4) 6 (-2) 5 (-3)

  • Damage Immunities Acid, Fire
  • Senses Blindsight 60 ft, Passive 8
  • Languages --
  • Challenge 1(200 xp)

Fire Walk The Fire Chuchu ignores all movement penalties that come from moving on fire, lava or magma, as well as any conditions that would come from extreme heat.


Actions

Ooze Slam Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 2d4+1 Bludgeoning and 2d4 Fire damage. On hit the target is ignited, they take 1d4 fire damage at the end their turn for 1d4 rounds

Bountiful Monster

This monster when slain drops an Fiery Chuchu jelly. This jelly can be sold to alchemists for 20 gold, or brewed into a potion of healing, that also grants resistance to the next fire damage the creature receives within the next minute.


Ice Chuchu

Medium Ooze, unaligned


  • Armor Class 12 (Natural)
  • Hit Points 21 (6d10)
  • Speed 20 ft

STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 12 (+1) 3 (-4) 6 (-2) 5 (-3)

  • Damage Immunities Acid, Cold
  • Senses Blindsight 60 ft, Passive 8
  • Languages --
  • Challenge 1(200 xp)

Ice Walk The Ice Chuchu ignores all movement penalties that come from moving on ice & snowy surfaces, as well as any conditions that would come from extreme cold


Actions

Ooze Slam Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 2d4+1 Bludgeoning and 2d4 Cold damage. On hit a target must make a DC 11 constitution saving throw or become frozen solid (paralyzed, but resistant to all damage but fire).

Bountiful Monster

This monster when slain drops an Icy Chuchu jelly. This jelly can be sold to alchemists for 20 gold, or brewed into a potion of healing, that also grants resistance to the next cold damage the creature receives within the next minute.

Deku Shrub

A Deku Shrub is a sentient bush. This creature is highly territorial attacking any creature that disturbs its tranquility. This bush can be beneficial to farms as it will keep other creatures from entering their fields.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-6 : A Deku Nut
  • 7-12: 2d10+10 Deku seeds. These seeds can be used as ammunition for slings or slingshots, or planted causing a deku shrub, or baba to fully mature after 1 year.

Deku Shrub

Medium plant, unaligned


  • Armor Class 14 (Natural)
  • Hit Points 90 (11d10+22)
  • Speed 30 ft

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 5 (-3) 10 (+0) 5 (-3)

  • Saving Throws Str +2, Dex +6, Con +4
  • Skills Stealth +8
  • Damage Vulnerabilities Fire
  • Damage Resistances Cold
  • Damage Immunities Lightning
  • Condition Immunities Blinded, Deafened, Exhaustion
  • Senses Blindsight 60 ft
  • Languages Common & Deku
  • Challenge 3 (700 xp)

False Appearance While the Deku Shrub is retracted in its spot it is indistinguishable from a pile of leaves

Retract As an action the Deku Shrub retracts in its spot and makes a stealth check with advantage.


Actions

Multi-Attack The Deku Shrub makes 2 attacks.

Deku Nut Ranged Weapon Attack: +6 to hit, range 30/120 ft, one target. Hit: 3d4+4 bludgeoning damage. On a successful hit the target must make a DC 15 constitution saving throw or become stunned until the start of that creature's next turn.

Razor Branch Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 2d4+4 Bludgeoning and 1d4 Slashing damage. On a successful hit the target must make a DC 11 constitution saving throw or become poisoned for 1 minute, a poisoned creature can repeat this saving throw at the end of their next turn. If a creature who is already affected by the poisoned condition fails the saving throw a second time that creature takes 2d10 poison damage and is stunned until the start of their next turn.

Electric Keese

An electric keese is a bat which has been imbued with elemental lightning. These bats, act as normal bats except when threatened. When threatened these keese will swarm the offending creature slamming into them until they die, either via electrocution or blunt trauma.


Electric Keese

Tiny Beast, unaligned


  • Armor Class 14 (Natural)
  • Hit Points 25 (5d8)
  • Speed 10ft, 50ft fly

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 3 (-4) 14 (+2) 8 (-1)

  • Saving Throws Dex +6
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities Lightning, Thunder
  • Senses Darkvision 120ft, Blindsight 20ft
  • Languages --
  • Challenge 2 (450 xp)

Storm Walk The Electric Keese ignores all movement and perception penalties that come from being in a rain or thunderstorm, as well as any conditions that would come from such weather phenomena


Actions

Electric Slam Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 2d6 Lightning and 4 bludgeoning damage. On hit a target must make a DC 15 constitution saving throw or become stunned until the start of their next turn.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-6 : 1d2 bat wings, these bat wings can be be cooked for a healthy snack.
  • 7-12: Crystalized lightning. This crystal can be used in place of an arrow or bolt head, causing the arrow or bolt to deal 2d6 lightning damage instead of its normal damage.

Electric Wizzrobe

These fey spirits embody the spirit of lightning and storms. These spirits can be found dancing through the air in stormy weather, or around areas where lightning is known to strike. These spirits are joyful, but quick to anger if their dance is ever interrupted.


Electric Wizzrobe

Medium Fey, Chaotic Neutral


  • Armor Class 16 (Mage Armor)
  • Hit Points 70 (14d8)
  • Speed 30ft, 30ft fly (hover)

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 18 (+4) 16 (+3) 14 (+2)

  • Saving Throws Con +4, Int +8
  • Skills Arcana +8, Deception +11, Perception +7, Persuasion +7
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities Thunder, Lightning
  • Senses Darkvision 60, Blindsight 60 ft, passive 17
  • Languages Sylvan
  • Challenge 7(2900 xp)

Storm Walk The Electric Wizzrobe ignores all movement and perception penalties that come from being in a rain or thunderstorm, as well as any conditions that would come from such weather phenomena


Actions

Lightning Rod Ranged Weapon Attack: +8 to hit, range 60 ft, one target. Hit: 1d6+4 Lightning or Thunder Damage (Roll 1d2 to determine damage type). When the Electric Wizzrobe takes this action, it fires 3 balls of pure storm energy which can target the same creature, or any creature within range.

Essence of the Storm (Recharge 6) A blast of the essence of the storm erupts from the Electric Wizzrobe. Each creature in a 30-foot cone must make a Dexterity saving throw DC 16. A creature takes 3d8 Lightning and 3d8 Thunder damage on a failed save, or half as much damage on a successful one.

Summon Storm Creatures (Bonus Action, Recharge 6) The Electric Wizzrobe does a quick ritual summoning creatures of winter to its aid. It summons the following creatures. 1d4 Electric Chu, 1d4-1 Electric Keese, 1d4-2 Air Elemental

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-6 : 3d4+3 Crystalized lightning. This crystal can be used in place of an arrow or bolt head, causing the arrow or bolt to deal 2d6 lightning damage instead of its normal damage.
  • 7-12: Lightning Rod

Lightning Rod (Table G)

Rare Spell Focus Wand, Attunement

This wand was carved from a bough from a tree which was truck by lighting. When found it has 3d10 remaining charges. When the last charge is expended the wand explodes with a thunderous crack in its wielder's hand leaving only its bone metal handle. So long as any charges remain all charges can be regained by having a sufficiently powerful Storm Fey they can perform a ritual with another bough from a tree which was truck by lighting.

This wand has the following properties While held, spells which create lightning and thunder damage have a +1 bonus to their DC, and you gain resistance to lighting and thunder damage & get a +5 bonus to saving throws to withstand the effects of extreme thunder storm weather conditions.

As an action you may expend 1 charge to release 3 balls of pure lightning and thunder out which can target up to 3 Creatures. You may target the same creature multiple times. These attack rolls use +5 for its to hit modifier or your intelligence spell attack (whichever is higher). On hit it deals 1d6 + your intelligence modifier as lightning or thunder damage.

If held by a Powerful Storm Fey, they may choose whether or not to expend a charge, if they do it deals double damage.

Fire Keese

A fire keese is a bat which has been imbued with elemental fire. These bats, act as normal bats, but live in extremely hot areas, such as deserts, volcanos, or magma chambers. These Keese are extremely territorial and will attack any creature which may threaten them. These keese will swarm the offending creature slamming into them until they die, either via extreme burns or blunt trauma.


Fire Keese

Tiny Beast, unaligned


  • Armor Class 14 (Natural)
  • Hit Points 25 (5d8)
  • Speed 10ft, 50ft fly

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 3 (-4) 14 (+2) 8 (-1)

  • Saving Throws Dex +6
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities Fire
  • Senses Darkvision 120ft, Blindsight 20ft
  • Languages --
  • Challenge 2 (450 xp)

Fire Walk The Fire Keese ignores all movement penalties that come from moving on fire, lava or magma, as well as any conditions that would come from extreme heat.


Actions

Fire Slam Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 2d6 Lightning and 4 bludgeoning damage. On hit a target is ignited and takes 1d4 fire damage at the end of each of their turns for the next 1d4 rounds.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-6 : 1d2 bat wings, these bat wings can be be cooked for a healthy snack.
  • 7-12: Crystalized fire. This crystal can be used in place of an arrow or bolt head, causing the arrow or bolt to deal 2d6 fire damage instead of its normal damage.

Fire Wizzrobe

These fey spirits embody the spirit of fire, and volcanic activity. These spirits can be found dancing through the air in areas of extreme heat, raging fires, or volcanic areas. These spirits are joyful, but quick to anger if their dance is ever interrupted.


Fire Wizzrobe

Medium Fey, Chaotic Neutral


  • Armor Class 16 (Mage Armor)
  • Hit Points 70 (14d8)
  • Speed 30ft, 30ft fly (hover)

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 18 (+4) 16 (+3) 14 (+2)

  • Saving Throws Con +4, Int +8
  • Skills Arcana +8, Deception +11, Perception +7, Persuasion +7
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities Fire
  • Senses Darkvision 60, Blindsight 60 ft, passive 17
  • Languages Sylvan
  • Challenge 7(2900 xp)

Storm Walk The Fire Wizzrobe ignores all movement penalties that come from moving on fire, lava or magma, as well as any conditions that would come from extreme heat.


Actions

Fire Rod Ranged Weapon Attack: +8 to hit, range 60 ft, one target. Hit: 1d6+4 Fire Damage. When the Fire Wizzrobe takes this action, it fires 3 balls of pure storm energy which can target the same creature, or any creature within range. On hit the target is ignited and takes 1d4 fire damage at the end of their turns for the next 1d4 rounds.

Cone of Fire (Recharge 6) A cone of fire from the Fire Wizzrobe. Each creature in a 30-foot cone must make a Dexterity saving throw DC 16. A creature takes 6d8 Fire damage on a failed save, or half as much damage on a successful one.

Summon Fire Creatures (Bonus Action, Recharge 6) The Fire Wizzrobe does a quick ritual summoning creatures of winter to its aid. It summons the following creatures. 1d4 Fire Chu, 1d4-1 Fire Keese, 1d4-2 Fire Elemental

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-6 : 3d4+3 Crystalized fire. This crystal can be used in place of an arrow or bolt head, causing the arrow or bolt to deal 2d6 fire damage instead of its normal damage.
  • 7-12: Fire Rod

Fire Rod (Table G)

Rare Spell Focus Wand, Attunement

This wand was carved from a rock or piece of metal which has been submerged in lava or magma. When found it has 3d10 remaining charges. When the last charge is expended the wand bursts into flame in its wielder's hand leaving only its bone metal handle. So long as any charges remain all charges can be regained by having a sufficiently powerful Summer or Fire Fey they can perform a ritual with another rock or piece of metal which has been submerged in lava or magma.

This wand has the following properties While held, spells which create fire or deal fire damage have a +1 bonus to their DC, and you gain resistance to Cold damage & get a +5 bonus to saving throws to withstand the effects of extreme cold weather conditions.

As an action you may expend 1 charge to release 3 balls of pure fire which can target up to 3 Creatures. You may target the same creature multiple times. These attack rolls use +5 for its to hit modifier or your intelligence spell attack (whichever is higher). On hit it deals 1d6 + your intelligence modifier as fire damage.

If held by a Powerful Summer or Fire Fey, they may choose whether or not to expend a charge, if they do it deals double damage.

Freezard

A freezard is a construct made entirely from ice. Typically these constructs are found within cold regions, although due to their magical nature they can also be found in other areas. Freezards make for ideal guardians as they need no sleep, food, air, or water. Their offensive powers comes from their ability to release jets of frigid air which have the capability of surrounding their targets in ice, or freeze them solid temporarily.


Freezard

Medium Construct, unaligned


  • Armor Class 18 (Natural)
  • Hit Points 82 (11d8+33)
  • Speed 20ft, 40ft when on ice/snow

STR DEX CON INT WIS CHA
12 (+1) 8 (-1) 16 (+3) 4 (-3) 18 (+4) 4 (-3)

  • Saving Throws Con +7, Wis +8
  • Damage Vulnerabilities Fire
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities Cold, Psychic, Poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses Blindsight 60 ft, Tremor sense 60ft
  • Languages --
  • Challenge 4 (1100 xp)

False Appearance Until it starts moving, the Freezard appears to be a statue made from ice


Actions

Ice Blast The Freezard lets loose an icy wind in a 5 ft wide, 20 ft long line. All creatures caught in this line must make a DC 15 constitution saving throw. Targets take 5d6 cold damage & become frozen solid (paralyzed, but resistant to all damage but fire) on a failed save, or half as much damage and are not frozen solid on a successful one.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-9 : 1d4+2 Crystalized ice. This crystal can be used in place of an arrow or bolt head, causing the arrow or bolt to deal 2d6 cold damage instead of its normal damage.
  • 10-11 : 2d4+4 Crystalized ice. This crystal can be used in place of an arrow or bolt head, causing the arrow or bolt to deal 2d6 cold damage instead of its normal damage.
  • 12 : A Shard of True Ice inscribed with the Kalt rune.

Gohma Queen

A Gohma queen is to the gohma what queen ants are to ant colonies. Much like ants, gohma create large hives of interlinking tunnels, or take over structures or creatures which have this structure. The Gohma queen differs from a Queen ant in that she is actually the most dangerous variant of the Gohma. Able to birth and launch larva at invading creatures, these larva emerge fully grown and ready to fight, and instinctively do so to the death to protect their mother and queen.


Gohma Queen

Gargantuan Monstrocity, Neutral Evil


  • Armor Class 18 (Natural)
  • Hit Points 340 (35d10+45)
  • Speed 40 ft, 40 climb

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 17 (+3) 7 (-2) 16 (+3) 6 (-2)

  • Saving Throws Str +10, Con +9
  • Skills Acrobatics +5, Athletics +10, Perception +6, Stealth +5
  • Damage Vulnerabilities Radiant & See Condition Blue Rage
  • Damage Resistances Resistant to All damage types excluding Radiant & Blue Rage effects
  • Senses Darkvision 60 ft Passive Perception 16
  • Languages --
  • Challenge 9 (5000 xp)

Cave Walker The Gohma queen can walk along any surface, even upside down, and also ignores all difficult terrain.

Blue Rage At the start each of the Gohma Queen's turns roll 1d8. on a 6-8 the Gohma Queen goes into a rage. Its eye rolls back into its head and turns blue as the Iris reappears and starts attacking with Reckless abandon. This grants the Gohma queen advantage and gains more more attack when it takes the multi-attack action, but also grants attackers advantage on their attack rolls against the Gohma Queen.

