
Explore Magic: the Gathering's Arthurian & Fairy Tale inspired setting of Eldraine in this rules expansion and campaign setting guide for the world's greatest roleplaying game
Credits
- Lead Designer:
- Gabe Rodriguez, /u/letterephesus
- Cover Art:
- Jason Rainville
GMBinder Theme:
Code adapted from Tasha's Cauldron of Every Single Thing for the Homebrewery by u/Kaiburr_Kath-Hound and u/5e_cleric
Artist Credits:
Adam Paquette, Alex Brock, Alex Konstad, Anastasia Ovchinnikova, Anna Steinbauer, Bastien L. Deharme, Chris Rahn, Colin Boyer, David Gaillet, David Palumbo, Deruchenko Alexander, Eric Deschamps, Igor Kieryluk, Irina Nordsol, Jason A. Engle, Jason Felix, Jason Rainville, Jeff Simpson, Joe Slucher, Johannes Voss, Joseph Meehan, Kev Walker, Kimonas Theodossiou, Lie Setiawan, Lindsey Look, Maddie Julyk, Mark Poole, Matt Stewart, Mike Bierek, Mila Pesic, Milivoj Ćeran, Miranda Meeks, Mitchell Malloy, Nicholas Gregory, Randy Vargas, Sam Burley, Steve Argyle, Suzanne Helmigh, Svetlin Velinov, Titus Lunter, Tyler Jacobson, Victor Adame, Vincent Proce
- The following resources provided material and inspiration:
- The MTG Wiki
- Throne of Eldraine: The Wildered Quest
- Planeswalker's Guide to Eldraine
- Magic: the Gathering cards from the Throne of Eldraine set
- Technical Resources:
- Detect Balance Spreadsheet for Custom Races by u/jwbjerk
PDF Link
Click here to download the latest PDF version.
Disclaimer: On behalf of the Archmage, I, Syr Vale of Vantress, alongside my compatriot Syr Eptitius, have compiled the information within these pages to preserve the tales and knowledge of the Realms, as regaled to us by many questing Knights. We cannot attest to the veracity of these claims, and this volume should not be taken as a survival guide when encountering the dangers described.
- Community Contributions:
- Donovan Lowell
- /u/ApprehensiveStyle289 for help with spell balance
- Supporters:
- A huge thank you to the supporters who make this project possible. You guys rock!
- A.J.
- Antoine Polignone
- Charles Reed
- Cole McNutt
- Connor Sanders
- David Vincent DeCaro-Brown
- Douglas Burtt
- Dylan Man
- GrimWulf13
- Jonathan Cowley
- Joseph Joffe
- Justin Finley
- Lex Raine
- Mark F.
- Radek
- ReaperTheWolf
- TallguyZin
- Wheat
Other Planeshifted Guides:
- New Phyrexia, inspired by biomechanical horror
- New Capenna, inspired by 1920s prohibition era
- Kamigawa: Neon Dynasty, inspired by cyberpunk and Japanese culture
- The Ten Realms of Kaldheim, inspired by Norse mythology
- Return to Amonkhet, inspired by ancient Egypt
Support Planeshifted Guides
Show your support for the Planeshifted Guides project through my Patreon, or by buying me a coffee. Thank you!
Changelog
- Version 1.4a
- Fixed stat blocks that broke with Chrome update
- Version 1.4
- Rebalanced Treefolk race
- Updated support links
- Version 1.3
- Updated Gingerbrute statblock (he's Small now)
- Rebalanced Pussflower Juice
- Various corrections
- Version 1.2
- Rebalanced "Knight of __" backgrounds
- Adjusted bestiary table (placeholder)
- Minor corrections
- Version 1.0b
- Grammatical corrections
A Planeshifted Guide to the Throne of Eldraine is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was created solely for private use. All rights are retained by the owners of trademarks and copyrights of the content within this document. This document, in part or whole, cannot be reproduced for the intent of retail sale or personal gain except by those said interested parties or by others with legal, written consent by said parties.
Contents

@tylerjacobsonart



@matthewstewartillustration
Welcome to Eldraine
Eldraine is a medieval world filled with knights, castles, and magical creatures. Wild magic is woven through the heart of the plane and two opposing but intertwined sides battle over it, impossible to untangle one from the other; the courts of the Realm, and the wilds.
The Realm, ruled by High King Kenrith, is an orderly society consisting of five courts, each of which is aligned with a color, exemplifies a virtue, and has a sacred relic. These relics are mysterious objects with immense magical power and sentience that lie just beyond mortal understanding. They are the physical embodiment of one of five virtues and possess the power to judge those virtues within individuals. Men and women undertake quests in order to be judged worthy and knighted.
The wilds are the home of the fair folk, chaotic characters who value freedom over order. The wilds can be a dangerous place of wild and ancient magic. What fairy tale adventures and wildered stories await you and your party in this land of wonder? Be forewarned: these fairy tales fight back.
About this Book
This book is a detailed guide to playing Dungeons & Dragons in Magic: the Gathering's plane of Eldraine. Chapter 1 provides detailed information on the setting in the Backgrounds section, and you can read even more information in A Planeswalker's Guide to Eldraine.
Chapter 1 provides a guide to creating a character in Eldraine, introducing 10 new races, 16 new backgrounds, and guidelines for playing different classes as a member of the five courts of the realm or the wilds.
Chapter 2 provides a collection of 14 new spells and 18 new magic items that flavorfully integrate into the setting.
Chapter 3 concludes with a collection of stat blocks for various monsters and NPCs that can be found in Eldraine.
Chapter 1
Character Options
At 1st level, you choose your character's race. This section presents ten race options and provides information to help you understand your character's place in this setting. When you create a character for a campaign or adventure set on the plane of Eldraine, you choose from one of the race options presented here, and follow these additional rules during character creation.
Ability Score Increases
When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
Your class's "Quick Build" section offers suggestions on which scores to increase. You're free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The languages in Eldraine that a character might speak are listed below.
Eldraine Languages
Language | Typical Speakers |
---|---|
Common | Anyone |
Draconic | Dragons |
Druidic | Druids, Treefolk |
Dwarvish | Dwarves |
Elvish | Elves |
Faerie | Faeries, Redcaps |
Giant | Giants, Ogres, Trolls |
Mermish | Undines |
Phyrexian | — |

@chrisrahnart
Creature Type
Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. A race in this section tells you what your creature type is. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways.
Age
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. On Eldraine, Elves can live for over 300 years.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook. Members of some races, such as faeries and giants, have extreme height ranges—a fact noted in the description of the race in question.
Proficiencies
Some races and subraces grant proficiencies. Your character might not have any connection with their race's culture or might have pursued different training. You can replace each of those proficiencies with a different one of your choice, following the restrictions on the Proficiency Swaps table.
Proficiency Swaps
Proficiency | Replacement Proficiency |
---|---|
Skill | Skill |
Armor | Simple/Martial weapon or tool |
Martial weapon | Simple/Martial weapon or tool |
Simple weapon | Simple weapon or tool |
Tool | Simple weapon or tool |


