My Documents
Become a Patron!
### Circle of Wrath After years of darkness, many inhabitants of Icewind Dale have lost hope for Spring’s return as their memories of sunshine grow evermore distant with each day that passes. Some druids—deeply connected to the land from which their power is drawn—have been tainted by the Auril’s vile curse of cryostasis over the Dale, praising the Frostmaiden’s Rime as a righteous preservation of the natural world in its most perfect state. Others have turned to alternative deities for aid for a variety of reasons, whether as a whisper of hope for an end to the curse, or as a desperate plea for aid at the cost of one’s own morality. However, you have heard calls from beneath the frozen crust: voices of chaos yearning to be set free as the Land rejects Auril’s will. As the Land calls out to you in divine fury, your druidic attunement to its will brings you new purpose in breaking the Rime and returning Icewind Dale to the cycle of life, death, and rebirth through the continual changing of seasons. #### Land's Fury When you choose this circle at 2nd level, you can use a bonus action to unleash Natural fury within a patch of land or an area of water in a 10-foot radius centered on a point within 60 feet of you. This effect lasts for 1 minute, and you can move this patch of fury up to 30 feet as a bonus action. Once you use this feature, you can’t use it again until you finish a short or long rest. The previously frost-covered area is split asunder as the land transforms and erupts from beneath the ice and snow, making the area difficult terrain. You may either choose an effect with an associated damage type from the Land Mutations table or roll 1d4 to determine the effect with its associated damage type randomly. Any creature within the affected area at the time of placement (either initially or after being subsequently moved) makes a Dexterity saving throw against your spell save DC. On a failure, the creature takes Xd4 of the damage type corresponding to the chosen effect, where X is equal to half your druid level, rounded down, and the creature is knocked prone. On a success, the creature takes half as much damage and is not knocked prone. ##### Land Mutations | d4 | Effect | Damage Type | |:---:|:---|:---:| | 1 | Earthen spikes pierce outwards from the soil | Piercing | | 2 | Brambles emerge and coil into a web of thorns | Slashing | | 3 | The ground quakes and splits apart | Bludgeoning | | 4 | The surface crumbles as pools of lava form | Fire | Additionally, when a creature in the area takes damage from an attack or spell for the first time on a turn, it takes an extra 1d4 of the associated damage type. Flying creatures are unaffected by the transformation. Starting at 10th level, the area of your Land's Fury transformation increases to a 20-foot radius. Additionally, the associated damage die of the transformation increases to a d6 when you reach 10th level in this class, and to a d8 at 14th level. #### Natural Hunter In addition to bestowing you with druidic powers, your attunement to your surroundings has also enhanced your training and abilities as a ranger. Starting at 2nd level, you gain the following features. ***Heightened Awareness.*** Your ability to detect potential threats is magnified by your communion with nature. When you use your Primeval Awareness feature to detect whether any of each of aberrations, celestials, dragons, elementals, fey, fiends, and undead are present within 1 mile of you (or within up to 6 miles of you if you are in your favored terrain), you may instead choose to focus on only one of the aforementioned creature types, which reveals the creatures’ location and number to you, if any are present with the appropriate range. This feature must be done separately from other uses of Primeval Awareness, requires you to use your action and to expend a spell slot, and the effects last for a number of minutes equal to the expended spell slot. ***Adaptive Training.*** Your skill at targeting your enemies’ weaknesses has expanded from beyond your abilities with a bow. Your Archery Fighting Style feature now grants you a +2 bonus to ranged attack rolls you make, rather than to attack rolls you make with ranged weapons. In addition, you may now use the Colossus Slayer feature whenever you hit a creature with a weapon or spell attack that requires you to make an attack roll, rather than whenever you hit a creature with a weapon. This feature is still subjected to the constraints of being used only once per turn and only if the creature is below its hit point maximum. ### In Development: #### Predatory Instinct Your skills as a hunter have become more innate and primal, and stalking your prey is second-nature to you. Starting at 6th level, Constitution saving throws that you make to maintain concentration on *Hunter's Mark* are made with advantage, and at 14th level, you gain Truesight for your quarry, peering past any barriers to see its true form. ### You gain one additional cantrip of your choice Half-orc extra damage die for melee critical hits now expanded to all weapon criticals \pagebreakNum ## Druid As a druid, you are a keeper of the old ways, attuned to nature and channeling power that grants you spells and allows you to transform your body. When your druid character chooses a druid circle at 2nd level, the Circle of the Blighted is a new option available in a Tal’Dorei campaign. ### Circle of the Blighted Those who channel the magic of life and nature often find themselves drawn to a particular shrine or