If the Gohma Queen sustains more than 40 damage in a single turn it becomes stunned and becomes vulnerable to all damage types until the end of the creature who triggers this effects next turn.


Actions

Multi-attack The Gohma Queen makes two attacks, but only one of them can be larval strike. If the Gohma Queen is in a blue rage it instead can make three attacks, with only one of them being a larval strike.

Pincer Melee Weapon Attack: +9 to hit, reach 10 ft, one target. Hit: 4d8+4 piercing damage. On a hit, the target must succeed a DC 12 dexterity saving throw. On a failed save the target takes 1d8 acid damage, and if they are wearing armor, their armor class is reduced by 1d2-1. This reduction can be repaired over with the appropriate tools and materials over the course of a short rest, or at an armorer at 10 gold per AC reduction.

Larval Strike (Recharge 6) Ranged Weapon Attack: +9 to hit, range 30/60 ft, one target. Hit: 1d2+4 bludgeoning damage. The Gohma Queen births 2d4 larva and launches them at a target it can see within range. On hit the larva attach themselves to the target, on a miss they land on the ground harmlessly behind the target. Each larva has 10 ft movement, 10 hp, AC 11, Has a 6 in every ability score except strength which is 12, and is considered a small creature. The Larva roll initiative and act on their turn attacking all non Gohma or Larva creatures.

Larva Bite (larva only) Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 1d2+1 piercing damage. On a successful hit the Larva heals for the piercing damage dealt, and attaches itself to the target.

An Attached Larva automatically hits its bite attack, deals an additional 1d4 acid damage.

Bountiful Monster

This monster when slain drops a Heart Container.

Heart Container

Rare Amulet, Attunement

This pendant is a ruby cut into the shape of a heart, with a gold border on a tiny mithril chain. While you wear this amulet, and are attuned to it you gain the following benefits. You gain one additional hit die from a class you currently have, your current and maximum hit points are increased by an amount equal the average hit points you would gain if you were to gain a level in that class, and you gain advantage on death saving throws.

Additional Heart Containers beyond the first, which you attune to do not use additional attunement slots.

Ice Wizzrobe

These fey spirits embody the spirit of winter and cold. These spirits can be found dancing through the air in areas of extreme cold, or wintery areas. These spirits are joyful, but quick to anger if their dance is ever interrupted.


Ice Wizzrobe

Medium Fey, Chaotic Neutral


  • Armor Class 16 (Mage Armor)
  • Hit Points 70 (14d8)
  • Speed 30ft, 30ft fly (hover)

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 18 (+4) 16 (+3) 14 (+2)

  • Saving Throws Con +4, Int +8
  • Skills Arcana +8, Deception +11, Perception +7, Persuasion +7
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities Cold
  • Senses Darkvision 60, Blindsight 60 ft, passive 17
  • Languages Sylvan
  • Challenge 7(2900 xp)

Ice Walk The Blizzrobe ignores all movement penalties that come from moving on ice & snowy surfaces, as well as any conditions that would come from extreme cold


Actions

Blizzard Rod Melee Weapon Attack: +8 to hit, range 60 ft, one target. Hit: 1d6+4 Cold Damage. When the Blizzrobe takes this action, it fires 3 balls of pure cold energy which can target the same creature, or any creature within range.

Chill of Winter (Recharge 6) A blast of the essence of winter erupts from the Blizzrobe. Each creature in a 30-foot cone must make a Constitution saving throw DC 16. A creature takes 6d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.

Summon Ice Creatures (Bonus Action, Recharge 6) The Blizzrobe does a quick ritual summoning creatures of winter to its aid. It summons the following creatures. 1d4 Ice Spiders, 1d4-1 Ice Keese, 1d4-2 Winter Wolves, 1d4-2 Freezards

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-6 : 3d4+3 Crystalized Ice. This crystal can be used in place of an arrow or bolt head, causing the arrow or bolt to deal 2d6 cold damage instead of its normal damage.
  • 7-12: BlizzRod

Blizzrod (Table G)

Rare Spell Focus Wand, Attunement

This wand was carved from a shard of True Ice within the fey wild. When found it has 3d10 remaining charges. When the last charge is expended the wand melts down to its bone metal handle. So long as any charges remain all charges can be regained by having a sufficiently powerful Winter Fey can perform a ritual with another shard of True Ice.

This wand has the following properties While held, spells which create ice, or deal cold damage have a +1 bonus to their DC, and you gain resistance to fire damage & get a +5 bonus to saving throws to withstand the effects of extreme heat weather conditions.

As an action you may expend 1 charge to release 3 balls of pure cold out which can target up to 3 Creatures. You may target the same creature multiple times. These attack rolls use +5 for its to hit modifier or your intelligence spell attack (whichever is higher). On hit it deals 1d6 + your intelligence modifier as cold damage.

If held by a Powerful Winter Fey, they may choose whether or not to expend a charge, if they do it deals double damage.

Ice Keese

An ice keese is a bat which has been imbued with elemental cold. These bats can be found in frozen enviornments. These keese only attack that which they perceive can be food, or if threatened. When threatened or hunting these keese will swarm the offending creature slamming into them until they die, either via frostbite or blunt trauma.


Ice Keese

Tiny Beast, unaligned


  • Armor Class 14 (Natural)
  • Hit Points 25 (5d8)
  • Speed 10ft, 50ft fly

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 3 (-4) 14 (+2) 8 (-1)

  • Saving Throws Dex +6
  • Damage Vulnerabilities Fire
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities Cold
  • Senses Darkvision 120ft, Blindsight 20ft
  • Languages --
  • Challenge 2 (450 xp)

Ice Walk The Ice Keese ignores all movement penalties that come from moving on ice & snowy surfaces, as well as any conditions that would come from extreme cold.


Actions

Icy Slam Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 2d6 cold and 4 bludgeoning damage. On hit a target must make a DC 15 constitution saving throw or become frozen solid (paralyzed, but resistant to all damage but fire).

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-6 : 1d2 bat wings, these bat wings can be be cooked for a healthy snack.
  • 7-12: Crystalized ice. This crystal can be used in place of an arrow or bolt head, causing the arrow or bolt to deal 2d6 cold damage instead of its normal damage.

Skultulla

A Skultulla resembles a large armored spider. Their chitin armor is so tough that it is able to shrug off blows that could shatter rock. These creatures hunt by ambushing their prey, either by dropping down from webbing above, or hanging from the ceiling by webbing. They will also do all they can to make sure their soft underbelly is protected at all times, although they can be temporarily disoriented should they receive too many blows in quick succession.

Bountiful Monster

This monster when slain can drop one of the following items. Roll 1d12 to determine which item is dropped.

  • 1-11 : Hardened Carapace, that can become crafted into halfplate for a medium or breastplate for a large creature.
  • 12 : Skultulla Token, this token can be exchanged for very unusual individuals for minor boons, potions, or other consumable items

Skultulla

Large Monstrocity, Neutral Evil


  • Armor Class 20 front, 14 back (natural)
  • Hit Points 85 (11d12+22)
  • Speed 20ft, 40 ft on webs

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 3 (-4) 14 (+2) 5 (-3)

  • Skills Perception +6, Stealth +6
  • Damage Vulnerabilities Piercing (back)
  • Damage Resistances (Front) All damage types except slashing
  • Damage Resistances (Back) None
  • Damage Immunities Slashing to the front
  • Senses Darkvision 120ft, Blindsight 20ft
  • Languages --
  • Challenge 5 (1800 xp)

Websense The Skulltulla automatically detects anything that interacts with any of its webs.

Armored Front The skulltula always attempts to orientate its front side to most attacks, and leave its exposed underbelly/body to a wall or floor. If hit with a slashing weapon, and hanging from a ceiling, it starts swinging wildly from side to side until the start of its next turn, imposing disadvantage to hit it with ranged attacks.

Should it take 20 or more damage in a round it becomes disoriented exposing its weak underbelly/body until the end of its next turn.

Spinner If 20 damage in a single attack, or a critical hit is dealt to the targeting a hanging skultulla's spinner/webbing it falls prone back up.


Actions

Bite Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 2d4+3 piercing damage. On a successful hit the target must make a DC 14 constitution saving throw against 2d8 poison damage and is poisoned for the next minute. On a successful saving throw the target takes half damage and is not poisoned. A creature which is poisoned can repeat this saving throw with disadvantage at the end of their turns, ending the poisoned condition on a successful saving throw.

Objects, Vehicles, Siege Equipment

Ships and Ship Combat

Refer to the Ships and Sea Unearthed Arcana for the basis for these vessels. These are a couple of additional vessels which are built using this ruleset.


The Leather Dragon (Goblin Airship)

Large Airship


  • Armor Class Varies, light wood
  • Hit Points Varies, see traits
  • Speed Base of 80ft, see engine

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 0 (-5) 0 (-5) 0 (-5)

  • Damage Vulnerabilities Fire
  • Damage Immunities Poison, Psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Ship The Leather Dragon is an air vessel, as such it has multiple sections, each of which can be damaged individually.

Hull The Hull is the part of the airship that holds everything else together. It has an AC of 13, 200 hp, and a damage threshold of 15. If this part of the ship is destroyed the airship is destroyed.

Control: Helm The Helm is how the ship can be directed to move. It has an AC of 16, 50 hp. It can be manned to perform a turn action which allows the ship to make a 135 degree turn over the course of half its movement speed. If the Helm is destroyed the airship cannot be turned.

Movement: Engines This airship utilizes a pair of armored, but crude steam powered fans to propel the vessel forward. These fans can rotate up to 180 degrees allowing a great deal of maneuverability. Each fan has an AC of 18, and 50 hp. For every 25 hp an engine loses, the airship's maximum speed is reduced by 20 ft until repaired. If both engines are lost, the airship slows to a stop over the course of the next 3 rounds. If flying into a headwind, movement speed is reduced by 20 feet.


Movement 2: Air Bladder This airship hangs suspended from a large leather bladder filled with elemental air, which allows the airship to float up to a maximum height of 10,000 feet above sea level. The bladder has an AC of 13, and HP of 100. For every hit point the bladder loses it loses 100 feet to its maximum height. If the Air Bladder is destroyed the airship plummets to the ground and crashes.

Ballista (4) The Leather Dragon has 4 ballistas, two forwarded mounted ballistas mounted near the bow of the ship, and two rear mounted ballista, mounted on each aft side. Each ballista has a 270 degree firing arc, allowing each ballista to target other vessels and creatures on the side of the ship it is mounted on. Each ballista has an AC of 15, and 50 hp.

General Actions On its turn, the Leather Dragon can move using its helm and engines. It can also fire its ballistas. If it has half of its crew or fewer, it can fire either up to two of its ballistas. Unless otherwise stated, ignore the action cost for the cannon and the Ballista as each is fully crewed with backups.

Weight Capacity The Leather Dragon can support a crew of up to 20 small creatures. Medium creatures count as 2 small, and large count as 5. In addition to its crew it can hold supplies and goods up to 1 tonne.


Actions

Ballista Ranged Weapon Attack: +6 to hit, range 120/480 ft, one target. Hit: 3d10 Piercing damage.


Golden Rose

Large Ship


  • Armor Class Varies, wood
  • Hit Points Varies, see traits
  • Speed Varies, see sailes

STR DEX CON INT WIS CHA
20 (+5) 7 (-2) 17 (+3) 0 (-5) 0 (-5) 0 (-5)

  • Damage Vulnerabilities Fire
  • Damage Immunities Poison, Psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Ship The Golden Rose is a water vessel, as such it has multiple sections, each of which can be damaged individually.

Hull The Hull is the part of the ship that allows the vessel to float on water. It has an AC of 15, 300 hp, and a damage threshold of 15. If this part of the ship is destroyed the Ship sinks.

Control: Helm The Helm is how the ship can be directed to move. It has an AC of 18, 50 hp. It can be manned to perform a turn action which allows the ship to make a 90 degree turn over the course of half its movement speed. If the Helm is destroyed the ship cannot be turned.

Movement: Sails The Sails allow the ship to utilize wind energy to move. It has an AC of 12, and 100 hp. While the sails are deployed the vessel has a speed of 40, if the vessel is tacking it has a speed of 15, if the vessel is traveling in the direction of the wind its speed increases to 60 ft. The vessel looses 5 feet of movement speed per 25 hp the sails have lost. If the sails are destroyed the vessel slows to a stop over the course of 3 turns.

Cannons (2) The Vessel has one cannon on each of its sides. Each cannon has 19 ac, 75 hp. A cannon has the actions creatures manning it can take: 1 action to load, 1 action to aim, 1 action to fire, or 5 actions to move the cannon to the other side of the ship. These actions can be performed by multiple creatures. The Cannons have a 15 degree firing arc. They also have the following resistance traits which differ from the rest of the ship. Damage Immunity: Poison, Psychic, Necrotic

Forward Ballista The Vessel has one Ballista which is mounted at the prow of the vessel. The Ballista has a 120 degree firing arc. It has 15 ac, and 50 hp. It has the following actions: 1 action to load, 1 action to aim, 1 action to fire


General Actions On its turn, the Golden Compass, can move using its helm and sails. It can also fire its ballista, and/or cannon(s). If it has half of its crew or fewer, it can fire either its ballista or a cannon. Unless otherwise stated, ignore the action cost for the cannon and the Ballista as each is fully crewed with backups.


Actions

Cannon Ranged Weapon Attack: +6 to hit, range 600/2400 ft, one target. Hit: 8d10 bludgeoning damage.

Ballista Ranged Weapon Attack: +6 to hit, range 120/480 ft, one target. Hit: 3d10 Piercing damage.


Pirate Ship

Huge Ship


  • Armor Class Varies, wood
  • Hit Points Varies, see traits
  • Speed Varies, see sailes

STR DEX CON INT WIS CHA
20 (+5) 4 (-3) 20 (+5) 0 (-5) 0 (-5) 0 (-5)

  • Damage Vulnerabilities Fire
  • Damage Immunities Poison, Psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Ship The Pirate Ship is a water vessel, as such it has multiple sections, each of which can be damaged individually.

Hull The Hull is the part of the ship that allows the vessel to float on water. It has an AC of 15, 400 hp, and a damage threshold of 18. If this part of the ship is destroyed the Ship sinks.

Control: Helm The Helm is how the ship can be directed to move. It has an AC of 18, 50 hp. It can be manned to perform a turn action which allows the ship to make a 90 degree turn over the course of half its movement speed. If the Helm is destroyed the ship cannot be turned.

Movement: Sails The Sails allow the ship to utilize wind energy to move. It has an AC of 12, and 100 hp. While the sails are deployed the vessel has a speed of 35, if the vessel is tacking it has a speed of 15, if the vessel is traveling in the direction of the wind its speed increases to 50 ft. The vessel looses 10 feet of movement speed per 25 hp the sails have lost. If the sails are destroyed the vessel slows to a stop over the course of 3 turns.

Movement: Oars The Oars allow the vessel to move even if its sails are destroyed, or it is traveling into the wind directly. The oars add the following to the Pirate Vessel's Movement speed. 20 with full crew, 10 feet with half. 5 feet with quarter.