@jason_rainville
Dwarf
Most dwarves are stout, squat, and bearded, with complexions similar to humans. They are industrious artisans who value hard work and independence. They are miners and jewelers, and control over natural resources is an important aspect of dwarf society. Dwarves create intricate jewelry and sturdy weapons from the minerals they dig up. Occasionally they sell what they find to the courts of the Realm. Dwarves take pride in the things they make and value the dignity of work.
While most dwarves highly value their individual ability to take care of themselves and pull their own weight, most ultimately prefer strength in numbers. Dwarves usually choose to live in tight-knit family groups that hold claim to mineral deposits. Each vein of gold or cave of sapphires is controlled by a different clan of dwarves. Dwarf households are underground, carved out of massive crystal and gems and far away from natural light sources.
The majority of dwarves are put off by the hierarchy and stuffiness of the human courts and prefer to live out in the wilds. For a few individual dwarves, the fearless camaraderie of the Court of Embereth appeals to them. These dwarves, driven by the independence so valued by their clans, sometimes pack up for a few years to compete at the Burning Yard, often bringing with them dwarf-forged armor and weapons that give them an edge in combat.
Dwarf Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Darkvision. 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 discern colors in that darkness only as shades of gray.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Forge Wise. You have proficiency with two of the following artisan's tools of your choice: brewer's supplies, jeweler's tools, mason's tools, smith's tools, or tinker's tools.
Stonecunning. As a bonus action, you gain tremorsense for 10 minutes. Using this tremorsense, you can pinpoint the location of creatures and moving objects within 60 feet, provided that you and anything you're detecting are both in contact with the same stone surface. The stone can be natural or worked. This tremorsense can't detect creatures or objects in the air, and doesn't count as a form of sight.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Treasure Sense. As an action, you can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 30 feet of you.


@algenpfleger
Elf
Most elves are lithe and stand just shorter than a human, with a range of earthen skin tones and tall, pointed ears. Some elves can be found in the court of Locthwain, which is ruled by Queen Ayara, an ancient elf from the days of the former Elven Kingdom on Eldraine. These noble, graceful elves wear elaborate headdresses and elegant attire.
The elves of the wilds have little in common with their kinfolk who have stayed in the Realm. Among the fair folk, elves are most home in the deep forests of the wilds. They are adept at hiding among the trees and attuned to the mana of the forests. Due to their innate connection to the natural world, elves often patrol the forests as rangers, archers, scouts, and druids.
The elves remember being driven from their realm (in fact, some living individuals were alive at the time). Resentment lingers in their hearts, but they are not bitter enemies. Encounters between elves and humans do not always erupt in violence, but they are never warm. Some elves actively hunt humans, just as they hunt deer and boars in the forest.
The elves retain the regal bearing and pride of the realm's ancient rulers despite their life in the wilds, but they also mock the pretensions of human nobility. Elves are often seen wearing mock crowns made of natural substances like ferns, flowers, and branches. Some elves call themselves knights, though the realm would not recognize them as such. They ride giant foxes and wolves so they can bound through dense forests faster than any horse.
Elf Traits
You have the following racial traits.
Creature Type. You are a Fey.
Size. You are Medium.
Speed. Your walking speed is 35 feet.
Life Span. 350 years on average.
Ancient Paths. As an action, you can use 10 feet of movement to magically step into a tree within 5 feet of you and emerge from a second tree you can see within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be living and at least the same size as you.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Darkvision. 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 discern colors in that darkness only as shades of gray.
Keen Senses. You have proficiency in the Perception skill.
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.
Timberwalk. Ability checks made to track you have disadvantage, and you can move across difficult terrain made of nonmagical plants and undergrowth without expending extra movement.


@kimonas
Faerie
The fae of Eldraine are among the most diverse in the multiverse. Though all are winged humanoid creatures, they appear in many different shapes, sizes, and temperaments. The common thread among all fae is their love of messing with humans and their precious virtues, even when compared to other fair folk.
Meddling Faerie
Meddling fae love to pry into human lives, either to help those in need or harm those they deem deserving. These fae are about the size of an adult human with long, flowing white garments and an eerie, angelic glow. The realm views meddling fae as the enemies of loyalty. They are fickle, helping you one day and becoming your enemy the next. Occasionally a meddling faerie will actively attempt to undermine knights' loyalty, luring them away from their company with floating lights or magical visions. Unlike other kinds of fae, meddling fae are known to sometimes be truly benevolent, helping unfortunate souls or granting desperate wishes. Still, most humans are wary to put their fates in the hands of a faerie, regardless of type.
Meddling Faerie Traits
You have the following racial traits.
Creature Type. You are a Fey.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Faerie Magic. You know the dancing lights cantrip. Starting at 3rd level, you can cast the silent image spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the didn't say please* spell with this trait. Once you cast silent image or didn't say please with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
Illumintation. You emit dim light in a 5-foot radius.
* The didn't say please spell appears on page 26.

@milapesic
Prankster Faerie
Prankster fae have gray skin and are about the size of a human child, with sullen yellow eyes and feathery black wings. Don't let the name mislead you, a faerie prank is anything but innocent. These fae love to cause annoyance, anger, and pain to all those they encounter. They are perhaps the most mercurial of the fae and laugh at the idea of persistence. The only predictable thing about a pranking faerie is that it will always change its mind.
Variant Spell
If you have access to Fizban's Treasury of Dragons, your DM may you allow to replace the phantasmal force spell in your Fairy Magic trait with the Nathair's mischief spell from that book.
Prankster Faerie Traits
You have the following racial traits.
Creature Type. You are a Fey.
Size. You are Small.
Speed. Your walking speed is 30 feet.
Fairy Magic. You know the druidcraft cantrip. Starting at 3rd level, you can cast the hideous laughter spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the phantasmal force spell with this trait. Once you cast hideous laughter or phantasmal force with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.


@nordsol
Thieving Faerie
Thieving fae steal whatever they can lay their hands on and attempt to sow confusion and frustration wherever they go. These tricksters are small, no taller than an apple, and have sharp, pointed blue wings and hair. They file stolen keys into swords and wear rags of scrap fabric torn from human clothes. Despite their size, thieving fae are cocky and boastful, always leaving marks of their crimes behind so their human victims know exactly who got the best of them. They relish in deceit and trickery. Thieving fae are the most common type of faerie to be found in the realm, where they enjoy infiltrating human homes and castles to pilfer their possessions.
Thieving Faerie Traits
You have the following racial traits.
Creature Type. You are a Fey.
Size. You are Small.
Speed. Your walking speed is 30 feet.
Fair Build. You count as one size smaller when determining your carrying capacity and the weight you can push, drag, or lift.
Faerie Dust. You can cast the fly spell with this trait without requiring a material component. Once you cast it, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 1st level or higher.
Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race).
Fey Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Fey Passage. You can squeeze through a space as narrow as 1 inch wide. You have advantage on ability checks you make to avoid or escape a grapple.
Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
Nimble. You have proficiency in one of the following skills of your choice: Acrobatics, Sleight of Hand, or Stealth.