natural site, binding their body and spirit to these places of power. Such druids draw vitality from their chosen location, protecting it with their lives—but not all succeed in defending these sacred realms. Whether through the subtle corruption of vile magics, the tainted presence of an ancient terror, or a terrible mistake unleashed by druids themselves, a land can become cursed with magic that warps any druid bound to that land. Twisted by their connection to an unhallowed territory, these guardians come to embody the defiled nature they serve, exalting the natural process of decay and using it to further their goals—or sometimes to seek a means to end the curse that plagues them. #### Defile Ground Starting at 2nd level when you choose this circle, you can use a bonus action to corrupt a patch of land or an area of water in a 10-foot radius centered on a point within 60 feet of you. This corruption lasts for 1 minute. The corrupted area is difficult terrain for creatures that are hostile to you. Additionally, when a creature in the area takes damage from an attack or spell for the first time on a turn, it takes an extra 1d4 necrotic damage. You can move this patch of corruption up to 30 feet as a bonus action. Flying creatures are unaffected by the corruption. Starting at 10th level, the area of your defiled ground increases to a 20-foot radius. Additionally, the extra damage dealt by your defiled ground increases to 1d6 when you reach 10th level in this class, and 1d8 at 14th level. Once you use this feature, you can’t use it again until you finish a short or long rest. #### Blighted Shape Also at 2nd level, your physical form begins to show effects of the corruption you wield, tracing blackened veins across your skin, producing gnarled, bony protrusions, or other eerie phenomena. You gain proficiency in the Charisma (Intimidation) skill. Additionally, while you are transformed by you Wild Shape feature, you gain a +2 bonus to AC as gnarled spines protrude from your body. Your beast form also gains darkvision with a radius of 60 feet, or an additional 60 feet of darkvision if it already has that sense. #### Call of the Shadowseeds At 6th level, you learn to summon the feral children of the forest from the life force of your enemies. When a creature that is not undead or a construct takes damage within the area of your Defile Ground feature, you can use your reaction to summon a blighted sapling in an unoccupied space within 5 feet of the creature. You can direct the sapling to make an attack against any creature within 5 feet of it as a part of this reaction. The sapling then acts on your initiative, obeying your verbal commands. The blighted sapling remains in your service until it’s reduced to 0 hit points, until the end of your next long rest, or until you summon another sapling, at which point it crumbles into foul-smelling mulch. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. The sapling uses the statistics below. Its features scale based on your level and proficiency bonus (PB). ___ > ## Blighted Sapling > *Medium plant* > ___ > - **Armor Class** 10 + PB (natural armor) > - **Hit Points** twice your druid level > - **Speed** 30 ft. > ___ > | **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** | > |:--:|:--:|:--:|:--:|:--:|:--:| > | 8 (–1) | 13 (+1) | 12 (+1) | 4 (–3) | 8 (–1) | 3 (–4) | > ___ > - **Damage Vulnerabilities** fire > - **Damage Resistances** necrotic, poison > - **Condition Immunities** blinded, deafened, poisoned > - **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 9 > - **Languages** understands the languages you speak > - **Challenge — Proficiency Bonus (PB)** equals your bonus > ___ > ### Actions > - ***Multiattack.*** When you reach 14th level in this class, the blighted sapling makes two claw attacks. > - ***Claws.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target. *Hit:* 2d4 + PB piercing damage. \pagebreakNum #### Foul Conjuration Starting at 10th level, the creatures you conjure are malformed and bloated with toxins. Any beast, fey, or plant (including your blighted sapling) summoned or created by your spells or class features gains the following traits: ***Blighted Resilience.*** The creature has immunity to necrotic and poison damage and to the poisoned condition. ***Toxic Demise.*** When the creature is reduced to 0 hit points, it explodes in a burst of toxic mulch or fetid viscera. Each creature within 5 feet of the exploding creature must succeed on a Constitution saving throw against your spell save DC or take necrotic damage based on the creature’s challenge rating (see the table below). As an action, you can also cause a summoned creature to explode, immediately killing it. ##### Toxic Demise Damage | Creature CR | Damage | |:---:|:---| | 1/4 or lower | 1d4 necrotic damage | | 1/2 | 1d6 necrotic damage | | 1 or higher | A number of d8s of necrotic damage equal to the creature’s challenge rating | | No challenge rating | A number of d6s of necrotic damage equal to your proficiency bonus #### Incarnation of Corruption At 14th level, your physical form begins to take on the tainted traits of the land you are bonded to. Your skin grows ashen, and your eyes darken or turn completely white. Spines and jagged spurs emerge from your body, granting you resistance to necrotic damage and a +2 bonus to AC. Additionally, whenever you start your turn within the radius of the corruption created by your Defile Ground feature, you can use a bonus action to gain temporary hit points equal to your proficiency bonus.