Cannons (3) The Vessel has one cannon on each of its sides, and 1 in front. Each cannon has 19 ac, 75 hp. A cannon has the actions creatures manning it can take: 1 action to load, 1 action to aim, 1 action to fire, or 5 actions to move the cannon to the other side of the ship. These actions can be performed by multiple creatures. The Cannons have a 15 degree firing arc on the sides, and a 45 degree arc in front. They also have the following resistance traits which differ from the rest of the ship. Damage Immunity: Poison, Psychic, Necrotic


Rear Ballista The Vessel has one Ballista which is mounted at the aft of the vessel. The Ballista has a 120 degree firing arc. It has 15 ac, and 50 hp. It has the following actions: 1 action to load, 1 action to aim, 1 action to fire

Ram The vessel is equipped with a large ram on its bow, and structural reinforcement along its mounting points to help disperse the impact. If the vessel collides with its bow into another ship, it automatically uses its ram attack, and takes 1/4th of the damage dealt, and possibly stops moving.

General Actions On its turn, the Pirate Ship can move using its helm and sails. It can also fire its ballista, and/or cannon(s). If it has half of its crew or fewer, it can fire up to two of the cannons or the ballista and a cannon. Unless otherwise stated, ignore the action cost for the cannon and the Ballista as each is fully crewed with backups.


Actions

Cannon Ranged Weapon Attack: +6 to hit, range 600/2400 ft, one target. Hit: 8d10 bludgeoning damage.

Ballista Ranged Weapon Attack: +6 to hit, range 120/480 ft, one target. Hit: 3d10 Piercing damage.

Ram Melee Weapon Attack: Automatic Hit against wood (still roll), or +10 to hit with advantage against metal or higher grade hulls, range touch, one target. Hit 12d12+12 piercing damage. If this attack is a critical hit, the other ship is cut in half and the pirate ship continues its movement through its space as if it were difficult terrain. If this attack brings the other ship's hull to half hp or more, the hull is punctured. At the start of that vessel's turn, their hull takes 10 damage until the hole is patched.

Traps

Traps are very common throughout the world. Below are some various goblin inspired traps.

Oil Sprayer

A hose starts spraying oil in an uncontrolled 15 ft cone. This contraption has an AC of 12, hp of 10 and vulnerability to fire. If it is destroyed from fire damage it detonates in a 10 ft radius, all creatures in this range must make a DC 12 dexterity saving throw taking 4d6 fire damage on a failed saving throw, or half as much on a successful one.

Roll 1d3 to determine the 15 ft cone it sprays in from its anchor point. All creatures within the cone must make a dc 15 dex save or get oil lightly splashed on them. Failing the save by 5 or more increases the oil to heavily splashed on them. Failing by 10 or more covers the creature from head to toe with oil. A creature can take 1 action per level of oil splashed on them to reduce the oil on them.

If a creature splashed or covered with oil takes fire damage from any source they are set on fire. If a creature was lightly splashed with oil they take 1d6 fire damage per round for 3 rounds. If a creature was heavily splashed with oil they take 2d6 fire damage per round for 6 rounds. If a creature is covered in oil they take 3d6 fire damage per round for 10 rounds.

A creature on fire can use its action to attempt to put out the flames. The creature makes a DC 10 dexterity check for lightly splashed, DC 13 for heavily splashed, causing the flames to decrease to lightly splashed levels. DC 15 for covered to cause the flames to lower to heavily splashed.

Snake Pit

A target heavier than a goblin who moves over these spaces must make a DC 15 dexterity saving throw or fall into a 15 ft deep snake pit. If the target fails by 5 or more the target takes additional damage. On a failure the target takes 1d6 falling damage. On a failure of 5 or more the target takes an additional 1d6 falling damage and lands prone.

The snakes in this pit are agitated by any creature who falls into the pit and attempt to bite the target each round they stay in the pit. The Snakes make a single attack roll, which has a +6 to hit. On a successful hit the target takes 2d6 piercing damage and must make a DC 10 Constitution saving throw taking 4d6 poison damage on a failed saving throw or half as much on a successful saving throw.

Spiked Pitfall

A target heavier than a lightly armored goblin who moves over these spaces must make a DC 15 dexterity saving throw or fall into a 15 ft deep spike pit. If the target fails by 5 or more the target takes additional damage. On a failure the target takes 1d6 fall damage + 3d10 piercing damage. On a failure of 5 or more the target takes an additional 1d6 fall damage and 1d10 piercing, and lands prone.

The Shortener

A creature heavier than a goblin who walks across this tile (spotted with a Dc 15 perception check) triggers a swinging blade that is approximately at the neck height for the average dwarf, or upper torso for taller races. Small sized creatures automatically dodge this blade. A medium or larger creature must make a DC 15 dexterity saving throw or take 2d10 slashing damage to a taller race, or 4d10 to a dwarf sized creature.

Brace of Crossbows

This brace of crossbows shoots a trio of bolts when triggered by its tripwire. A creature may make a DC 15 perception check to spot this trip wire, and move at half speed through its squares to avoid triggering it. Alternatively they may make a DC 13 athletics or acrobatics check to jump over it. A creature who doesn't spot the wire, or fails to avoid its tripwire triggers it, and that creature must make a DC 15 dexterity saving throw or be struck by one or more bolts. For each 5 the target fails the saving throw by they are struck by another bolt. Each bolt deals 1d10+2 piercing damage.

Goblin Ballista

This ballista has an AC of 12, and 25 hp with vulnerability to fire damage. When triggered, either by a trap or by a goblin manning it, it makes an attack roll with a +5 to hit and deals 2d8 piercing damage on hit. This ballista is so simple it essentially is just an oversized mounted crossbow and can be fired as such.

Goblin Mass Bolt Thrower

This shoddily crafted contraption is little more than a barrel nailed to a platform that is flung forward by its mechanism. This causes the barrel to eject its contents, which is usually miscellaneous javelins, spears, bolts, arrows and sharpened sticks. This object has an AC of 12, and has 15 hp and is vulnerable to fire damage. When triggered all creatures in a 20 ft long 5 ft wide line must make a DC 15 dexterity saving throw taking 6d6 piercing damage on a failed saving throw, or half damage on a successful saving throw.

Floor Spikes

When triggered by either a tripwire, or pressure plate, a bunch of spikes pop out of the floor. Creatures standing in its area must make a DC 15 Dexterity saving throw or take 4d4 piercing damage.

Acid Barrel

This barrel is filled with an acidic substance. This barrel when destroyed, or tipped over spills its content in a 15 ft radius. Creatures in this area must make a DC 15 dexterity saving throw or take 4d4 acid damage. Creatures who succeed this saving throw jump out of its area of effect, or off floor onto something nearby. If this is not possible the creature automatically fails this saving throw. The area becomes covered in acid for the next minute, after which point the acid evaporates, seeps into the ground, or otherwise is negated. Creatures entering and ending their turns in the affected area take 2d4 acid damage.

Chapter 7: Master Item Tables

This document contains all magic items sorted into various tables. These tables do not necessarily match the magic item tables in the DMG.

These tables will be sorted by the following general categories/rules.

Low Tier consumables, medium teir consumables, high tier consumables, legendary consumables, low tier items, medium tier items, high tier items, very high tier items, legendary items, Artifacts, Custom items

Low tier items are generally entry level magic items, expensive mundane items, items that has uses but don't recharge, purely cosmetic effect, or other such items.

Medium Tier is higher than the entry level magic items. These are things that should be universally useful, but not exceptionally powerful. Especially if there are more powerful variants available. This list includes generic +1 weapons and shields.

High Tier are more powerful variants of existing items from the previous tiers, or items that have a consistently powerful effect, either passively or through the use of spells. This list includes generic +2 weapons and shields, and +1 armors.

Very High tier items are more powerful items than High tier, either through more powerful variants, broader effects, or other such similar things. This list includes generic +3 weapons and shields, and +2 armors.

Legendary items are generally those that have the legendary rarity, extremely powerful effects, or are unique. This list includes +3 armors

Artifacts are unique and extremely powerful.

Custom Items are items designed by me, other DMS that will have credit provided at the end of the document, or players in my games. They will also have a "tier rating" corisbonding to one of the below tables. As these are not published WotC items, their effects may be weird, highly specific, jumble of effects etc.

I have made (& will update as necesssary) separate tables for each source book for easier creation and addition of new sources/materials. They are sorted as in alphabetical order using the following: Master Source book table --> Source book Section --> Specific Source book tables A-J. Each source book is given a "weight" based on the number of items it has.

As a final word of Note, any item that has a ~ on each side has a note at the end of this document for my own personal suggested changes/additions to the item. Listed at the very end of this document.

Tables and what they mean

  • Table A: Low tier Consumable
  • Table B: Medium tier Consumable
  • Table C: High tier Consumable
  • Table D: Legendary tier Consumable
  • Table E: Low tier Items
  • Table F: Medium tier Items
  • Table G: High iter Items
  • Table H: Very High tier Items
  • Table I: Legendary tier Items
  • Table J: Artifact tier Items

Table of Contents/ Current Book List

  • Acquisitions Incorporated
  • Baldur's Gate: Descent into Avernus
  • Curse of Strahd
  • Divine Contention
  • Dungeon Master's Guide
  • Ebberon: Rising from the Last War
  • Guildmaster's Guide to Ravnica
  • Ghosts of Saltmarsh
  • Hunt for the Thessalhydra
  • Hoard of the Dragon Queen
  • Icewind Dale: Rime of the Frostmaiden
  • Infernal Machine Rebuild
  • Lost Laboratory of Kwalish
  • Lost Mine of Phandelver
  • Monster Manual
  • Mordenkainen's Tome of Foes
  • Out of the Abyss
  • Player's Handbook
  • Princes of the Apocalypse
  • The Rise of Tiamat
  • Sleeping Dragon's Wake
  • Storm King's Thunder
  • Tales from the Yawning Portal
  • Tasha's Cauldron of Everything
  • Tomb of Annihilation
  • The Tortle Package
  • Volo's Guide to Monsters
  • Waterdeep: Dragon Heist
  • Waterdeep: Dungeon of the Mad Mage
  • Xanathar's Guide to Everything
  • Wayfinder's Guide to Eberron
  • Reign's Homebrew Items
  • Other Homebrew Items I like/found
  • Items variations

Sources and Tables

Source Book Name Tables available
Acquisitions Incorporated F, G, H, I, J
Baldur's Gate: Descent into Avernus E, F, I, J
Curse of Strahd E, F, G, H, I, J
Divine Contention C, J
Dungeon Master's Guide A, B, C, D. F. G, H, I, J
Eberron Rising from the Last War B, E, F, G, H, I, J
Guildmaster's Guide to Ravnica A, F, G, H, I
Ghosts of Saltmarsh B, E, G
Hunt for the Thessalhydra G
Hoard of the Dragon Queen E, F, I, J
Infernal Machine Rebuild C, E, F, G, J
Lost Laboratory of Kwalish F, G, H, J
Lost Mine of Phandelver G
Monster Manual F
Mordenkainen's Tome of Foes I
Out of the Abyss E, F, G, H, I
Player's Handbook A, E, F
Princes of the Apocalpyse B, D, F, G, I, J
The Rise of Tiamat G, J
Sleeping Dragon's Wake G
Storm King's Thunder C, D, E, F, G, H, I, J
The Tortle Package B
Tales from the Yawning Portal B, C, D, E, F, G, H
Tomb of Annihilation A, E, F, G, H, I, J
Volo's Guide to Monsters F, G
Waterdeep: Dragon Heist B, C, E, F, G, H, I, J
Waterdeep: Dungeon of the Mad Mage B, D, E, F, G, H, I, J
Xanathar's Guide to Everything A, B, E
Wayfinder's Guide to Eberron E, F, G, H, I, J
Reign's Homebrew Items A, C, E, F, G, H, I
Other Homebrew Items I like/found E, F, H, J
Low Tier Consumables {6 Source Books} (Table A)
Roll 1d100 Source Name
1-19 Dungeon Master's Guide
20-23 Guild Master's Guide to Ravnica
24-53 Player's Hand Book
54-60 Tasha's Cauldron of Everything
61-71 Tomb of Annihilation
72-97 Xanathar's Guide to Everything
97-100 Reroll or Reign's Homebrew Items
Medium Tier Consumables {9 Source Books} (Table B)
Roll 1d100 Source Name
1-65 Dungeon Master's Guide
66-68 Eberron Rising from the Last War
69-71 Ghosts of Saltmarsh
72-74 Princes of the Apocalpyse
75-77 Tales from the Yawning Portal
78-83 Tasha's Cauldron of Everything
83-85 The Tortle Package
86-88 Waterdeep: Dragon Heist
89-91 Waterdeep: Dungeon of the Mad Mage
92-99 Xanathar's Guide to Everything
100 Reroll or Reign's Homebrew Items
High Tier Consumables {7 Source Books} (Table C)
Roll 1d100 Source Name
1-2 Divine Contention
3-75 Dungeon Master's Guide
76-82 Infernal Machine Rebuild
83-84 Storm King's Thunder
85-86 Tales from the Yawning Portal
87-93 Tasha's Cauldron of Everything
94-95 Waterdeep: Dragon Heist
96-100 Reroll or Reign's Homebrew Items
Legendary Tier Consumables {5 Source Books} (Table D)
Roll 1d100 Source Name
1-57 Dungeon Master's Guide
58-73 Princes of the Apocalypse
74-77 Storm King's Thunder
78-84 Tales from the Yawning Portal
85-96 Tashas's Cauldron of Everything
97-100 Waterdeep: Dungeon of the Mad Mage
Low Tier Items {17 Source Books} (Table E)
Roll 1d100 Source Name
1 Baldur's Gate: Decent into Avernus
2 Curse of Strahd
3-15 Eberron Rising from the Last War
16-18 Ghosts of Saltmarsh
19 Hoard of the Dragon Queen
20 Infernal Machine Rebuild
21-22 Out of the Abyss
23 Player's Handbook
24 Storm King's Thunder
25 Tales from the Yawning Portal
26-28 Tasha's Cauldron of Everything
29-30 Tomb of Annihilation
31-34 Waterdeep: Dragon Heist
33-35 Waterdeep: Dungeon of the Mad Mage
36-80 Xanathar's Guide to Everything
81-98 Wayfinder's Guide to Eberron
99-100 Reroll or Reign's Homebrew Items
Medium Tier Items {22 Source Books} (Table F)
Roll 1d100 Source Name
1-3 Acquisitions Incorporated
4-6 Baldur's Gate: Descent into Avernus
7-8 Curse of Strahd
9-47 Dungeon Master's Guide
48-50 Eberron Rising from the Last War
51-52 Guildmaster's Guide to Ravnica
53 Hoard of the Dragon Queen
54 Infernal Machine Rebuild
55-59 Lost Laboratory of Kwalish
60 Monster Manual
Roll 1d100 Source Name
61-62 Out of the Abyss
63 Player's Handbook
64-67 Princes of the Apocalpyse
68 Storm King's Thunder
69-71 Tales from the Yawning Portal
72-89 Tasha's Cauldron of Everything
90-91 Tomb of Annihilation
92 Volo's Guide to Monsters
93-94 Waterdeep: Dragon Heist
95 Waterdeep: Dungeon of the Mad Mage
96-98 Wayfinder's Guide to Eberron
99-100 Reroll or Reign's Homebrew Items
Medium Tier Items {23 Source Books} (Table G)
Roll 1d100 Source Name
1-6 Acquisitions Incorporated
7 Baldur's Gate: Descent into Avernus
8 Curse of Strahd
9-55 Dungeon Master's Guide
56-58 Eberron Rising from the Last War
59-60 Guildmaster's Guide to Ravnica
61 Ghosts of Saltmarsh
62 Hunt for the Thessalhydra
63 Inernal Machine Rebuild
64-65 Lost Laboratory of Kwalish
66-67 Lost Mine of Phandelver
68-69 Out of the Abyss
70 Princes of the Apocalpyse
71 The Rise of Tiamat
72 Sleeping Dragon's Wake
73-75 Storm King's Thunder
76-78 Tales from the Yawning Portal
79-88 Tashas's Cauldron of Everything
89 Tomb of Annihilation
90-91 Volo's Guide to Monsters
92 Waterdeep: Dragon Heist
93-95 Waterdeep: Dungeon of the Mad Mage
96-97 Wayfinder's Guide to Eberron
99-100 Reroll or Reign's Homebrew Items
High Tier Items {14 Source Books} (Table H)
Roll 1d100 Source Name
1-7 Acquisitions Incorporated
8 Curse of Strahd
9-66 Dungeon Master's Guide
67 Eberron Rising from the Last War
68-72 Guildmaster's Guide to Ravnica
73-76 Lost Laboratory of Kwalish
77-79 Out of the Abyss
80-82 Storm King's Thunder
83-85 Tales from the Yawning Portal
86-92 Tasha's Cauldron of Everything
93 Tomb of Annihilation
94 Waterdeep: Dragon Heist
95-96 Waterdeep: Dungeon of the Mad Mage
97 Wayfinder's Guide to Eberron
98-100 Reroll or Reign's Homebrew Items
Very High Tier Items {16 Source Books} (Table I)
Roll 1d100 Source Name
1 Acquisitions Incorporated
2-4 Baldur's Gate: Descent into Avernus
5-7 Curse of Strahd
8-69 Dungeon Master's Guide
70 Eberron Rising from the Last War
71 Guildmaster's Guide to Ravnica
72 Hoard of the Dragon Queen
73-77 Mordenkainen's Tome of Foes
78-81 Out of the Abyss
82 Princes of the Apocalpyse
83 Storm King's Thunder
84-86 Tasha's Cauldron of Everything
87-89 Tomb of Annihilation
90-92 Waterdeep: Dragon Heist
93-96 Waterdeep: Dungeon of the Mad Mage
97 Wayfinder's Guide to Eberron
98-100 Reroll or Reign's Homebrew Items
Very High Tier Items {15 Source Books} (Table J)
Roll 1d100 Source Name
1 Acquisitions Incorporated
2-8 Baldur's Gate: Descent into Avernus
9 Curse of Strahd
10 Divine Contention
11-57 Dungeon Master's Guide
58 Hoard of the Dragon Queen
59-61 Infernal Machine Rebuild
62-64 Lost Laboratory of Kwalish
65-70 Princes of the Apocalpyse
71-73 The Rise of Tiamat
74-76 Storm King's Thunder
77-84 Tasha's Cauldron of Everything
85-87 Tomb of Annihilation
88-90 Waterdeep: Dragon Heist
91 Waterdeep: Dungeon of the Mad Mage
92-99 Wayfinder's Guide to Eberron
99-100 Reroll or Reign's Homebrew Items