@victoradameart
Giant
Like the fae, giants on Eldraine come in a variety of shapes and sizes. All giants are incredibly large humanoids and possess magical strength that goes beyond even what their great size would suggest. Smaller giants stand around 10 feet tall. These giants often have skin made of bronze and use their immense strength to bully small folk.
Larger giants can stand 15 feet tall. These giants have skin of stone, often covered with naturally growing moss. These giants tend to be kinder to small folk, using their strength to help those in need. This outlook on life sometimes inspires them to become knights of Garenbrig. In battle, giant knights ride armored mammoths and specialize in wielding clubs and axes longer than a tree is tall.
Giants live in both the realm and the wilds. Some giants view the humans' quest after five noble virtues as a commendable effort and are willing to ally with humans so long as their goals are not in conflict. Others believe that clinging to virtues like knowledge and loyalty makes humans weak, and they have no interest in aligning with the courts. Still other giants cling to ancient grudges, citing the humans' conquest of the realm as proof that they can't be trusted.
Giant Traits
You have the following racial traits.
Creature Type. You are a Giant.
Size. You are Medium.
Speed. Your walking speed is 40 feet.
Giant Step. You can move through the space of any creature that is of a size smaller than yours.
Heavy-Handed. Your unarmed strikes deal 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Mountain-Born. You naturally acclimate to high altitudes, even if you've never been to one. This includes elevations above 20,000 feet.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You can grapple Huge creatures.


@suzannehelmigh
Human
Humans in Eldraine are similar to their counterparts in other worlds; varied, numerous, and diverse. They can be found throughout the realm's five courts as peasants, mages, and knights. Most humans avoid the wilds, but witches are shadowy human warlocks who reside in the wilds, so disconnected from the rest of humanity that most consider them to be fair folk.
Human Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Human Determination. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Skills. Humans have a wide range of natural talents. You have proficiency in one skill of your choice and with one tool of your choice.
Variant Traits
If your campaign uses the optional feat rules from the Player's Handbook, your Dungeon Master might allow these variant traits, which replace your Human Determination and Skills traits.
Resourceful. Whenever you finish a long rest, you are given inspiration, using the rules for inspiration provided in the Player's Handbook.
Feat. You gain one of the following feats from the Player's Handbook: Alert, Healer, Lucky, Magic Initiate, Savage Attacker, Skilled, or Tough.


@liesetiawan
Redcap
Redcaps are mischievous agents of chaos, standing about as tall as a barrel, with distorted features and red hair stained with the blood of their enemies. Redcaps fight without any sense of honor or fair play, specializing in sneak attacks and ambushes. They often launch raids into villages near the edges of the wilds. Redcaps are fierce and reckless in battle, reveling in disrupting human order by instilling fear and chaos. In the realm, redcaps are thought to be entirely lacking courage; they rely solely on cowardly tactics like backstabbing and only ever fighting if they outnumber their opponents.
Within the border of the Realm, redcaps have been hunted ruthlessly and their burrows have been burned out. However, they still thrive in the wilds. Redcaps are known to smear their swords with pussflower juice, to poison their prey if they don't kill them outright.
Variant Trait
If your campaign uses the optional feat rules from the Player's Handbook, your Dungeon Master might allow this variant trait, which replaces your Redcap Resilience trait.
Poisoner. You gain the Poisoner feat from Tasha's Cauldron of Everything.
Redcap Traits
You have the following racial traits.
Creature Type. You are a Fey. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.
Size. You are Small.
Speed. Your walking speed is 30 feet.
Burrower. You have a burrowing speed equal to one third your walking speed. Using this burrow speed, you can move through sand, loose earth, mud, snow, or similar material.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were in dim light. You discern colors in that darkness only as shades of gray.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Redcap Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.


@jason_engle
Treefolk
Treefolk are sentient and mobile oak trees found in Tuinvale, within the wilds. They are solitary, and are believed to be born from the magic of the wilds in times of need. Most are gentle and peaceful, but their connection to the wilds gives them a strength not to be trifled with.
Treefolk Traits
You have the following racial traits.
Creature Type. You are a Plant.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Natural Armor. You have tough, bark-like skin. While you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.
Shape Wood. As an action, you can manipulate a portion of nonmagical wood you can see within 30 feet of you that fits within a 5-foot cube, isn't being worn or carried, and isn't part of a creature or structure. You cannot manipulate wood that is incorporated into an object of mechanical complexity, such as locked door or chest. You can use this trait to manipulate wood in one of the following ways:
- You instantaneously move the wood in any direction along the ground, up to 5 feet. This movement doesn't have enough force to cause damage.
- You cause the wood to form into simple shapes—such as the vague form of a creature, an inanimate object, or a location—and animate at your direction. This change lasts for 1 hour.
- If the wood is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain made of wood. This change lasts for 1 hour.
Speech of Beast and Leaf. You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. 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.
Treefolk Magic. You know the thorn whip cantrip and can cast it without requiring a material component. Starting at 5th level, you can cast the barkskin spell with this trait without requiring a material component. Once you cast barkskin with this trait, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Woodcunning. You have proficiency in the Nature skill.


@mirandameeks
Undine
Undines have amber or kelp colored seaweed-like hair and faces resembling humans, though with flat nostril slits and large, shining eyes. They have skin tones ranging from human-like to a bluish gray, and and their legs and arms have aquatic fins. They are defined by their compulsive curiosity, obsessed with learning all they can, occasionally to the brink of madness.
Rather than seeking knowledge in service of others, merfolk hoard secrets and lord them over others. As a result, little is known about merfolk origins, customs, or magic. Their connection to knowledge and secrets leads many to take up residence in Lochmere near the Magic Mirror, which they can visit when it is fully submerged. Any potential ties between the merfolk and the Mirror remain a mystery even to those in Vantress, though they are often seen sulking in the shadows whenever human aspirants descend the spiral stairs.
Undine Traits
You have the following racial traits.
Creature Type. You are a Fey.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Amphibious. You can breathe air and water.
Compulsive Curiosity. You have proficiency in the Investigation skill.
Darkvision. 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 discern colors in that darkness only as shades of gray.
Emissary of the Loch. You can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a natural swimming speed. It can understand your words, though you have no special ability to understand it in return.
Swim Speed. You have a swimming speed equal to your walking speed.
Tide Step. As a bonus action, you can use 10 feet of movement to magically step into a body of water within 5 feet of you and emerge from another body of water you can see within 60 feet of the first body, appearing in an unoccupied space within 5 feet of the second body. Both bodies must contain at least 4 ounces of water.
If you are fully submerged in water, you can instead use a bonus action to magically teleport to an unoccupied space you can see within 60 feet of you that is also submerged, without expending movement.
You can use the bonus action granted by this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