Part 2 | Your Introduction
\pagebreakNum # Welcome to your next campaign binder! ## Overview on Creating GMBinder uses markdown for its primary content. To learn about Markdown and its supporting syntax, [check this out](https://github.com/adam-p/markdown-here/wiki/Markdown-Cheatsheet) In addition, GM Binder allows for HTML content within your document. However, "User Beware" warnings apply. Especially now in this early stage. Using HTML for things like images and links is pretty safe. However, structured HTML like divs, tables, etc, may have undesired consequences. ## GMBinder Specific ### Page Breaks * Using `\pagebreak` will result in a page break. Or press `Ctrl+;` or `Cnd+;` to insert this. * Using `\pagebreakNum` will result in a page break with page number. Or press `Ctrl+'` or `Cnd+'` to insert this. ### Links * Internal Links - Press Ctrl+Space to get a list of all of your document's headers. Press tab on one to insert the link into your document. ie: [Welcome to your next campaign binder!](#welcome-to-your-next-campaign-binder) * External Links - Using the standard markdown link syntax with an external URL will result in a link that opens a new tab. ie: [Staff of Darkening](https://www.dndbeyond.com/magic-items/29957-staff-of-anti-thunder-and-darkening) * If you would like the actual URL to show in your external link, a simple solution is to simply wrap it with < and >. ie:
### Table of Contents In the menu above, you'll see a Table of Contents for your document. ### Images There are a couple ways you can place images. If you would like something positioned like you see on this page, you will need to provide the appropriate styles to do so. For example: `
` If you would like to place an image in-line within your content, simply providing an image tag with an external URL will be sufficient. Do be aware that your images should be sized appropriately for the content. \columnbreak ### Wrapping to Column Two Sometimes you want your content in column 1 to be cut short and continue on to column 2. The simplest way to accomplish this is to use: `\columnbreak` ___ You can also press `Ctrl+.` or `Cnd+.` to insert this. ### Footnotes This is an example of using html and built in styles to get a desired output. `
Part 1 | Introduction
`
Part 1 | Tutorial
## Basic Editor Shortcuts ### Find and Replace * `Ctrl+F` or `Cmd+F` - Find * `Alt+Ctrl+F` or `Alt+Cmd+F` - Find & Replace ### Editing * `Ctrl+Z` or `Cmd+Z` - Undo * `Ctrl+Shift+Z` or `Cmd+Shift+Z` - Redo * `Ctrl+D` or `Cmd+D` - Remove current line * `Ctrl+U` - Uppercase current selection * `Ctrl+Shift+U` - Lowercase current selection ### Content Folding * `F2` - Fold / Unfold a block of content * `Ctrl+Cmd+Alt+0` Fold everything * `Shift+Cmd+Alt+0` UnFold everything ### And Much More... * `Ctrl+Alt+H` or `Cmd+Alt+H` Shows all Editor Shortcuts