Acquisitions Incorporated (AI) {31 items total}

Medium Tier Items {5 items} (Table F)
Roll 1d20 Item Name Book/Page
1-4 Cartographer's Map Case AI 22
5-8 Elder Cartographer's Glossography AI 20
9-12 Sending Stone AI 33
13-16 Travel Alchemical Kit AI 30
17-20 Voting Kit AI 22
High Tier Items {16 items} (Table G)
Roll 1d20 Item Name Book/Page
1 Coin of Decisionry AI 22
2 Failed Experiment Wand AI 162
3 Obviator's Lenses AI 30
4 Occulant Abacus AI 31
5 Simple Melee Piercer Weapon AI 121
6 Simple Ranged Piercer Weapon AI 121
7 Martial Melee Piercer Weapon AI 121
8 Martial Ranged Piercer Weapon +1 AI 121
9 Portfolio Keeper AI 33
10 Spyclass of Clairvoyance AI 19
11 Simple Melee Vicious Weapon +1 AI 149
12 Simple Ranged Vicious Weapon +1 AI 149
13 Martial Melee Vicious Weapon +1 AI 149
14 Martial Ranged Vicious Weapon +1 AI 149
15 Wheel of Stars AI 222
16 Whisper Jar AI 27
17-20 Reroll on this table
Very High Tier Items {8 items} (Table H)
Roll 1d8 Item Name Book/Page
1 Chronolometer AI 220
2 Dimensional Loop AI 220
3 Documancy Satchel AI 24
4 Far Gear AI 221
5 Living Loot Satchel AI 25
6 Medium Mithral Armor +1 AI 156
7 Heavy Mithral Armor +1 AI 156
8 Rotor of Return AI 221
Legendary Tier Items {1 items} (Table I)
Roll Item Name Book/Page
- Timepiece of Travel AI 221
Artifact Tier Items {1 items} (Table J)
Roll Item Name Book/Page
- Orrey of the Wanderer AI 221

Baldur's Gate: Descent into Avernus (BGDIA) {13 items total}

Low Tier Items {1 items} (Table E)
Roll Item Name Book/Page
- ~ Candle Mace ~ BGDIA 39
Medium Tier Items {5 items} (Table F)
Roll 1d10 Item Name Book/Page
1-2 Battle Standard of Infernal Power BGDIA 223
3-4 Gauntlets of Flaming Fury BGDIA 223
5-6 Hellfire Weapon BGDIA 223
7-8 Infernal Puzzle Box BGDIA 224
9-10 Soul Coin BGDIA 225
Medium Tier Items {1 items} (Table G)
Roll Item Name Book/Page
- Helm of Devil Command BGDIA 223
Medium Tier Items {2 items} (Table I)
Roll 1d4 Item Name Book/Page
1-2 Obsidian Flint Dragon Plate BGDIA 224
3-4 Matalotok BGDIA 224
Artifact Tier Items {4 items} (Table J)
Roll 1d4 Item Name Book/Page
1 Blade of Avernus BGDIA 150
2 Fane-Eater BGDIA 223
3 Shield of the Hidden Lord BGDIA 225
4 Sword of Zariel BGDIA 225

Curse of Strahd (CoS) {11 items total}

Low tier items {1 items} (Table E)
Roll Item Name Book/Page
- Green Copper Ewer CoS 188
Medium Tier Items {3 items} (Table F)
Roll 1d6 Item Name Book/Page
1-2 Blood Spear CoS 221
3-4 Adventurer's Battleaxe CoS 198
5-6 Statuette of Saint Markovia CoS 152
High Tier Items {3 items} (Table G)
Roll 1d6 Item Name Book/Page
1-2 Gulthias Staff CoS 221
3-4 Saint Markovia's Thighbone CoS 222
5-6 Lost Sword CoS 81
Very High Tier Items {1 items} (Table H)
Roll Item Name Book/Page
- Order of the Silver Dragon Shield +2 CoS 68
Legendary Tier Items {2 items} (Table I)
Roll 1d4 Item Name Book/Page
1-2 Holy Symbol of Ravenkind CoS 222
3-4 Icon of Ravenloft CoS 222
Legendary Tier Items {1 items} (Table J)
Roll Item Name Book/Page
- Sunsword CoS 223

Divine Contention (DC) {2 items total}

High Tier Consumable {1 items} (Table C)
Roll Item Name Book/Page
- Gnomengarde Grenade DC ?
Artifact Tier Items {1 items} (Table J)
Roll Item Name Book/Page
- Ruinstone DC ?

Dungeon Master's Guide (DMG) {445 items total}

Consumables

Low Tier Consumables {5 items} (Table A)
Roll 1d10 Item Name Book/Page
1-2 Potion of Climbing DMG 187
3-4 Potion of Healing DMG 187
5-6 Potion of Water Breathing DMG 188
7-8 Spell Scroll (Cantrip) DMG 199
9-10 Spell Scroll (1st level) DMG 199
Medium Tier Consumables {23 items) (Table B)
Roll 3d10 Item Name Book/Page
3 Ammunition +1 (20) DMG 150
4 Assassin's Blood DMG 258
5 Burnt Othur Fumes DMG 258
6 Drow Poison DMG 258
7 Dust of Sneezing and Choking DMG 166
8 Elixir of Health DMG 168
9 Greater Potion of Healing DMG 187
10 Oil of Slipperiness DMG 184
11 Philter of Love DMG 184
12 Potion of Animal Friendship DMG 187
13 Potion of Diminution DMG 187
14 Potion of Fire Breath DMG 187
15 Potion of Gaseous Form DMG 187
16 Potion of Growth DMG 187
17 Potion of Hill Giant Strength DMG 187
18 Potion of Invisibility DMG 188
19 Potion of Mind Reading DMG 188
20 Potion of Poison DMG 188
21 Potion of Stone Giant Strength DMG 187
22 Serpent Venom DMG 258
23 Spell Scroll (2nd level) DMG 199
24 Spell Scroll (3rd level) DMG 199
25 Truth Serum DMG 258
26-30 Reroll on this table -
High Tier Consumables {30 items} (Table C)
Roll 2d20 Item Name Book/Page
2 Ammunition +2 (15) DMG 150
3 Bag of Beans DMG 152
4 Bead of Force DMG 154
5 Carrion Crawler Mucus DMG 258
6 Chime of Opening DMG 158
7 Dust of Disappearance DMG 166
8 Dust of Dryness DMG 166
9 Elemental Gem DMG 167
10 Essence of Ether DMG 258
11 Malice DMG 258
12 Necklace of Fireballs DMG 182
13 Nozur's Marvelous Pigments DMG 183
14 Oil of Etherealness DMG 183
15 Oil of Taggit DMG 258
16 Pale Tincture DMG 258
17 Potion of Clairvoyance DMG 187
18 Potion of Fire Giant Strength DMG 187
19 Potion of Flying DMG 187
20 Potion of Frost Giant Strength (2) DMG 187
21 Potion of Heroism DMG 188
22 Potion of Longevity DMG 188
23 Potion of Resistance DMG 188
24 Potion of Speed DMG 188
25 Potion of Vitality DMG 188
26 Spell Scroll (4th level) DMG 199
27 Spell Scroll (5th level) DMG 199
28 Spell Scroll (6th level) DMG 199
29 Superior Potion of Healing DMG 187
30 Torpor DMG 258
31 Wyvern Poison DMG 258
32-40 Reroll on this table -
Legendary Tier Consumables {14 items} (Table D)
Roll 1d20 Item Name Book/Page
1 Ammunition +3 (10) DMG 150
2 Arrow (Ammunition) of Slaying (1) DMG 152
3 Efreeti Bottle DMG 167
4 Midnight Tears DMG 258
5 Oil of Sharpness DMG 184
6 Potion of Cloud Giant Strength DMG 187
7 Potion of Invulnerability DMG 188
8 Potion of Storm Giant Strength DMG 187
9 Purple Worm Poison DMG 258
10 Soverign Glue DMG 200
11 Spell Scroll (7th level) DMG 199
12 Spell Scroll (8th level) DMG 199
13 Spell Scroll (9th level) DMG 199
14 Supreme Potion of Healing DMG 187
15 Universal Solvent DMG 209
16-20 Reroll on this table -