@deharme
Backgrounds and Courts
When you create a character for an Eldraine campaign or adventure, you choose from one of the backgrounds presented in this section. You can also choose a Court or the wilds as an origin for your character. The following section describes each of the courts and the wilds, and provides Background options and class suggestions for each origin. The backgrounds in this section provide features, proficiencies, languages, and equipment.
If you would like to customize a background in this section, you can replace one feature with any other, choose two skill proficiencies, and choose a total of two tool proficiencies and languages.
Ardenvale
Castle Ardenvale is perched on top of a hill overlooking the pastures, fields, and many villages of the Realm. Within its great white walls are acres of manicured lawns and precise, lush gardens.
The court exemplifies the virtue of Loyalty. Merely speaking its name is thought to weave subtle magic of protection around the speaker and their allies.
Ardenvale is currently ruled by the High King Algenus Kenrith and his Queen, Linden Kenrith. The elite knights of Ardenvale use griffins and unicorns as steeds. The knights are fierce in battle, and all the more so when fighting in a group. They rarely quest alone, and loyalty means that no knight is ever left behind in the clutches of the enemy. When not engaged in battle or questing alone in the wilds, Ardenvale's knights love to gather at the court for company and conversation, treasures they value above all others.
Ardenvale is home to a magical ring of eternally burning silver fire known as the Circle of Loyalty, which is located near the top of the castle's central tower and is protected by dozens of loyal guards. An aspirant knight must step into the brilliant white flame, to prove their loyalty. Those who pass through the flame unscathed are deemed worthy and knighted at the center of the ring itself. Those who are burned are quickly pulled out and healed, but rarely are they allowed to attempt the trial a second time.
Knight of Ardenvale
After years of learning and training, you walked into the Circle of Loyalty and emerged unscathed, securing your place among the knights of Ardenvale.
- Skill Proficiencies: Insight, Perception
- Tool Proficiencies: One type of gaming set
- Languages: One of your choice from either Elvish or Faerie
- Equipment: An insignia of rank, a gaming set of your choice, a set of common clothes, 5 days of animal feed, a military saddle, a bit and bridle, and a pouch containing 10 gp
Feature: Mount of Ardenvale
You have acquired a warhorse that has been trained to accept a rider and serves you as a mount, both in combat and out. You can receive a new mount if it dies, or trade your current mount for a new one, from the stables at Castle Ardenvale. Starting at 7th level, you can instead choose to acquire a griffon or unicorn that serves as your mount from the stables.
Variant Feature: Loyal
If your campaign uses the optional feat rules from the Player's Handbook, your Dungeon Master might allow you to select this background feature instead of Mount of Ardenvale.
You gain one of the following feats from the Player's Handbook: Alert, Defensive Duelist, or Sentinel.
Ardenvale Classes
Paladins and fighters make up the bulk of Ardenvale's knights, particularly paladins of the Oath of Devotion. Any class with martial prowess can be a good fit for the court. Clerics serve as healers among the knight's ranks. For a more unconventional take on a Knight of Ardenvale, consider playing a bard of the College of Valor, or a barbarian adopting the Path of the Zealot from Xanathar's Guide to Everything.


@vargasni
Embereth
The court of Embereth exemplifies the virtue of Courage. In place of a single ruler, Embereth has a ruling council made up of its knights and its noble class. To the locals, Embereth refers to the entire surrounding free city, while the large tournament complex some call a castle is known by its "true" name: The Burning Yard. The Burning Yard is a large collection of competition arenas, training rooms, and grandstands that hosts a never-ending tournament that features jousting, wrestling, horseback melee, one-on-one combat, archery, and other martial skills.
The Burning Yard is built beside the Irencrag, a massive boulder glowing with volcanic heat. In order to become a knight of Embereth, an aspirant must first face the fear inspired by its red-hot surface in order to plunge their sword into the boulder. If they are truly courageous, they can pull their sword back out, but if they are cowardly or hindered by fear, the sword remains stuck in the Irencrag. The Irencrag speaks to aspiring knights in a voice only they can hear, often taunting them as a test of their courage. Occasionally, when the Irencrag finds a knight particularly worthy, it will bestow their sword with a legendary name, forever imbuing it with its power.
Embereth's knights are famously optimistic, singularly certain that anything is achievable so long as you face it head-on. They believe that courage is the highest virtue, as nothing done without bravery can truly be considered virtuous. They are particularly skilled at facing monstrous threats, but also undertake quests to conquer their own personal fears. Embereth knights shun shields and often incorporate the broken shields of opponents into their armor. The elite knights ride giant lizards.
Mages who draw their power from the Irencrag must harness their emotions to wield it to its full potential. This often manifests as fire magic, but a rarer form of Embereth magic is "phobomancy," the power to harness fear.
Knight of Embereth
Your competitions in the Burning Yard eventually proved successful, and you plunged your weapon into the Irencrag to face your fears made manifest by its whispering. You were able to retrieve your weapon, securing your place among the knights of Embereth.
- Skill Proficiencies: Athletics, Intimidation
- Tool Proficiencies: Smith's tools
- Languages: Dwarvish
- Equipment: An insignia of rank, a set of smith's tools, a set of common clothes, 5 days of animal feed, a military saddle, a bit and bridle, and a pouch containing 10 gp
Feature: Mount of Embereth
You have acquired a giant lizard that has been trained to accept a rider and serves you as a mount, both in combat and out. It can climb difficult surfaces, including upside down on ceilings, without making an ability check. You can receive a new mount if it dies, or trade your current mount for a new one, from the stables at the Burning Yard.
Variant Feature: Courageous
You may select this background feature instead of Mount of Embereth.
You have advantage on saving throws you make to avoid or end the frightened condition on yourself, and creatures have disadvantage on ability checks they make to intimidate you.
Variant Feature: Intimidating
You may select this background feature instead of Mount of Embereth.
When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.
Embereth Classes
Barbarians and fighters make up the bulk of Embereth's knights. Classes with a focus on martial prowess make good fits for the court. Embereth mages are well represented by Sorcerers, by clerics of the War Domain, and by bards of the College of Valor. If playing a spellcaster, consider choosing fire spells to represent the pyromancy drawn from the Irencrag. The warlock's Hexblade Patron can represent a knight with a legendary weapon bestowed by the Irencrag, while the Undead Patron from Van Richten's Guide to Ravenloft is a good choice for playing a Phobomancer, a mage who harnesses fear.