Permanent Items

Medium tier items {72 items} (Table F)
Roll 1d100 Item Name Book/Page
1 Alchemy Jug DMG 150
2 Amulet of Proof against Detection and Location DMG 150
3 Bag of Devouring DMG 153
4 Bag of Tricks DMG 154
5 Boots of Striding and Springing DMG 156
6 Bracers of Archery DMG 156
7 Brooch of Shielding DMG 156
8 Cap of Water Breathing DMG 157
9 Circlet of Blasting DMG 158
10 Deck of Illusions DMG 161
11 Drift Globe DMG 166
12 Eversmoking Bottle DMG 168
13 Eyes of Charming DMG 168
14 Eyes of Minute Seeing DMG 168
15 Eyes of the Eagle DMG 168
16 Figurine of Wonderous Power, Silver Raven DMG 170
17 Figurine of Wondrous Power, Ebony Fly DMG 169
18 Figurine of Wondrous Power, Onyx Dog DMG 170
Medium tier items Continued (Table F)
Roll Item Name Book/Page
19 Gem of Brightness DMG 171
20 Gloves of Missile Snaring DMG 172
21 Goggles of Night DMG 172
22 Heavy Armor of Vulnerability DMG 152
23 Hewards Handy Haversack DMG 174
24 Immovable Rod DMG 175
25 Ioun Stone, Reserve DMG 176
26 Ioun Stone, Sustenance DMG 176
27 Light Armor of Vulnerability DMG 152
28 Martial Melee Weapon +1 DMG 213
29 Martial Melee Weapon of Life Stealing DMG 206 (variant of Sword of Life Stealing)
30 Martial Melee Weapon of Wounding DMG 207 (variant of Sword of wounding)
31 Martial Melee: Vicious Weapon DMG 209 (Variant of Vicious Weapon)
32 Martial Ranged Weapon +1 DMG 213
33 Martial Ranged Weapon of Life Stealing DMG 206 (variant of Sword of Life Stealing)
34 Martial Ranged Weapon of Vengeance DMG 206 (Variant of Sword of Vengeance)
35 Martial Ranged Weapon of Wounding DMG 207 (variant of Sword of wounding)
36 Martial Ranged: Vicious Weapon DMG 209 (Variant of Vicious Weapon)
37 Medallion of Thoughts DMG 181
38 Medium Armor of Vulnerability DMG 152
39 Necklace of Adaptation DMG 182
40 Pearl of Power DMG 184
41 Periapt of Health DMG 184
42 Periapt of Wound Closure DMG 184
43 Pipes of the Sewers DMG 185
44 Quiver of Ehlonna DMG 189
45 Ring of Jumping DMG 191
46 Ring of Swimming DMG 193
47 Ring of Warmth DMG 193
Roll Item Name Book/Page
48 Ring of Water Walking DMG 193
49 Robe of Useful Items DMG 195
50 Rod of the Pact Keeper +1 DMG 197
51 Rope of Climbing DMG 197
52 Rope of Entanglement DMG 197
53 Saddle of the Cavalier DMG 199
54 Sending Stones DMG 199
Medium tier items Continued (Table F)
Roll Item Name Book/Page
55 Shield +1 DMG 200
56 Simple Melee Weapon +1 DMG 213
57 Simple Melee Weapon of Life Stealing DMG 206 (variant of Sword of Life Stealing)
58 Simple Melee Weapon of Vengeance DMG 206 (Variant of Sword of Vengeance)
59 Simple Melee Weapon of Wounding DMG 207 (variant of Sword of wounding)
60 Simple Melee: Vicious Weapon DMG 209 (Variant of Vicious Weapon)
61 Simple Ranged Weapon +1 DMG 213
62 Simple Ranged Weapon of Life Stealing DMG 206 (variant of Sword of Life Stealing)
63 Simple Ranged Weapon of Vengeance DMG 206 (Variant of Sword of Vengeance)
64 Simple Ranged Weapon of Wounding DMG 207 (variant of Sword of wounding)
65 Simple Ranged: Vicious Weapon DMG 209 (Variant of Vicious Weapon)
66 Sword of Life Stealing DMG 206
67 Sword of Vengeance (Martial Melee) DMG 206
68 Sword of Wounding DMG 207
69 Trident of Fish Command DMG 209
70 Wand of the Warmage +1 DMG 212
71 Wand of Wonder DMG 212
72 Wind Fan DMG 213
73-100 Reroll on this table -
High tier items {136 items} (Table G)
Roll 1d100 Item Name Book/Page
2 Adamantine Armor DMG 150
3 Arrow-Catching Shield DMG 152
4 ~ Bag of Holding ~ DMG 153
5 Belt of Dwarvenkind DMG 155
6 Berserker Axe DMG 155
7 Berserker Martial Melee DMG 155 (Variant of the Berserker Axe)
8 Berserker Simple Melee DMG 155 (Variant of the Berserker Axe)
9 Boots of Elvenkind DMG 155
10 Boots of Levitation DMG 155
11 Boots of Speed DMG 155
12 Boots of the Winterlands DMG 156
13 Bowl of Commanding Water Elementals DMG 156
14 Bracers of Defense DMG 156
15 Brazier of Commanding Fire Elementals DMG 156
16 Cape of Montebank DMG 157
17 Censer of Controlling Air Elementals DMG 158
18 Cloak of Elvenkind DMG 158
19 Cloak of Protection DMG 159
20 Cloak of the Bat DMG 159
21 Cloak of the Manta Ray DMG 159
22 Dagger of Venom DMG 161
23 Dancing Sword DMG 161
24 Demon Armor (Plate) DMG 165
25 Demon Armor (Splint) DMG 165
26 Figurine of Wondrous Power, Golden Lions DMG 169
27 Figurine of Wondrous Power, Ivory Goats DMG 169
28 Figurine of Wondrous Power, Serpentine Owl DMG 170
29 Figurine of Power, Bronze Griffon DMG 169
30 Folding Boat DMG 170
31 Gauntlets of Ogre Power DMG 171
32 Giant Slayer DMG 172
High tier items Continued (Table G)
Roll Item Name Book/Page
33 Gloves of Swimming and Climbing DMG 172
34 Gloves of Theivery DMG 172
35 Hat of Disguise DMG 173
36 Headband of Intellect DMG 173
37 Heavy Armor +1 DMG 152
38 Heavy Armor of Resistance DMG 162
39 Helm of Comprehending Languages DMG 173
40 Helm of Telepathy DMG 173
41 Horn of Blasting DMG 174
42 Horn of Valhalla, Brass DMG 175
43 Horn of Valhalla, Silver DMG 175
44 Horseshoes of Speed DMG 175
45 Ioun Stone, Absorbption DMG 176
46 Ioun Stone, Agility DMG 176
47 Ioun Stone, Awareness DMG 176
48 Ioun Stone, Foritude DMG 176
49 Ioun Stone, Insight DMG 176
50 Ioun Stone, Intellect DMG 176
51 Ioun Stone, Leadership DMG 176
52 Ioun Stone, Protection DMG 176
53 Ioun Stone, Strength DMG 176
54 Iron Bands of Bilarro DMG 177
55 Light Armor +1 DMG 152
56 Light Armor of Resistance DMG 162
57 ~ Mace of Disruption ~ DMG 179
58 ~ Martial weapon (Bludgeoning) of Disruption ~ DMG 179 (Variant of Mace of Disruption)
59 ~ Simple weapon (Bludgeoning) of Disruption ~ DMG 179 (Variant of Mace of Disruption)
60 Mace of Smiting DMG 179
61 Mace of Terror DMG 180
62 Mantle of Spell Resistance DMG 180
63 Martial Melee (Non Bludgeoning) Weapon of Venom DMG 161 (Variant of Dagger of Venom)
64 Martial Melee (slashing) of Sharpness DMG 206 (Variant of the Sword of Sharpness)
High tier items Continued (Table G)
Roll Item Name Book/Page
65 Martial Melee Weapon +2 DMG 213
66 Martial Melee Weapon Frost Brand DMG 171 (Variant of Frost Brand)
67 Martial Melee Weapon of Flame Tongue DMG 170 (Variant of Flame Tongue)
68 Martial Melee Weapon of Warning DMG 213
69 Martial Melee Weapon: Dancing DMG 161 (Variant of the Dancing Sword)
70 Martial Melee Weapon: Dragon Slayer DMG 166 (Variant of Dragon Slayer)
71 Martial Melee Weapon: Giant Slayer DMG 172 (Variant of Giant Slayer)
72 Martial Ranged (Non Bludgeoning) Weapon of Venom DMG 161 (Variant of Dagger of Venom)
73 Martial Ranged Weapon +2 DMG 213
74 Martial Ranged Weapon Frost Brand DMG 171 (Variant of Frost Brand)
75 Martial Ranged Weapon of Warning DMG 213
76 Martial Ranged Weapon: Dragon Slayer DMG 166 (Variant of Dragon Slayer)
77 Martial Ranged Weapon: Giant Slayer DMG 172 (Variant of Giant Slayer)
78 Martial Ranged Weapon: Oath DMG 183 (Oathbow Variant)
79 Martial weapon (Bludgeoning) of Smiting DMG 179 (Variant of Mace of Smiting)
80 Martial weapon (Bludgeoning) of Terror DMG 180 (Variant of Mace of Smiting)
81 Medium Armor +1 DMG 152
82 Medium Armor of Resistance DMG 162
83 Mithril Armor DMG 182
84 Oathbow DMG 183
85 Pipes of Haunting DMG 185
86 Quaal's Feather Token DMG 188
87 Ring of Animal Influence DMG 189
88 Ring of Feather Falling DMG 191
89 Ring of Mind Shielding DMG 191
90 Ring of Protection DMG
91 Ring of Protection DMG 191
92 Ring of Resistance DMG 192
High tier items Continued (Table G)
Roll Item Name Book/Page
93 Ring of Spell Storing DMG 192
94 Ring of the Ram DMG 193
95 Robe of Scintillating Colors DMG 194
96 Robe of Stars DMG 194
97 Rod of Rulership DMG 197
98 Rod of the Pact Keeper +2 DMG 197
99 Setinel Shield DMG 199
100 Shield +2 DMG 200
101 Shield of Far Sight VGM 81
102 Shield of Missile Attraction DMG 200
103 Simple Melee (Non Bludgeoning) Weapon of Venom DMG 161 (Variant of Dagger of Venom)
104 Simple Melee weapon (slashing) of Sharpness DMG 206 (Variant of the Sword of Sharpness)
105 Simple Melee Weapon +2 DMG 213
106 Simple Melee Weapon Frost Brand DMG 171 (Variant of Frost Brand)
107 Simple Melee Weapon of Flame Tongue DMG 170 (Variant of Flame Tongue)
108 Simple Melee Weapon of Warning DMG 213
109 Simple Melee Weapon: Dancing DMG 161 (Variant of the Dancing Sword)
110 Simple Melee Weapon: Dragon Slayer DMG 166 (Variant of Dragon Slayer)
111 Simple Melee Weapon: Giant Slayer DMG 172 (Variant of Giant Slayer)
112 Simple Ranged (Non Bludgeoning) Weapon of Venom DMG 161 (Variant of Dagger of Venom)
113 Simple Ranged Weapon +2 DMG 213
114 Simple Ranged Weapon Frost Brand DMG 171 (Variant of Frost Brand)
115 Simple Ranged Weapon of Warning DMG 213
116 Simple Ranged Weapon: Dragon Slayer DMG 166 (Variant of Dragon Slayer)
117 Simple Ranged Weapon: Giant Slayer DMG 172 (Variant of Giant Slayer)
118 Simple Ranged Weapon: Oath DMG 183 (Oathbow Variant)
119 Simple weapon (Bludgeoning) of Smiting DMG 179 (Variant of Mace of Smiting)
High tier items Continued (Table G)
Roll Item Name Book/Page
120 Simple weapon (Bludgeoning) of Terror DMG 180 (Variant of Mace of Smiting)
121 Slippers of Spider Climbing DMG 200
122 Staff of Charming DMG 201
123 Staff of Swarming Insects DMG 203
124 Staff of the Adder DMG 203
125 Staff of the Python DMG 204
126 Staff of Withering DMG 205
127 Stone of Controlling Earth Elementals DMG 205
128 Stone of Good Luck DMG 205
129 Sword of Sharpness DMG 206
130 Tentacle Rod DMG 208
131 Wand of Enemy Detection DMG 210
132 Wand of Magic Detection DMG 211
133 Wand of Magic Missiles DMG 211
134 Wand of Secrets DMG 211
135 Wand of the War Mage +2 DMG 212
136 Wand of Web DMG 212
137 Wings of Flying DMG 214
138-141 Instrument of the Bards (Bandore, Lute, Lyre, Mandolin) DMG 176
142-200 Reroll on this table -
Very High tier items {74 Items} (Table H)
Roll 1d100 Item Name Book/Page
1 Amulet of Health DMG 150
2 Amulet of the Planes DMG 150
3 Animated Shield DMG 151
4 Belt of Frost Giant Strength DMG 155
5 Belt of Hill Giant Strength DMG 155
6 Belt of Stone Giant Strength DMG 155
7 Broom of Flying DMG 156
8 Candle of Invocation DMG 157
9 Carpet of Flying DMG 157
10 Cloak of Arachnida DMG 158
Very High tier items Continued (Table H)
Roll 1d100 Item Name Book/Page
11 Crystal Ball (Very Rare) DMG 159
12 Cube of Force DMG 159
13 Daern's Instant Fortress DMG 160
14 Decanter of Endless Water DMG 161
15 Dimensional Shackles DMG 165
16 Dragon Scale Mail DMG 165
17 Dwarven Plate DMG 167
18 Elven Chain DMG 209
19 Elven Medium Armor DMG 209 (Variant of Elven Chain)
20 Figurine of Wondrous Power, Marble Elephant DMG 170
21 Figurine of Wondrous Power, Obsidian Steed DMG 170
22 Flame Tongue DMG 170
23 Gem of Seeing DMG 172
24 Glamoured Studded Leather DMG 172
25 Heavy Armor+2 DMG 152
26 Helm of Brilliance DMG 173
27 Helm of Teleportation DMG 174
28 Horn of Valhalla, Bronze DMG 175
29 Horseshoes of the Zephyr DMG 175
30 Infernal Tack MTF 167
31 Ioun Stone, Greater Absorption DMG 176
32 Ioun Stone, Regeneration DMG 176
33 Light Armor +2 DMG 152
34 Martial Melee Weapon +3 DMG 213
35 Martial Melee Weapon of Speed DMG 199 (Variant of Scimitar of Speed)
36 Martial Ranged Weapon +3 DMG 213
37 Martial Ranged Weapon of Speed DMG 199 (Variant of Scimitar of Speed)
38 Medium Armor +2 DMG 152
39 Mirror of Life Trapping DMG 181
40 Mizzium Armor (Heavy) GGR 179
41 Mizzium Armor (Medium) GGR 179
42 Necklace of Prayer Beads DMG 182
Very High tier items Continued (Table H)
Roll 1d100 Item Name Book/Page
43 Nine Lives Stealer (Martial Bladed Weapons) DMG 183
44 Peregrine Mask GGR 180
45 Periapt of Proof Against Poison DMG 184
46 Portable Hole DMG 185
47 Ring of Evasion DMG 191
48 Ring of Free Action DMG 191
49 Ring of Shooting Stars DMG 192
50 Ring of Telekinesis DMG 193
51 Ring of X-Ray Vision DMG 193
52 Robe of Eyes DMG 193
53 Rod of Absorption DMG 195
54 Rod of Alertness DMG 196
55 Rod of Security DMG 197
56 Rod of the Pact Keeper +3 DMG 197
57 Scimitar of Speed DMG 199
58 Shield +3 DMG 200
59 Simple Melee Weapon +3 DMG 213
60 Simple Melee Weapon of Speed DMG 199 (Variant of Scimitar of Speed)
61 Simple Ranged Weapon +3 DMG 213
62 Simple Ranged Weapon of Speed DMG 199 (Variant of Scimitar of Speed)
63 Spellguard Shield DMG 201
64 Staff of Healing DMG 202
65 Staff of the Woodlands DMG 204
66 Sun Blade DMG 205
67 Wand of Binding DMG 209
68 Wand of Fear DMG 210
69 Wand of Fireballs DMG 210
70 Wand of Lightning Bolts DMG 210
71 Wand of Polymorph DMG 211
72 Wand of the War Mage +3 DMG 212
73 Winged Boots DMG 214
74 Instrument of the Bards, Anstruth Harp DMG 176
75-100 Reroll on this table -
Legendary tier items {49 Items} (Table I)
Roll 1d100 Item Name Book/Page
1 Airship DMG 119
2 Apparatus of Kwalish DMG 151
3 Armor of Invulnerability (Plate) DMG 152
4 Belt of Cloud Giant Strength DMG 155
5 Belt of Fire Giant Strength DMG 155
6 Cloak of Displacement DMG 158
7 Crystal Ball of Mind Reading DMG 159
8 Crystal Ball of Telepathy DMG 159
9 Crystal Ball of True Seeing DMG 159
10 Cubic Gate DMG 160
11 Defender DMG 164
12 Dwarven Thrower DMG 167
13 Efreeti Chain DMG 167
14 ~ Hammer of Thunderbolts ~ DMG 173
15 Heavy Armor +3 DMG 152
16 Heavy Efreeti Armor DMG 167 (Variant of Efreeti Chain)
17 ~ Holy Avenger (Non sentient) ~ DMG 174
18 ~ Martial Melee Weapon Holy Avenger (Non sentient) ~ DMG 174 (Variant of Holy Avenger)
19 ~ Martial Ranged Weapon Holy Avenger (Non sentient) ~ DMG 174 (Variant of Holy Avenger)
20 ~ Simple Melee Weapon Holy Avenger (Non sentient) ~ DMG 174 (Variant of Holy Avenger)
21 ~ Simple Ranged Weapon Holy Avenger (Non sentient) ~ DMG 174 (Variant of Holy Avenger)
22 Horn of Valhalla, Iron DMG 175
23 Ioun Stone, Mastery DMG 176
24 Light Armor +3 DMG 152
25 Light Efreeti Armor DMG 167 (Variant of Efreeti Chain)
26 Manual of Bodily Health DMG 180
27 Manual of Gainful Exercise DMG 180
28 Manual of Golems DMG 180
29 Manual of Quickness of Action DMG 181
30 Martial Melee Weapon Defender DMG 164 (Variant of Defender)
Legendary tier items Continued (Table I)
Roll 1d100 Item Name Book/Page
31 Medium Armor +3 DMG 152
32 Medium Efreeti Armor DMG 167 (Variant of Efreeti Chain)
33 Plate Armor of Etherealness DMG 185
34 Rakdos Riteknife GGR 180
35 Ring of Elemental Command DMG 190
36 Ring of Invisibility DMG 191
37 Ring of Regeneration DMG 191
38 Simple Melee Weapon Defender DMG 164 (Variant of Defender)
39 Staff of Fireballs DMG 201
40 Staff of Frost DMG 202
41 Staff of Striking DMG 203
42 Staff of Thunder and Lightning DMG 204
43 Talisman of Pure Good DMG 207
44 Talisman of the Sphere DMG 207
45 Talisman of Ultimate Evil DMG 206
46 Tome of Clear Thought DMG 208
47 Tome of Leadership and Influence DMG 208
48 Tome of Understanding DMG 209
49 Wand of Paralysis DMG 211
50 Instrument of the Bards, Ollamh Harp DMG 176
51-100 Reroll on this table -
Artifacts tier items {42 Items} (Table J)
Roll 1d100 Item Name Book/Page
1 Belt of Storm Giant Strength DMG 155
2 Staff of Power DMG 202
3 Blackrazor DMG 216
4 Cloak of Invisibility DMG 158
5 Deck of Many Things DMG 162
6 ~ Holy Avenger (Sentient) ~ DMG 174
7 ~ Simple Melee Weapon Holy Avenger (Sentient) ~ DMG 174 (Variant of Holy Avenger)
8 ~ Simple Ranged Weapon Holy Avenger (Sentient)~ DMG 174 (Variant of Holy Avenger)
Roll 1d100 Item Name Book/Page
9 ~ Martial Melee Weapon Holy Avenger (Sentient)~ DMG 174 (Variant of Holy Avenger)
10 ~ Martial Ranged Weapon Holy Avenger (Sentient)~ DMG 174 (Variant of Holy Avenger)
11 Iron Flask DMG 178
12 ~ Luck Blade ~ DMG 179
13 Moonblade DMG 217
14 Simple Melee weapon of the Moon DMG 217 (Variant of the Moon Blade)
15 Simple Ranged weapon of the Moon DMG 217 (Variant of the Moon Blade)
16 Martial Melee weapon of the Moon DMG 217 (Variant of the Moon Blade)
17 Martial Ranged weapon of the Moon DMG 217 (Variant of the Moon Blade)
18 Ring of Djinni Summoning DMG 190
19 Ring of Spell Turning DMG 193
20 ~ Ring of Three Wishes ~ DMG 193
21 Robe of the Archmagi DMG 194
22 Rod of Lordly Might DMG 194
23 Rod of Resurrection DMG 197
24 Scarab of Protection DMG 199
25 Sphere of Annihilation DMG 201
26 Staff of the Magi DMG 203
27 Sword of Answering DMG 206
28 Tome of the Stilled Tongue DMG 208
29 Vorpal Sword DMG 209
30 Simple Melee Weapon (slashing) Vorpal DMG 208 (Variant of Vorpal Sword)
31 Martial Melee Weapon (slashing) Vorpal DMG 208 (Variant of Vorpal Sword)
32 Wave DMG 218
33 Well of Many Worlds DMG 213
34 Whelm DMG 218
35 Axe of the Dwarvish Lords DMG 221
36 Book of Exalted Deeds DMG 222
37 Book of Vile Darkness DMG 222
38 Eye of Vecna DMG 224
39 Hand of Vecna DMG 224
40 Orb of Dragonkind DMG 225
41 Sword of Kas DMG 226
42 Wand of Orcus DMG 227
43-100 Reroll on this table -

Eberron: Rising from the Last War (ERLW) {29 items total}

Medium Tier Consumables {1 items} (Table B)
Roll Item Name Book/Page
- Feather Token ERLW 277
Low Tier Items {13 items total} (Table E)
Roll d20 Item Name Book/Page
1 Simple Melee Armblade ERLW 276 (Variant of Armblade)
2 Martial Melee Armblade ERLW 276 (Variant of Armblade)
3 Cleansing Stone ERLW 276
4 Common Glammerweave ERLW 277
5 Everbright Lantern ERLW 277
6 Imbued Wood Focus (varies 1d3 for type, 1d8 for energy affinity) ERLW 277
7 Keycharm ERLW 277
8 Orb of Shielding (varies 1d3 for type, 1d8 for energy affinity) ERLW 278
9 Prosthetic Limb ERLW 278
10 Scribe's Pen ERLW 278
11 Shiftweave ERLW 279
12 Spellshard ERLW 279
13 Wand Sheathe ERLW 279
14-20 Reroll on this table
Medium tier items {6 items) (Table F)
Roll d6 Item Name Book/Page
1 Finder's Goggles ERLW 277
2 Living Gloves ERLW 278
3 Uncommon Glamerweave ERLW 277
4 Wheel of Wind and Water ERLW 280
5 Ventilating Lungs ERLW 279
6 Arcane propulsion Arm ERLW 276
High tier items {7 items} (Table G)
Roll d10 Item Name Book/Page
1 Earworm ERLW 277
2 ~ Docent ~ ERLW 277
3 Kyrzin's Ooze ERLW 278
4 Living Armor (Light) ERLW
5 Living Armor (Medium) ERLW
6 Living Armor (Heavy) ERLW
7 Speaking Stone ERLW 279
8-10 Reroll on this table
Very High tier items {1 items} (Table H)
Roll Item Name Book/Page
Dyrrn's Tentacle Whip ERLW 276
Artifacts tier items Continued {1 items} (Table J)
Roll Item Name Book/Page
- Belashyrra's Beholder Crown ERLW 276

Guildmaster's Guide to Ravnica (GGR) {17 items total}

Low Tier Consumables {1 items} (Table A)
Roll Item Name Book/Page
- Moodmark Paint GGR 180
Medium tier items {4 items) (Table F)
Roll 1d4 Item Name Book/Page
1 Guild Signet (1d10) GGR 178
2 Pyroconverger GGR 180
3 Guild Keyrune GGR 177
4 Reroll
High tier items {5 items} (Table G)
Roll 1d10 Item Name Book/Page
1-2 Pariah's Shield GGR 180
3-4 Mizzium Apparatus GGR 179
5-6 Skyblinder Staff GGR 181
7-8 Spies' Murmur GGR 181
9-10 Mizzium Mortar GGR 179
Very High tier items {6 items} (Table H)
Roll 1d8 Item Name Book/Page
1 Illusionist's Bracers GGR 178
2 Sunforger GGR 181
3 Simple Melee Weapon: Sunforger GGR 181
4 Martial Melee Weapon: Sunforger GGR 181
5 Sword of the Paruns GGR 181
6 Simple Melee Weapon of the Paruns GGR 181 (Variant of the Sword of Paruns)
7 Martial Melee Weapon of the Paruns GGR 181 (Variant of the Sword of Paruns)
8 reroll
Legendary tier items {1 items} (Table I)
Roll Item Name Book/Page
- Voyager Staff GGR 181

Ghosts of Saltmarsh (GoS) {6 items total}

Medium tier Consumables {1 items} (Table B)
Roll Item Name Book/Page
- Pressure Capsule GoS 229
Low tier items {3 items} (Table E)
Roll 1d6 Item Name Book/Page
1-2 Sekolahian Worshiping Statuette GoS 229
3-4 Cursed Luck Stone GoS 229
5-6 Pipes of Remeberance GoS 229
High tier items {2 items} (Table G)
Roll 1d4 Item Name Book/Page
1-2 Helm of Underwater Action GoS 229
3-4 Charm of Plant Command GoS 229

Hunt for the Thessalhydra (HftT) {6 items total}

High tier items {1 items} (Table G)
Roll Item Name Book/Page
- Winter's Dark Bite HftT

Hoard of the Dragon Queen (HotDQ) {6 items total}

Medium tier items {1 items} (Table E)
Roll 1d4 Item Name Book/Page
1-2 Dragongleam HotDQ 69
3-4 Tankard of Plenty HotDQ 74
Medium tier items {2 items} (Table F)
Roll 1d4 Item Name Book/Page
1-2 Insignia of Claws HotDQ 94
3-4 Wand of Winter HotDQ 94
Legendary tier items {1 items} (Table I)
Roll Item Name Book/Page
- Hazirawn HotDQ 94
Artifact tier items {1 items} (Table J)
Roll Item Name Book/Page
- ~ Dragon Mask ~ HotDQ 94, RoTOS 4

Icewind Dale: Rime of the Frostmaiden (IDRotF) {13 items total}

Medium tier items {1 items} (Table B)
Roll Item Name Book/Page
Orc Stone
Legendary tier items {2 items} (Table D)
Roll 1d4 Item Name Book/Page
1-2 Scroll of Tarrasque Summoning
3-4 Scroll of the Comet
Medium tier items {7 items} (Table E)
Roll 1d4 Item Name Book/Page
1 Lantern of Tracking
2 Thermal Cube
3 Psi Crystal
4 Cauldron of Plenty
5 Hook of Fisher's Delight
6 Professor Skant
7 Abracadabrus
8 Reroll on this table
Rare tier items {1 items} (Table G)
Roll Item Name Book/Page
The Codicil of White
Very Rare tier items {1 items} (Table H)
Roll Item Name Book/Page
Shield Guardian Amulet
Legendary tier items {1 items} (Table I)
Roll Item Name Book/Page
Ythryn Mythallar

Infernal Machine Rebuild (IFR) {8 items total}

High Tier Consumables {3 items} (Table C)
Roll 1d6 Item Name Book/Page
1-2 Blood of the Lycanthrope IMR 94
3-4 Mummy Rot Antidote IMR 94
5-6 Thessaltoxin Antidote IMR 95
Low tier items {1 items} (Table E)
Roll Item Name Book/Page
- Crown of the Forest IMR 7
Medium tier items {1 items} (Table F)
Roll Item Name Book/Page
Ioun Stone of Vitality IMR 94
High tier items {1 items} (Table G)
Roll Item Name Book/Page
Bridle of Capturing IMR 94
Artifact tier items {2 items} (Table J)
Roll 1d4 Item Name Book/Page
1-2 Ruinblade IMR 95
3-4 The Infernal Machine of Lum the Mad IMR 96

Lost Laboratory of Kwalish (LLK) {19 items total}

Medium tier items {8 items} (Table F)
Roll 1d8 Item Name Book/Page
1 Galder's Bubble Pipe LLK 55
2 Ioun Stone, Historical Knowledge LLK 55
3 Ioun Stone, Language Knowledge LLK 55
4 Ioun Stone, Natural Knowledge LLK 55
5 Ioun Stone, Religous Knowledge LLK 5
6 Ioun Stone, Self Preservation LLK 55
7 Ioun Stone, Supreme Intellect LLK 55
8 Blade of the Medusa LLK 53
High tier items {4 items} (Table G)
Roll 1d4 Item Name Book/Page
1 ~ Gambler's Blade ~ LLK 55
2 Leather Golem Armor LLK 55
3 ~ Simple Melee Weapon (Slashing): Gambler's Blade ~ LLK 55
4 ~ Martial Melee Weapon (Slashing): Gambler's Blade ~ LLK 55
Very High tier items {5 items} (Table H)
Roll 1d10 Item Name Book/Page
1-2 Heward's Hireling Armor (Light) LLK 55
3-4 Heward's Hireling Armor (Medium) LLK 55
5-6 Heward's Hireling Armor (Heavy) LLK 55
7-8 Polymorph Blade (Simple Bladed Weapons) LLK 56
9-10 Polymorph Blade (Martial Bladed Weapons) LLK 56
Artifact High tier items {2 items} (Table J)
Roll Item Name Book/Page
1-2 Deck of Several Things LLK 53
3-4 Powered Armor LLK 56

Lost Mines of Phandelver (LMoP) {5 items total}

High tier items {5 items} (Table G)
Roll 1d10 Item Name Book/Page
1-2 Dragonguard LMoP 48
3-4 Hew LMoP 33
5-6 Lightbringer LMoP 48
7-8 Spider Staff LMoP 53
9-10 Staff of Defense LMoP 53

Monster Manual (MM) {1 items total}

Medium tier items {1 items} (Table F)
Roll Item Name Book/Page
- Drow Weapon +1 MM 126

Mordenkainen's Tome of Foes (MTF) {4 items total}

Legendary tier items {4 items} (Table I)
Roll 1d4 Item Name Book/Page
1 Greater Silver Sword MTF 89
2 Greater Silver Simple Weapon (Slashing) MTF 89 (Variant of Greater Silver Sword)
3 Greater Silver Martial Weapon (Slashing) MTF 89 (Variant of Greater Silver Sword)
4 Infernal Tack MTF 167 & BGDIA 224

Out of the Abyss (OotA) {15 items total}

Low tier items {1 items} (Table E)
Roll 1d4 Item Name Book/Page
1-2 Greenfire Mace OotA 35
3-4 Spell Gem (Obsidian) OotA 223
Medium tier items {3 items} (Table F)
Roll 1d6 Item Name Book/Page
1-2 Spell Gem (Lapis Lazuli) OotA 223
3-4 Spell Gem (Quartz) OotA 223
5-6 Spell Gem (Bloodstone) OotA 223
High tier items {5 items} (Table G)
Roll 1d10 Item Name Book/Page
1-2 Piwafwi OotA 222
3-4 Stonespeaker Crystal OotA 223
5-6 Wand of Viscid Globs OotA 223
7-8 Spell Gem (Amber) OotA 223
9-10 Spell Gem (Jade) OotA 223
Very High tier items {3 items} (Table H)
Roll 1d6 Item Name Book/Page
1-2 Piwafwi of Fire Resistance (Cloak of Elvenkind) OotA 222
3-4 Spell Gem (Topaz) OotA 223
5-6 Spell Gem (Star Ruby) OotA 223
Very High tier items {3 items} (Table I)
Roll 1d6 Item Name Book/Page
1-2 Spell Gem (Ruby) OotA 223
3-4 Spell Gem (Diamond) OotA 223
5-6 Dawn Bringer OotA 222

Player Hand Book (PHB) { items total}

Low Tier Consumables {8 items} (Table A)
Roll 1d8 Item Name Book/Page
1 Acid Vial PHB 148
2 Alchemical Fire PHB 148
3 Anti-Toxin PHB 151
4 Flasks of oil (3d10) PHB 152
5 Healer's Kit PHB 151
6 Basic Poison (vial) PHB 153
7 Holy Water (flask) PHB 151
8 Silvered Ammunition (20) PHB 148
Low tier items {1 items} (Table E)
Roll Item Name Book/Page
- Gold Trade Bar (1d4) {50g ea} PHB 157
Medium tier items {2 items) (Table F)
Roll (1d4) Item Name Book/Page
1-2 Platinum Trade Bar (1d4) {500g ea} PHB 157
3-4 Spyglass PHB 153

Princes of the Apocalpyse (PotA) {20 items total}

Medium Tier Consumables {1 items) (Table B)
Roll Item Name Book/Page
- Bottled Breath PotA 222
Legendary Tier Consumables {4 items} (Table D)
Roll 1d4 Item Name Book/Page
1 Devestation Orb of Air PotA 222
2 Devestation Orb of Earth PotA 222
3 Devestation Orb of Fire PotA 222
4 Devestation Orb of Water PotA 222
Medium tier items {7 items) (Table F)
Roll (1d8) Item Name Book/Page
1 Balloon Pack PotA 222
2 Dragon Sensing Longsword PotA 90
3 Pathfinder's Greataxe PotA 175
4 Storm Boomerang PotA 223
5 Seeker Dart (10) PotA 223
6 Wingwear PotA 223
7 Weird Tank PotA 223
8 Reroll on this table -
High tier items {2 items} (Table G)
Roll 1d4 Item Name Book/Page
1-2 Claws of the Umber Hulk PotA 222
3-4 Reszur PotA 157
Legendary tier items {1 Items} (Table I)
Roll Item Name Book/Page
- Lost Crown of Besilmer PotA 223
Artifacts tier items {5 Items} (Table J)
Roll 1d6 Item Name Book/Page
1 Drown PotA 224
2 Iron Fang PotA 224
3 Orc Splitter PotA 224
4 Tinderstrike PotA 224
5 Windvane PotA 224
6 Reroll on this table -

The Rise of Tiamat (RoT) {3 items total}

High tier items {1 items} (Table G)
Roll Item Name Book/Page
- Dragontooth Dagger RoT 94
Artifacts tier items {2 Items} (Table J)
Roll 1d4 Item Name Book/Page
1-2 ~ Mask of the Dragon Queen ~ RoT 94
3-4 Draakhorn RoT 93

Sleeping Dragon's Wake (SDW) {1 items total}

High tier items {1 items} (Table G)
Roll Item Name Book/Page
- Bonecounter SDW ?