@adampaquette
Garenbrig
Unlike Vantress and Ardenvale with their many villages and towns, the border region of the court of Garenbrig appears desolate and uncultivated. The roads are walled and standing stones cluster in mysterious formations on hilltops.
Ruled by King Yorvo, a giant, Garenbrig exemplifies the virtue of Strength. It is home to the Great Henge, a massive stone ring built by the giants before humans rose to power. At the center of the Great Henge stands the portal, a rough circle of stones with a larger standing stone in the middle. By shifting the stones of the portal to a particular alignment, the destination in the wilds might be configured. This a feat that only Giants can manage. Everything that inhabits Garenbrig is affected by the wild magic flowing through the Henge.
Yorvo's subjects consist of both humans and giants. The knights of Garenbrig dress in mail coats covered with green tabards, and wear their hair long. Above all, they prize raw physical strength, not simply for its own sake but to use that strength to defend those who lack it. These knights ride bears into battle. To become a knight of Garenbrig, one must demonstrate a great feat of strength, something beyond the capabilities expected of their size and species.
Built by giants long before the ascendancy of humans in the Realm, Castle Garenbrig is an enormous and strikingly odd structure. A huge stone outcropping juts out over a valley's lower ground. Its southern end is rooted to the earth by stone and massive tree trunks, while the northern portion extends like a roof over flat earth beneath. A monolith too large even for giants to move has fallen to rest at an angle against the fixed end of the outcropping, like a ramp to the sky broken violently off. Trees tangle their way partway up the stone's slope. Atop the outcropping stands the Great Henge and its portal. Monoliths of ordinary size have been set up in concentric circles around the base of the outcropping. The valley itself is verdant with stone-walled orchards and winter-fallow gardens. Incised menhirs have been erected in circles, rows, and as isolated singletons throughout, like guardians. Bold mountains form a backdrop.
Knight of Garenbrig
After many years of training, you accomplished a great feat of strength beyond your race's normal capabilities. Perhaps you bested an enormous creature, or trained until you were able to move a large object or structure. Whatever your feat, you were judged and accepted by the giants of Garenbrig and welcomed into their knighthood.
- Skill Proficiencies: Athletics, Survival
- Tool Proficiencies: Navigator's tools
- Languages: Giant
- Equipment: An insignia of rank, a set of navigator's tools, a set of traveler's clothes, 5 days of animal feed, a riding saddle, a bit and bridle, and a pouch containing 5 gp
Feature: Mount of Garenbrig
You have acquired a black bear that has been trained to accept a rider and serves you as a mount, both in combat and out. You can receive a new mount if it dies, or trade your current mount for a new one, from the stables at Castle Garenbrig. Starting at 7th level, you can instead choose to acquire a brown bear or cave bear that serves as your mount from the stables.
Variant Feature: Strongest
If your campaign uses the optional feat rules from the Player's Handbook, your Dungeon Master might allow you to select this background feature instead of Mount of Garenbrig..
You gain one of the following feats from the Player's Handbook: Charger, Grappler, Martial Adept, or Savage Attacker.
Garenbrig Classes
Barbarians and fighters make up the bulk of Garenbrig's knights. As the court that exemplifies strength, martial classes are most at home in Garenbrig. The nature magic of the Great Henge suffuses Garenbrig, so druids and rangers can also be found among the knighthood.


@TitusLunter
Locthwain
Locthwain exemplifies the virtue of Persistence, and used to be home to the Cauldron of Eternity before it vanished. The Cauldron of Eternity can return those who die back to life if it deems them worthy. The court is ruled by Queen Ayara, an ancient elf from the days of the Elven Kingdom on Eldraine. Locthwain's court is noble and graceful. The courtiers wear elaborate headdresses and elegant attire.
The knights of Locthwain are haughty, believing themselves superior to other knights by their devotion to the highest virtue. They are pragmatic enough to flee a losing battle, but their persistence ensures that they will find some way to return and defeat their enemies. There are two orders of knights. The elite knights of the Order of Midnight fly on giant ravens. The Blacklances are the highest aspiration for a Locthwain knight. They bring a gift from the wilds to Queen Ayara and are considered worthy of undertaking the quest for the Cauldron of Eternity, wedding the queen before setting out on the quest.
The magnificent Castle Locthwain floats aloft on a vast billow of clouds and can be moved at its Queen's whim. The castle sails with slow majesty, as much ship as a fortress. Locthwain had been forced aloft long ago by the curse of having lost the embodiment of its precious virtue, the missing Cauldron of Eternity never found even after many generations of searching by Locthwain's persistent knights and others looking for healing and its fabled promise of immortality.
The weather beneath the castle varies between a light drizzle and a thundering storm, depending (or so it is said) on the mood of its queen. It can settle down to earth, either on land or water, and the same magic that holds it aloft can lower its knights down to the ground on smaller, temporary rainclouds. The interior of the castle is a labyrinth of narrow passages connecting great halls. It is suggested that elven magic contributes to the sense of disorientation and, eventually, the terror that claims those who become lost in the castle.
Blacklance Paragon
You journeyed into the wilds in search of treasures from the ancient elves, and found something of worth to present to Queen Ayara. Your reward was a marriage to the Queen and an induction into the Blacklance Paragons; you are now charged to find the lost Cauldron of Eternity.
- Skill Proficiencies: Two of your choice from Investigation, Perception, and Survival
- Tool Proficiencies: Navigator's tools
- Languages: Elvish
- Equipment: An insignia of rank, a set of navigator's tools, a set of fine clothes, a set of traveler's clothes, and a pouch containing 15 gp
Feature: Quest for the Cauldron
Your experience in the wilds have given you magical prowess in finding hidden things. You learn the find traps and locate object spells. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way, you can't cast that spell this way again until you finish a long rest. You can also cast these spells using any spell slots you have of appropriate level. Intelligence, Wisdom, or Charisma is the spellcasting ability for these spells when you cast them with this feature (choose when you select this background).
Order of Midnight
You spent many years training and failing to become of knight of Locthwain, and your persistence was finally rewarded with knighthood.
- Skill Proficiencies: Acrobatics, Survival
- Tool Proficiencies: One musical instrument
- Languages: Elvish
- Equipment: An insignia of rank, a musical instrument of your choice, a set of fine clothes, 5 days of animal feed, a riding saddle, a bit and bridle, and a pouch containing 15 gp
Feature: Mount of Locthwain
You have acquired a giant raven that has been trained to accept a rider and serves you as a mount, both in combat and out. It has the statistics of a giant owl. You can receive a new mount if it dies, or trade your current mount for a new one, from the stables at the floating castle of Locthwain.
Locthwain Classes
Valuing elegance and the traditions of elves, bards, rangers, and rogues are the most prominent knights of Locthwain. For a more unconventional knight of Locthwain, consider playing a warlock with the Archfey patron, representing the power of Queen Ayara.