Storm King's Thunder (SKT) {19 items total}

High Tier Consumables {1 items} (Table C)
Roll Item Name Book/Page
- Pixie Dust SKT 35
Legendary Tier Consumables {1 items} (Table D)
Roll Item Name Book/Page
- Potion of Giant Size SKT 236
Low Tier Consumables {1 items} (Table E)
Roll Item Name Book/Page
- Clockwork Dog SKT 44
Medium tier items {2 items) (Table F)
Roll 1d4 Item Name Book/Page
1-2 Robe of Serpents SKT 236
3-4 Dragon Thighbone Club SKT 105
High tier items {8 items} (Table G)
Roll 1d8 Item Name Book/Page
1 Banner of the Krig Rune SKT 233
2 Blod Stone SKT 233
3 Gavel of the Venn Rune SKT 234
4 Opal of the Ild Rune SKT 235
Roll 1d8 Item Name Book/Page
5 Orb of the Stein Rune SKT 235
6 Pendant of the Vind Rune SKT 235
7 Rod of Vonindod SKT 236
8 Shard of the Ise Rune SKT 236
Very High tier items {3 Items} (Table H)
Roll 1d8 Item Name Book/Page
1-2 Claw of the Wyrm Rune SKT 233
3-4 Conch of Teleportation SKT 234
5-6 Ingot of the Skold Rune SKT 234
7-8 Navigation Orb SKT 235
Legendary tier items {1 Items} (Table I)
Roll Item Name Book/Page
- Gurt's Greataxe SKT 234
Artifacts tier items {2 Items} (Table J)
Roll 1d4 Item Name Book/Page
1-2 Korolnor Scepter SKT 234
3-4 Wyrmskull Throne SKT 237

Tales from the Yawning Portal (TftYP) {15 items total}

Medium Tier Consumables {1 items) (Table B)
Roll Item Name Book/Page
- Potion of Mind Control (Beast) TftYP 299
High Tier Consumables {1 items} (Table C)
Roll Item Name Book/Page
- Potion of Mind Control (Beast) TftYP 299
Legendary Tier Consumables {2 items} (Table D)
Roll 1d4 Item Name Book/Page
1-2 Potion of Mind Control (Humanoid) TftYP 299
3-4 Potion of Mind Control (Monster) TftYP 299
Low tier items {1 items} (Table E)
Roll Item Name Book/Page
- Loadstone TftYP 228
Medium tier items {5 items) (Table F)
Roll (1d10) Item Name Book/Page
1-2 Balance of Harmony TftYP 228
3-4 Hell Hound Cloak TftYP 228
5-6 Robe of Summer TftYP 229
7-8 Stone of Ill Luck TftYP 229
9-10 Wand of Entangle TftYP 229
High tier items {7 items} (Table G)
Roll 1d8 Item Name Book/Page
1 Night Caller TftYP 228
2 Shatterspike TftYP 229
3 Amulet of Protection from Turning TftYP 228
4 Mirror of the Past TftYP 228
5 Eagle Whistle TftYP 228
6 Bracelet of Rock Magic TftYP 228
7 Waythe TftYP 229
8 Reroll on this table -
Very High tier items {3 Items} (Table H)
Roll 1d6 Item Name Book/Page
1-2 Javelin of Back Biting TftYP 229
3-4 Spear of Back Biting TftYP 229
5-6 Thrown Weapon of Back Biting TftYP 229 (Variant of Either the Spear or Javelin of Back Biting)

Tasha's Cauldron of Everything (TCE) {90 items total}

Low Tier Consumables {2 items} (Table A)
Roll 1d4 Item Name Book/Page
1-2 Spellwrought Tattoo (cantrip)
3-4 Spellwrought Tattoo (1st level)
Medium Tier Consumables {2 items} (Table B)
Roll 1d4 Item Name Book/Page
1-2 Spellwrought Tattoo (2nd level)
3-4 Spellwrought Tattoo (3rd level)
High Tier Consumables {3 items} (Table C)
Roll 1d6 Item Name Book/Page
1-2 Spellwrought Tattoo (4th level)
3-4 Spellwrought Tattoo (5th level)
5-6 Spellwrought Tattoo (6th level)
Legendary Tier Consumables {3 items} (Table D)
Roll 1d6 Item Name Book/Page
1-2 Spellwrought Tattoo (7th level)
3-4 Spellwrought Tattoo (8th level)
5-6 Spellwrought Tattoo (9th level)
Low Tier Items {3 items} (Table E)
Roll 1d6 Item Name Book/Page
1-2 Illuminator's Tattoo
3-4 Prosthetic Limb
5-6 Barrier Tattoo (Small)
Medium Tier Items {33 items} (Table F)
Roll 2d20 Item Name Book/Page
2 Masquerade Tattoo
3 All-Purpose Tool +1
4 Amulet of the Devout +1
5 Arcane Grimoire +1
6 Bloodwell Vial +1
7 Moon Sickle +1
8 Rhythm-Maker's Drum +1
9 Coiling Grasp Tattoo
10 Feywild Shard
11 Guardian Emblem
12 Nature's Mantle
13 Alchemical Compendium
14 Astral Shard
15 Astromancy Archive
16 Atlas of Endless Horizons
17 Barrier Tatto (Medium)
18 Barrier Tattoo (Large)
19 Bell Branch
20 Duplicitous Manuscript
21 Elemental Essence Shard (Air)
22 Elemental Essence Shard (Earth)
23 Elemental Essence Shard (Fire)
24 Elemental Essence Shard (Water)
25 Far Realm Shard
26 Fulminating Treatsie
27 Heart Weaver's Primer
28 Libram of Souls and Flesh
29 Outer Essence Shard (Chaotic)
30 Outer Essence Shard (Evil)
31 Outer Essence Shard (Good)
33 Outer Essence Shard (Lawful)
34 Planecaller's Codex
35 Protective Verses
36-40 Reroll on this table
High Tier Items {24 items} (Table G)
Roll 2d20 Item Name Book/Page
2 Eldritch Claw Tattoo
3 All-Purpose Tool +2
4 Amulet of the Devout +2
5 Arcane Grimoire +2
6 Bloodwell Vial +2
7 Moon Sickle +2
8 Rhythm-Maker's Drum +2
9 Devotee's Censer
10 Reveler's Concertina
11 Shadowfell Shard
12 Acid Absorbing Tattoo
13 Cold Absorbing Tattoo
14 Fire Absorbing Tattoo
15 Force Absorbing Tattoo
16 Lightning Absorbing Tattoo
17 Necrotic Absorbing Tattoo
18 Poison Absorbing Tattoo
19 Psychic Absorbing Tattoo
20 Radiant Absorbing Tattoo
21 Thunder Absorbing Tattoo
22 Cauldron of Rebirth
23 Crystalline Chronicle
24 Ghost Step Tattoo
25 Lifewell Tattoo
26-40 Reroll on this table
Very High Tier Items {8 items} (Table H)
Roll 1d8 Item Name Book/Page
1 Lyre of Building
2 Shadowfell Brand Tattoo
3 All-Purpose Tool +3
4 Amulet of the Devout +3
5 Arcane Grimoire +3
6 Bloodwell Vial +3
7 Moon Sickle +3
8 Rhythm-Maker's Drum +3
Legendary Tier Items {2 items} (Table I)
Roll 1d4 Item Name Book/Page
1-2 Blood Fury Tattoo
3-4 Baba Yaga's Pestle
Artifact Tier Items {6 items} (Table J)
Roll 1d6 Item Name Book/Page
1 Baba Yaga's Mortar & Pestle
2 Crook of Rao
3 Demonomicon of Iggwilv
4 Luba's Tarokka of Souls
5 Mighty Servant of Leuk-o
6 Teeth of Dahlver-Nar

The Tortle Package (TTP) {1 items total}

Medium Tier Consumables {1 items) (Table B)
Roll Item Name Book/Page
- Conch of Safe Rest TTP 17

Tomb of Annihilation (ToA) {15 items total}

Low Tier Consumables {3 items} (Table A)
Roll 1d6 Item Name Book/Page
1-2 Dancing Monkey Fruit ToA 205
3-4 Wukka Nut ToA 205
5-6 Wildroot ToA 205
Medium tier items {2 items) (Table E)
Roll (1d4) Item Name Book/Page
1-2 Arcanaloth's Music Box ToA 188
3-4 Draconic Longsword ToA 173
Medium tier items {3 items) (Table F)
Roll (1d6) Item Name Book/Page
1-2 Bob ToA 89
3-4 Mask of the Beast ToA 207
5-6 Scorpion Armor ToA 208
High tier items {2 items} (Table G)
Roll 1d4 Item Name Book/Page
1-2 Ghost Lantern ToA 206
3-4 Petrified Grung Egg ToA 144
Very High tier items {1 Items} (Table H)
Roll Item Name Book/Page
- Amulet of the Black Skull ToA 206
Legendary tier items {2 Items} (Table I)
Roll 1d4 Item Name Book/Page
1-2 Bookmark ToA 206
3-4 Devlin's Staff of Striking ToA 141
Artifacts tier items {2 Items} (Table J)
Roll 1d4 Item Name Book/Page
1-2 Ring of Winter ToA 207
3-4 Staff of the Forgotten One ToA 208

Volo's Guide to Monsters (VGM) {5 items total}

Medium tier items {2 items) (Table F)
Roll (1d4) Item Name Book/Page
1-2 Mind Carapace Armor VGM 81
3-4 Survival Mantle VGM 81
High tier items {4 items} (Table G)
Roll Item Name Book/Page
122 Mind Blade VGM 81
123 Simple Weapon (Slashing): Mind Blade VGM 81
124 Martial Weapon (Slashing except Whip): Mind Blade VGM 81
125 Mind Lash VGM 81

Waterdeep: Dragon Heist (WDH) {17 items total}

Medium Tier Consumables {1 items) (Table B)
Roll Item Name Book/Page
- Smokepowder(Packet) WDH 192
High Tier Consumables {1 items} (Table C)
Roll Item Name Book/Page
- Smokepowder (Keg) WDH 192
Low tier items {4 items} (Table E)
Roll 1d4 Item Name Book/Page
1 Adjustable Stilts WDH 47
2 Backpack Parachute WDH 47
3 Barking Box WDH 47
4 Matchless Pipe WDH 47
Medium tier items {3 items) (Table F)
Roll (1d6) Item Name Book/Page
1-2 Bracer of Flying Daggers WDH 190
3-4 Paper Bird WDH 191
5-6 Ring of Truth Telling WDH 192
High tier items {3 items} (Table G)
Roll 1d6 Item Name Book/Page
1-2 Badge of the Watch WDH 189
3-4 Feather of Diatryma Summoning WDH 191
5-6 Knave's Eye Patch WDH 191
Very High tier items {1 Items} (Table H)
Roll Item Name Book/Page
- Lord's Ensemble WDH 191
Legendary tier items {2 Items} (Table I)
Roll 1d4 Item Name Book/Page
1-2 Azuredge WDH 189
3-4 Dragonstaff of Ahghairon WDH 191
Artifacts tier items {2 Items} (Table J)
Roll 1d4 Item Name Book/Page
1-2 Blackstaff WDH 190
3-4 Stone of Golorr WDH 192

Waterdeep: Dungeon of the Mad Mage (WDMM) {20 items total}

Medium Tier Consumables {1 items) (Table B)
Roll Item Name Book/Page
- Tangler Grenade WDMM 244
Legendary Tier Consumables {1 items} (Table D)
Roll Item Name Book/Page
- Vial of Stardust WDMM 251
Low tier items {3 items} (Table E)
Roll 1d6 Item Name Book/Page
1-2 Chest of Preserving WDMM 139
3-4 Orb of Gonging WDMM 174
5-6 Propeller Helm WDMM 251
Medium tier items {2 items) (Table F)
Roll (1d4) Item Name Book/Page
1-2 Circlet of Human Perfection WDMM 30
3-4 Dodecahedron of Doom WDMM 284
High tier items {7 items} (Table G)
Roll 1d8 Item Name Book/Page
1 Professor Orb WDMM 284
2 Horn of the Endless Maze WDMM 163
3 Dagger of Blindsight WDMM 86
4 Simple Melee Weapon of Blindsight WDMM 86 (Variant Dagger of Blind Sight)
5 Simple Ranged Weapon of Blindsight WDMM 86 (Variant Dagger of Blind Sight)
6 Martial Melee Weapon of Blindsight WDMM 86(Variant Dagger of Blind Sight)
7 Simple Melee of Blindsight WDMM 86 (Variant Dagger of Blind Sight)
8 Reroll on this table -
Very High tier items {2 Items} (Table H)
Roll 1d4 Item Name Book/Page
1-2 Shield of the Uven Rune WDMM 299
3-4 Blast Scepter WDMM 310
Legendary tier items {3 Items} (Table I)
Roll 1d6 Item Name Book/Page
1-2 Black Crystal Tablet WDMM 284
3-4 Terulai WDMM 70
5-6 Helm of the Scavenger WDMM 297
Artifacts tier items {1 Items} (Table J)
Roll Item Name Book/Page
- ~ Horned Ring ~ WDMM 108