@nastasja
Vantress
The court of Vantress exemplifies the virtue of Knowledge and is home to Indrelon, the Magic Mirror. The highlands of Vantress are riddled with murky swamps and noisome bogs. The castle itself sits at the center of the lake Lochmere, in which live undines who ferry travelers across, making it almost impossible for an intruder to make it into castle grounds. A walled and warded compound stands on the shore, with an inn, a barracks, a substantial stable, and warehouses for goods waiting to be ferried over to the castle. The water of Lochmere is opaque, not silty but impenetrable, as if it devours all light. Its depth is unknown.
Vantress has no official ruler. Instead, the people of Vantress are led by the Magic Mirror itself. Still, taking the orders of a sentient magical object that spends most of its time underwater can be quite a challenge, so most of the day-to-day responsibilities are tended to by the archmage; currently Gadwick the Wizened, though few dare speak his name aloud as he has enchanted the speaking of it, and can hear even whispers. Vantress wizards (often called loremages, chroniclers, or riddleseekers) seek out the lore of the wilds and dig into the secrets of the convoluted magic of the fair folk.
In Vantress, knighthood is knowledge applied to the challenges of the world. To become a knight, an aspirant must tell the Magic Mirror a secret it did not already know, and even then, the gift of knighthood is bestowed at the Mirror's inscrutable discretion. Once that gift is bestowed, the knights of Vantress continue to seek out new secrets for the Mirror, but they also venture out into the world and the wilds to put their knowledge to use. Many of them strive to help those who are in need of knowledge. To the knights of Vantress, knowledge must serve a practical application; the mere compulsive hoarding of trivia, as practiced by the wild merfolk of Eldraine, is anathema to them. The elite knights of Vantress use owl-griffins as steeds.
Knight of Vantress
After years of searching and studying, you descended beyond the waterfall to see Indrelon, the Magic Mirror, and tell it a secret it did not already know. The mirror was pleased with your knowledge, and bestowed knighthood upon you.
- Skill Proficiencies: Insight, Investigation
- Tool Proficiencies: Calligrapher's supplies
- Languages: Mermish
- Equipment: An insignia of rank, calligrapher's supplies, a set of traveler's clothes, 10 days of animal feed, a riding saddle, a bit and bridle, and a pouch containing 5 gp
Feature: Mount of Vantress
You have acquired a griffon that has been trained to accept a rider and serves you as a mount, both in combat and out. Your griffon has a special appearance; it has the head of an owl. It also has the statistics of a giant owl. You can receive a new mount if it dies, or trade your current mount for a new one, from the stables at Castle Vantress' grounds. Starting at 7th level, your mount has the statistics of a griffon.
Loremage
You are a seeker of knowledge and magic, and have become an apprentice of the archmage Gadwick in Vantress Castle. You spend your time reading tomes, practicing spells, and preparing to journey in search of secrets.
- Skill Proficiencies: History, Investigation
- Tool Proficiencies: Calligrapher's supplies
- Languages: One of your choice
- Equipment: A scroll case with 10 sheets of paper, a bottle of ink, an ink pen, calligrapher's supplies, a magnifying glass, a set of robes, and a pouch containing 5 gp
Feature: Knowledge Seeker
You are adept at uncovering bits of information during your travels. As part of a long rest, you can learn one piece of lore, which is equivalent to one true statement about a specific person, place, or thing of your choice. Examples include knowledge of a creature's resistances or personality, the hidden entrance to a location, the password needed to enter a sealed dungeon, the spells commonly prepared by an order of wizards, and so on. The DM is the final arbiter concerning exactly what you can learn.
Vantress Classes
Vantress values knowledge above all else. Wizards make up the ranks of loremages, alongside clerics of the Knowledge Domain and bards of the College of Lore. Artificers (from Tasha's Cauldron of Everything) also study at Vantress and help construct the cogwork servants that protect the castle. Knights are mostly made up of fighters of the Eldritch Knight archetype. A rogue with the Inquisitive or Mastermind archetype (from Xanathar's Guide to Everything) is also good fits in Vantress.


@deruch
The Wilds
The wilds are an enchanted environment outside the realm with shifting borders, where distance, direction, time and the seasons all seem to be distorted, and where both monsters and curses abound. The inhabitants of the wilds are called the fair folk by the people of the Realm, and include faeries, elves, undines, redcaps, and those dwarves and giants who don't choose to live in the Realm. Also among its trees are reclusive human witches who practice dark magic against those they deem deserving. The closest thing the wilds have to a ruling body is a Council of Druids, elves who wish to return the plane back to the days of elvish oppression.
Knight of the Wilds
Some elves and other fair folk of the wilds call themselves knights, though the realm would not recognize them as such. These informal knights ride giant foxes and wolves in a mockery of the pretense of human nobility.
- Skill Proficiencies: Nature, Survival
- Tool Proficiencies: One of your choice from woodcarver's tools or herbalism kit
- Languages: Faerie
- Equipment: A druidic focus that serves as a mock insignia of rank, an herbalism kit, a set of traveler's clothes, a riding saddle, a bit and bridle, and 5 days of animal feed
Feature: Mount of the Wilds
You have acquired a giant weasel that has been trained to accept a rider and serves you as a mount, both in combat and out. You can receive a new mount if it dies, or trade your current mount for a new one, as part of a long rest in the wilds. Starting at 7th level, you can instead choose to acquire a giant fox or giant wolf that serves as your mount from the wilds, both of which have the statistics of a dire wolf.
Outlander
You have grown up in the wilds, or chosen to leave the Realm for the ever-changing forest. It is now as much a part of you as you are of it.
- Skill Proficiencies: Nature, Survival
- Tool Proficiencies: One of your choice from woodcarver's tools or herbalism kit
- Languages: Faerie
- Equipment: A staff, a hunting trap, an herbalism kit, a set of traveler's clothes, and a pouch containing 5gp
Feature: Wilds Magic
Your experience in the wilds have given you a magical connection to it. You learn the longstrider and pass without trace spells. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way, you can't cast that spell this way again until you finish a long rest. You can also cast these spells using any spell slots you have of appropriate level. Intelligence, Wisdom, or Charisma is the spellcasting ability for these spells when you cast them with this feature (choose when you select this background).
Secretkeeper
You have sought the magic of the fair folk; the secret magic of the undines, the dark magic of witches, and the forgotten magics of the elves. In doing so, you have uncovered many secrets, and learned magic to aid you in uncovering more.
- Skill Proficiencies: History, Investigation
- Languages: Two of your choice
- Equipment: A scroll case with 10 sheets of paper, a hooded lantern, a set of traveler's clothes, and pouch containing 5gp
Feature: Secrets of Magic
Your study of lore has given you access to a powerful knowledge-seeking spell. You learn the legend lore spell. You can cast it without expending a spell slot. Once you cast it this way, you can't do so again until you finish a long rest. You can also cast this spell using any spell slots you have of appropriate level. Intelligence, Wisdom, or Charisma is the spellcasting ability for this spell when you cast it with this feature (choose when you select this background).
Wilds Classes
Any class can be found among the fair folk of the wilds. Bards, druids, and rangers have access to the kind of magic the fair folk most commonly employ. Other good options for characters from the wilds include barbarians who take the path of the Totem Warrior, clerics of the Nature or Trickery domain, warlocks with an Archfey patron, and paladins who take the Oath of the Ancients.


@davidgaillet
Addtional Backgrounds
This section presents additional neutral backgrounds for characters with no strong ties to the courts or the wilds. The options are presented in alphabetical order.
Artisan Merchant
You apprenticed under a master craftsman or itinerant merchant. You have learned to create basic crafts, and have also learned the skillful art of haggling, and now set out on your own.
- Skill Proficiencies: Investigation, Persuasion
- Tool Proficiencies: One type of artisan's tools
- Languages: One of your choice
- Equipment: Artisan's tools (one of your choice), an abacus, a merchant's scale, a draft horse, a pack saddle, saddlebags, a set of common clothes, and 15gp worth of trade goods of your choice
Feature: Crafter
Whenever you buy a nonmagical item, you receive a 20 percent discount on it. Additionally, when you craft an item using a tool with which you have proficiency, the required crafting time is reduced by 20 percent.
Criminal
You have made a living skirting the law or playing pranks on others. The Courts, and even most denizens of the wilds, see you as a criminal and not to be trusted. You have your own reasons for your actions, and no one can deny that you have great skill for the right price.
- Skill Proficiencies: Deception, Stealth
- Tool Proficiencies: Forgery kit, thieves' tools
- Languages: One of your choice
- Equipment: A set of dark common clothes including a hood, a forgery kit, and a pouch containing 10gp
Feature: Burglar
You are a skilled thief and smooth-talker. You gain the following benefits:
- When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour.
- If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible.
Entertainer
You have some performing skill, be it music, storytelling, or acrobatic feat. You make a living traveling the realm and performing at inns, noble courts, and wilds gatherings for all who'll watch and toss a copper.
- Skill Proficiencies: Acrobatics, Performance
- Tool Proficiencies: Disguise kit, one musical instrument
- Equipment: A musical instrument (one of your choice), a disguise kit, a vial of perfume, a steel mirror, a set of costume clothes, and a pouch containing 10 gp
Feature: Performance
As you finish a short or long rest, you can perform for an audience. A number of allies equal to your proficiency bonus that can see and hear you are given inspiration, using the rules for inspiration provided in the Player's Handbook.
Healer
You have studied medicine and the biologies of the various races of the realm. You wander from place to place, finding lodging and work in exchange for tending the sick and wounded.
- Skill Proficiencies: Medicine, Survival
- Tool Proficiencies: Alchemist's supplies, herbalism kit
- Equipment: A healer's kit, an herbalism kit, a vial of antitoxin, soap, a magnifying glass, an hourglass, a blanket, a set of traveler's clothes, and a pouch containing 15 gp
Feature: Healer
You have the training and intuition to administer first aid effectively. You gain the following benefits:
- As an action, you can expend one use of a healer's kit and tend to a creature you can touch. That creature can expend one of its hit dice, and you then roll that die. The creature regains a number of hit points equal to the roll plus your proficiency bonus.
- Whenever you roll a die to determine the number of hit points restored by a spell or other feature, you can reroll the die if it rolls a 1, and you must use the new roll.


@matthewstewartillustration
Noble
You are among the noble class of one of the Courts of the Realm. You aren't a knight, but instead come from a family or lineage of some renown; perhaps a former king or ruler of your court.
- Skill Proficiencies: History, Persuasion
- Tool Proficiencies: One type of gaming set
- Languages: One of your choice
- Equipment: A set of fine clothes, a vial of perfume, a steel mirror, a gaming set (one of your choice), a signet ring, and a pouch containing 20gp
Feature: Diplomat
If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature's Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you for 1 hour or until your or your companions do something harmful to it.
Variant Feature: Inspiring Leader
If your campaign uses the optional feat rules from the Player's Handbook, your Dungeon Master might allow you to select this background feature instead of Diplomat.
You gain the Inspiring Leader feat from the Player's Handbook.
Peasant
The world of knights and nobles is far from your experience. You have made a humble living for yourself as a shepherd, a farmer, or other unskilled labor working the land in one of the many villages dotting the realm. But for you, adventure awaits.
- Skill Proficiencies: Animal Handling, Nature
- Tool Proficiencies: Carpenter's tools
- Languages: One of your choice from Dwarfish or Giant
- Equipment: Carpenter's tools, a sickle, a staff, a shovel, an iron pot, a set of traveler's clothes, and a pouch containing 10gp
Feature: Naturalist
Working with nature has developed into a supernatural connection to it. You learn the detect poison and disease and plant growth spells. You can cast each of these spells without expending a spell slot. When you cast plant growth this way, it has a casting time of 8 hours. Once you cast either spell in this way, you can't cast that spell this way again until you finish a long rest. You can also cast these spells using any spell slots you have of appropriate level. Intelligence, Wisdom, or Charisma is the spellcasting ability for these spells when you cast them with this feature (choose when you select this background).