Xanathar's Guide to Everything (XGE) { items total}

Low Tier Consumables {7 items} (Table A)
Roll 1d8 Item Name Book/Page
1 Bead of Nourishment XGE 136
2 Bead of Refreshment XGE 136
3 Walloping Ammunition XGE 139
4 Unbreakable Arrow (Ammunition 20) XGE 139
5 Candle of the Deep XGE 136
6 Perfume of Bewitching XGE 138
7 Mystery Key XGE 138
8 Reroll on this table -
Medium Tier Consumables {3 items) (Table B)
Roll 1d6 Item Name Book/Page
1-2 Pot of Awakening XGE 138
3-4 Feather Token WGE 115
5-6 Adamantine Ammunition (10) XGE 78
Low tier items {43 items} (Table E)
Roll 1d100 Item Name Book/Page
1 Armor of Gleaming XGE 136
2 Boots of False Tracks XGE 136
3 Cast off Armor XGE 136
4 Charlatan's Die XGE 136
5 Cloak of Billowing XGE 136
6 Cloak of Many Fashions XGE 136
7 Clockwork Amulet XGE 137
8 Clothes of Mending XGE 137
9 Dark Shard Amulet XGE 137
10 Dread Helm XGE 137
11 Ear Horn of Hearing XGE 137
12 Enduring Spellbook XGE 137
13 Ersatz Eye XGE 137
14 Hat of Vermine XGE 137
15 Hat of Wizardry XGE 137
Roll 1d100 Item Name Book/Page
16 Heward's Handy Spice Pouch XGE 137
17 Horn of Silent Alarm XGE 137
18 Instrument of Illusions XGE 137
19 Instrument of Scribing XGE 138
20 Lock of Trickery XGE 138
Low tier items Continued (Table E)
Roll 1d100 Item Name Book/Page
21 Martial Melee Moon-Touched XGE 138 (Variant of Moon-Touched Sword)
22 Martial Ranged Moon-Touched XGE 138 (Variant of Moon-Touched Sword)
23 Orb of Direction XGE 138
24 Orb of Time XGE 138
25 Pipes of Smoke Monsters XGE 138
26 Pole of Angling XGE 138
27 Pole of Collapsing XGE 138
28 Rope of Mending XGE 138
29 Ruby of the War Mage XGE 138
30 Shield of Expression XGE 139
31 Simple Melee Moon-Touched XGE 138 (Variant of Moon-Touched Sword)
32 Simple Ranged Moon-Touched XGE 138 (Variant of Moon-Touched Sword)
33 Smoldering Armor XGE 139
34 Staff of Adornment XGE 139
35 Staff of Birdcalls XGE 139
36 Staff of Flowers XGE 139
37 Talking Doll XGE 139
38 Tankard of Sobriety XGE 139
Low tier items Continued (Table E)
Roll 1d100 Item Name Book/Page
39 Veteran's Cane XGE 139
40 Wand of Conducting XGE 140
41 Wand of Pyrotechnics XGE 140
42 Wand of Scowls XGE 140
43 Wand of Smiles XGE 140
44-100 Reroll on this table -

Wayfinder's Guide to Eberron (WGE) {38 items total}

Low tier items {17 items} (Table E)
Roll 2d10 Item Name Book/Page
2 Double-Bladed Scimitar WGE 74
3 Simple Melee Armblade WGE 120 (Variant of Armblade)
4 Martial Melee Armblade WGE 120 (Variant of Armblade)
5 Band of Loyalty WGE 115
6 Cleansing Stone WGE 115
7 Everbright Lantern WGE 115
8 Glamerweave WGE 115
9 Imbued Wood Staff WGE 114 (Roll 1d10, reroll 10 to determine damage type)
10 Imbued Wood Wand WGE 114 (Roll 1d10, reroll 10 to determine damage type)
11 Imbued Wood Rod WGE 114 (Roll 1d10, reroll 10 to determine damage type)
12 Keycharm WGE 115
13 Orb of Shielding WGE 114 (Roll 1d10, reroll 10 to determine damage type)
14 Crystal of Shielding WGE 114 (Roll 1d10, reroll 10 to determine damage type)
15 ~ Scribe's Pen ~ WGE 117
16 Shiftweave WGE 115
17 Spellshard WGE 115
18 Wand Sheath WGE 115
19-20 Reroll on this table -
Medium tier items {6 items) (Table F)
Roll (1d6) Item Name Book/Page
1 Simple Melee Armblade +1 WGE 120 (Variant of Armblade)
2 Martial Melee Armblade +1 WGE 120 (Variant of Armblade)
3 Martial Melee Armblade: Other F table Melee Weapon WGE 120 (Variant of Armblade)
4 Bag of Bounty WGE 116
5 Inquisitive's Goggles WGE 115
6 Wheel of Wind and Water WGE 115
High tier items {5 items} (Table G)
Roll 1d10 Item Name Book/Page
1-2 Simple Melee Armblade +2 WGE 120 (Variant of Armblade)
3-4 Martial Melee Armblade +2 WGE 120 (Variant of Armblade)
5-6 Martial Melee Armblade: Other G table Melee Weapon WGE 120 (Variant of Armblade)
7-8 ~ Docent ~ WGE 120
9-10 Ring of Shared Suffering WGE 117
Very High tier items {4 Items} (Table H)
Roll 1d4 Item Name Book/Page
1 Simple Melee Armblade +3 WGE 120 (Variant of Armblade)
2 Martial Melee Armblade +3 WGE 120 (Variant of Armblade)
3 Martial Melee Armblade: Other H table Melee Weapon WGE 120 (Variant of Armblade)
4 Storm Spire WGE 119
Legendary tier items {1 Items} (Table I)
Roll Item Name Book/Page
- Martial Melee Armblade: Other I table Melee Weapon WGE 120 (Variant of Armblade)
Artifacts tier items {5 Items} (Table J)
Roll 1d10 Item Name Book/Page
1-2 Staff of the Forgotten One ToA 208
3-4 Dimensional Seal WGE
5-6 Mabaran Resonator WGE 115
7-8 Master's Call WGE 119
9-10 Spell Sink WGE 119

Reign's Homebrew Items (RHI) {22 items total}

Low Tier Consumables {1 items} (Table A)
Roll Item Name
Potion of Lesser Healing
Low Tier Consumables {2 items} (Table C)
Roll 1d4 Item Name
1-2 Upgrade Kit
3-4 Upgrade Kit of Mending
Low tier items {1 items} (Table E)
Roll Item Name
Quarterstaff of Race
High tier items {10 items} (Table F)
Roll 1d10 Item Name
1 Brawler's Gloves
2 Endless Ammunition Satchel
3 Brawler's Gloves
4 Gloves of Forging
5 Pocket Balista
6 Mechanical Warhorse
7 Weave Crystals
8 Glamoured Sheath
9 The LONGsword
10 The Ol' One Two
High tier items {8 items} (Table G)
Roll 1d8 Item Name
1 Axe of Questions
2 Improved Ammunition Satchel
3 Outcast's Armguards
4 Reach of the Sky God
5 Snowglobe of the Homestead
6 Wheels of the Arachnid
7 Rings of the Starcrossed
8 The Armstrong Lance
Very High tier items {2 Items} (Table H)
Roll 1d4 Item Name
1-2 Sahuagin's Tentacle Rod
3-4 Improved Ammunition Satchel
Legendary tier items {3 items} (Table I)
Roll 1d6 Item Name
1-2 Draak Totem
3-4 Famr the Blood-Forged
5-6 Improved Ammunition Satchel

Other Homebrew Items (OHI) {4 items total}

Author Note

Any of the below weapons could be reasonablye be made into other weapons. Items are of course not limited to this list, but these are some of the ones I have included in my games, thus are included here.

Low tier items {1 items} (Table E)
Roll Item Name Source
Ring of Infinite Seals https://www.reddit.com/r/UnearthedArcana/comments/dcrl4p/the_ring_of_infinite_seals_an_illustrated_magic/
Medium tier items {1 items} (Table F)
Roll Item Name Source
Rip Vine https://www.reddit.com/r/UnearthedArcana/comments/derbx1/rip_vine_a_whip_that_creates_a_6second_time_loop/
Very High tier items {1 items} (Table H)
Roll Item Name Source
Shatter Star Sword https://www.reddit.com/r/UnearthedArcana/comments/dezk5r/shatter_star_sword_the_fragile_crystal_weapon/
Artifact tier items {1 items} (Table J)
Roll Item Name Source
Tarrasque on a Stick https://www.reddit.com/r/UnearthedArcana/comments/dczjzq/terrasque_on_a_stick_completely_unreasonable/

Items notated by ~ on each side (Suggested/optional Changes)

The following pages contain the suggested/optional changes to various items to add new life into them, create plot points, or further enhance their flavor. Some of these changes do change how the various items work, including their power level. Make sure to read through each item before apply any such change.

Bag of Holding

I personally like to introduce variants to the bag of holding beyond the Bag of Devouring. These variants include 100lb limit but twice the opening diameter, 250lb with a 50% larger opening diameter, Ability to change its outward appearance/shape to any worn or carried object that can hold items, or an "Ender Pouch" which acts as a one way teleporter for objects put inside it linked to either another "Ender Pouch", chest, or location (doesn't cross planes). You can set the link by spending 100g on magical components used in a 1 hour ritual.

Candle Mace

The candle mace is honestly a straight downgrade from the Greenfire Mace of OotA. As such, I would just use the Greenfire Mace's stats. The only upside of the candle mace is that it doesn't require attunement. Just my thoughts on this item.

Docent

Docent are extremely cool items, especially if you have a warforged in the party. If you do not have a warforged, but you still want to include them, variants of Docents can act independantly of a warforged, they only require attunemnt, and being on the person (such as in an amulet, a ring, etc) to convey its benefits. Another fun idea is to have tiers of Docents. Some only have 1 ability, some docents might have all of them.

Gambler's Blade

In addition to or as an alternative to the corresponding penalty to death saving throws, other options could include AC, Ability Checks, or Saving throws. I personally would never apply more than 2 corresponding penalties to such a weapon.

Hammer of Thunderbolts

Being the one of, if not the only, magic item that requires two other attuned items in the game I suggest the following Changes.

A creature does not need to attune to this for it to count as a +1 magic weapon. If you have both the Gauntlets of Ogre Power and a Belt of Giant Strength equiped. It then may be attuned to. Attuning to it at this point increases it to a +3 Weapon, grants the Giants Bane trait, which further increases your strength past what either the Gauntlets of Ogre Power or the Belt of Giant strength provides, up to a maximum of 30.

Additionally, the creature attuned to the Hammer of Thunderbolts is exempt from making the Constitution saving throw verses the Stunning effect.

Rational: Once the set is completed it effectively grants it an additional +4 to hit and to damage. It also sufficiently rewards anyone who manages to collect all three pieces, and chooses to use all of their attunement slots for the set.

This also makes this weapons one of the most powerful weapons in the game. I personally love set bonuses and a number of my custom items include them. This is just the only RAW item set AFAIK.

Holy Avenger

Holy Avenger is an iconic weapon for paladins, but I personally also extend its use to Clerics as well. Adding a psuedo sentience, or even full blown sentience to the Holy Avenger can create really cool plot points and RP potential. When adding other features to the Holy Avenger, you are also increasing is rarity to that of Artifacts.

Sentient Holy Avenger options (pick as many as you want GMs)

  • Ability to cast up to 3rd level paladin spells (pick up to 3). The weapon ignores all material components. These are once a day casts.
  • Ability to reflexively protect its wielder as long as their goals align (parry +2 ac 1x/combat)
  • Ability to increase the paladin's aura range by an additional 10 feet (regardless of current paladin level)
  • Grant one use of channel divinity from a subclass of paladin that best aligns with the Sentient Holy Avenger's personality.
  • Emit Holy Light when Undead/Fiends are nearby in a range of 10/10. Undead and fiends take 1d6 radiant damage when starting their turn in the bright light.

Unholy Avenger is another variant option that hails from earlier editions. A hallmark of these weapons is instead of dealing radiant damage they deal necrotic damage. They also change the creature types affected from undead/fiends to humanoids/one other creature type that best aligns with their personality. Generally Unholy avengers were Holy Avengers that were corrupted in some way or intentionally created to be unholy avengers. This can be for either sentient or non-sentient versions. If additional features are added flip the effects to match. For example the Holy light would be flipped to Unholy light and affect Humanoids and the other creature type, while dealing necrotic damage.

Generally a Good alligned paladin or cleric won't use an unholy avenger except when their goal is to "cleanse" it of its evil nature due to the innate conflicting nature of such a weapon.

As with some sentient weapons, if the weapon deems its wielder to be doing something counter to its goals they may attempt to take control of its wielder's body. Both the Holy/Unholy Avenger and the wielder make contesting charisma checks. If the weapon wins this check it might make one of the following demands.

  • The item insists on being carried or worn at all times.
  • The item demands that its wielder dispose of anything the item finds repugnant.
  • The item demands that its wielder pursue the item’s goals to the exclusion of all other goals.
  • The item demands to be given to someone else.

If its wielder refuses to comply with the item’s wishes, the item can do any or all of the following:

  • Make it impossible for its wielder to attune to it.
  • Suppress one or more of its activated properties.
  • Attempt to take control of its wielder.

If a sentient item attempts to take control of its wielder, the wielder must make a Charisma Saving Throw, with a DC equal to 12 + the item’s Charisma modifier. On a failed save, the wielder is Charmed by the item for 1d12 hours. While Charmed, the wielder must try to follow the item’s commands. If the wielder takes damage, it can repeat the Saving Throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can’t use this power again until the next dawn.

Horned Ring

I gave this item its legendary status, because in non WDMM games it serves no purpose. As such, I suggest that it allows the wearer to also ignore magic altering or suppressing effects such as Null Magic Zones, counter spell, Etc. I personally suggest choosing one to two effects for this ring to ignore rather than the broad "all" magic altering effects simply to avoid arguements or off the cuff rulings.

Luck Blade

Luck blade is an incredible weapon. Not only is it a magic sword a once a day luck point, it also has a number of wishes contained within. I suggest that the following changes are made to the weapon to make it even more unique.

This weapon always acts as a +1 weapon with one luck point (used for the Luck proprety). In addition to that it gains a number of luck points and + to hit/dmg equal to the number of wishes remaining in the item.

This way the Luck blade is more powerful corresponding to the number of wishes remaining, meaning that the wielder is less likely to use the wish spells contained within. I flavor this as the fabric of reality is drastically weakened around this item corresponding to the power it still contains. That said, it is still capable of reshaping reality even if the wishes are depleted due to its unique nature of once holding wish spells.

Mace of Disruption

Alternatives of this weapon could be hyper focusing on undead or fiends and increasing the 2d6 radiant to 3d6 radiant. Or you can exchange 1d6 radiant to add a +1 to the weapon. I personally also scale down the destruction of effect to 15 hit points DC 12 wisdom saving throw when altering the 2d6 radiant portion of this weapon.

Mask of the Dragon Queen

Dragon Mask

This masks are all part of the same item. The Mask of the Dragon Queen. Individually they are powerful, but when all 5 masks are brought together they can form the Mask of the Dragon Queen. Due to this trait if any one mask already exists as a separate item it is unique and no other of its kind may exist. This also means that the Mask of the Dragon Queen can also not exist if any of the other masks already exist on their own.

All that said a GM is free to ignore the above lore. I just thought I should provide it as that was a central plot point in the Tyrany of Dragons campaign.

Ring of Three Wishes

Beyond being an item which stores three wishes, this ring has a large amount of innate value. The GM may determine its worth as a ring. I personally recommend something between 5-25k gold. This is due to its construction using extremely rare and expensive materials and unique ability to contain extremely powerful magic.

Scribe's Pen

This is a variant of the Scribe's Pen for more of a wizard character or those without the Mark of Scribing that I have used in my campaigns.

Scribe's Quill, Common Attunement It allows the user to write on any surface. First Property: If used to copy wizard spells it reduces the cost of the transcription by 10g/level. Second Property: When Writing with this quill the writing can be visible—traced in glowing mystical lines—or invisible to any creature. If it is invisible it can be seen if a creature is concentrating on detect magic, see invisibility, or has truesight. Third Property: This quill automatically supplies cheap ink whenever it is used, unless supplied with higher quality inks which it consumes in the writing process. Each time the quill is used roll 1d20. On a 1 the tip cracks and it loses its first property. If another 1 is rolled when using the quill it loses its second property. It cannot be degraded further. Do note that even although this is a magic quill, it can still be broken as if it were a normal quill (Ie snapped, or stepped on, or anything else which would break a normal quill).

 

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