@Steve_Argyle
Chapter 2
Magic
Magic functions on Eldraine as it does in most other D&D settings. The following sections present spells and magic items that are unique to Eldraine and can be used by characters in an Eldraine campaign or adventure.
New Spells
The following section presents spells available in Eldraine. The New Spells table shows which class spell lists the spells appear on, as well as that spell's level and school of magic. With your DM's permission, these spells might be available to you even if they aren't on your class spell list. (The Artificer class is presented in Tasha's Cauldron of Everything.) The spells are presented in alphabetical order.
New Spells
Level | Spell | School | Classes |
---|---|---|---|
2nd | Enchanted Carriage | Conjuration | Paladin, Sorcerer, Warlock, Wizard |
3rd | Didn't Say Please | Illusion | Bard, Cleric, Druid, Ranger, Sorcerer, Wizard |
3rd | Fertile Footsteps | Transmutation | Bard, Druid, Ranger |
3rd | Witch's Vengeance | Evocation | Warlock |
4th | Marawen's Taste of Death | Conjuration | Bard, Druid, Ranger, Sorcerer, Warlock, Wizard |
4th | Blow Your House Down | Evocation | Bard, Druid, Sorcerer, Wizard |
4th | Bring to Life | Transmutation | Artificer, Bard, Sorcerer, Wizard |
4th | Covetous Urge | Enchantment | Bard, Druid, Wizard |
4th | Turn into a Pumpkin | Transmutation | Bard, Druid, Sorcerer, Wizard |
5th | Banish into Fable | Abjuration | Cleric, Paladin, Sorcerer, Warlock, Wizard |
5th | Rage of Winter | Transmutation | Druid, Sorcerer, Warlock, Wizard |
5th | Sundering Stroke | Evocation | Paladin |
6th | Dance of the Manse | Abjuration | Artificer, Bard, Druid, Sorcerer, Wizard |
6th | Oaken Boon | Transmutation | Druid, Sorcerer, Warlock, Wizard |
6th | Marawen's Reave Soul | Necromancy | Cleric, Warlock, Wizard |
Banish into Fable
5th-level Abjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a blank sheet of canvas worth at least 1sp)
- Duration: Concentration, up to 1 minute
You attempt to seal away one creature you can see within range into a painting. The target must succeed on a Charisma saving throw or be banished.
You banish the creature into the blank sheet of canvas used as this spell's material component. The canvas is magically altered until the spell ends, depicting a beautiful portrait of the target. You make all decisions about the appearance of the portrait's backdrop.
While banished, the target is incapacitated. It can see and hear through the canvas, but can't move or speak. The target remains in the canvas until the spell ends or the canvas is damaged, at which point the target reappears in an unoccupied space within 5 feet of the canvas.
If you concentrate on this spell for the full possible duration, the target can repeat the Charisma saving throw a final time, ending the spell on a success. On a failed save, the banishment lasts until it is dispelled.
Blow Your House Down
4th-level Evocation
- Casting Time: 1 action
- Range: Self (60-foot line)
- Components: V
- Duration: Instantaneous
You exhale a gust of strong wind away from you in a line 60 feet long and 5 feet wide. Each creature in that area must make succeed on a Strength saving throw or be pushed 15 feet away from you following the line, stopping early if it impacts against a solid surface. When a creature strikes something, the creature and what it strikes each take 5d10 bludgeoning damage.
A nonmagical structure, such as a wall, also takes the damage if it's in the spell's area. If this damage reduces the structure to 0 hit points, it collapses. A creature within half the distance of the structure's height must make succeed on a Dexterity saving throw or take 5d6 bludgeoning damage, be knocked prone, and become trapped in the rubble. A trapped creature is restrained, and can use its action to make a Strength (Athletics) check against your spell save DC, freeing itself on a success.
The wind disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. In addition, unsecured objects that are completely within the line are automatically pushed 15 feet away from you by the wind.
Bring to Life
4th-level Transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a bottle of faerie dust worth 500gp, which the spell consumes)
- Duration: Instantaneous
You sprinkle a bit of faerie dust onto one Medium or smaller nonmagical, unsecured object you can see within range that isn't being worn or carried. The spell brings the object to life, causing it to animate as a creature. Your DM chooses statistics appropriate for the awakened object, such as the statistics for living objects (see "Living Objects" in Chapter 3), the animated armor, or the flying sword. If the creature has an Intelligence of 9 or lower, it gains an Intelligence of 10.
The awakened object is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened object chooses whether to remain friendly to you, based on how you treated it while it was charmed.
Covetous Urge
4th-level Enchantment
- Casting Time: 1 hour
- Range: 60 feet
- Components: V, S, M (a drop of nectar)
- Duration: 10 days
This spell attracts creatures to something you designate. You target a Huge or smaller creature or object and invest it with an aura that attracts Humanoids for the duration. Humanoid creatures feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.
If the target is an object, when a creature reaches it, it is compelled to take the object if possible. The creature continues to make a Wisdom saving throw on each of its turns, but if it is holding the object, it can move as normal.
If the target damages or otherwise harms an affected creature, or an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.
Dance of the Manse
6th-level Abjuration
- Casting Time: 1 hour
- Range: Touch
- Components: V, S
- Duration: 10 days
You create a ward that protects up to 5,000 square feet of floor space (an area 100 feet square, or two hundred 5-foot squares or fifty 10-foot squares). The warded area can be up to 40 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. The whole warded area radiates magic.
You choose up to eight nonmagical, unsecured objects of your choice within the warded area to become animate. Your DM chooses statistics appropriate for the objects, such as the statistics for living objects (see "Living Objects" in Chapter 3), the animated armor or the rug of smothering. Each object animated by this spell is bound to the warded area and can't willingly leave it. The creatures act independently of you, but defend the warded area against intruders. If an animated object is forced to leave the warded area or drops to 0 hit points, it reverts to its original object form.
When you cast this spell, you can specify individuals that aren't considered intruders. You can also specify a password that, when spoken aloud, makes the speaker no longer an intruder.
You can create a permanently warded structure by casting this spell there every day for one year. In a permanently warded area, if an animated object reverts to its original object form, another object in the area animates at random to take its place.
Didn't Say Please
3rd-level Illusion
- Casting Time: 1 reaction, which you take in response to creature speaking
- Range: 30 feet
- Components: V, S, M (a bit of string)
- Duration: Concentration, up to 1 minute
You cause glowing threads to wrap and cover a foe's mouth. One creature that you can see within range must succeed on a Dexterity saving throw or be unable to speak for the duration.
A target affected by this spell can attempt to cast a spell with a verbal component by making a saving throw using their spellcasting ability (no action required). It gets a bonus to this saving throw equal to the level of the spell it is casting (for example, if it is casting a spell of 3rd level, it gets a +3 bonus to the saving throw). On a success, the target resists this spell long enough to perform a verbal component, but can't otherwise speak.
At the end of each of the target's turns, it can repeat the Dexterity saving throw, ending the spell on a success.
Enchanted Carriage
2nd-level Conjuration
- Casting Time: 10 minutes
- Range: 30 feet
- Components: V, S
- Duration: 24 hours
You target a nonmagical plant within range that fits within a 5-foot cube (such as a pumpkin) and transform it into a carriage. When you cast this spell, you can also target up to two Tiny creatures with an Intelligence score of 3 or less and transform them into draft horses. The spell teleports the creatures so they are 5 feet in front of the carriage and magically conjures a bit and bridle for each of the horses, attaching them to the carriage. Additionally, the horses' Intelligence becomes 6, and they gain the ability to understand one language of your choice that you speak.
You have a supernatural bond to the horses and carriage created this way. The horses serve you by pulling the carriage in the direction and speed you designate. While driving the carriage, you are considered proficient with land vehicles, and you add double your proficiency bonus to ability checks related to driving the carriage. You can also make any spell you cast that targets only you also target the carriage.
If the carriage or draft horses drop to 0 hit points, it returns to its original form.
You can't have more than one carriage or two horses conjured by this spell at a time. As an action, you can revert the carriage and draft horses to their original form.
Fertile Footsteps
3rd-level Transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
Vines and flowering plants burst from your feet. Until the spell ends, each unoccupied space you move through becomes imbued with the energy of plant growth. All normal plants in those spaces become thick and overgrown, creating difficult terrain which lasts for the duration. You and creatures you designate can move through these areas of difficult terrain without expending extra movement.

@depingo
Marawen's Reave Soul
6th-level Necromancy
- Casting Time: 10 minutes
- Range: Self
- Components: V, M (a physical connection to the target, which is consumed, and an amethyst worth at least 900gp)
- Duration: Instantaneous
This ancient witch spell attempts to pull a Humanoid's soul into an amethyst. This spell has a specific verbal component, a witch's incantation:
- “Into amethyst, I pour
- Envy’s shadow, sorrow’s gleam.
- Lure the one whose scorn I bore
- That I may hear one final scream.”
When you cast this spell, choose one Humanoid that you are familiar with that is on the same plane of existence as you. The target must make a Charisma saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If the target can't be targeted by divination magic, this spell fails.
Knowledge of Target
Knowledge | Save Modifier |
---|---|
Secondhand (you have heard of the target) | +5 |
Firsthand (you have met the target) | +0 |
Familiar (you know the target well) | -5 |
Connection to Target
Connection | Save Modifier |
---|---|
Likeness or picture | -2 |
Possession or garment | -4 |
Body part, lock of hair, bit of nail, or the like | -10 |
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
On a failed save, the target takes 9d6 necrotic damage, and its Charisma score is reduced by 1d6. The target dies if this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. Also on a failed save, the spell leaves behind a physical connection to you in the target's space, based on the physical connection consumed. The DM determines the nature of this connection, such as burning your likeness into the wound, or harmlessly leaving behind a lock of your hair or nonmagical possession of yours.
A creature killed by this spell has its soul pulled into the amethyst used as the spell's material component, which can hold only one such soul at a time. The soul remains inside the amethyst for 24 hours or until the amethyst is destroyed. While a soul is trapped, the dead humanoid it came from can't be revived.
Casting this spell with an amethyst that already contains a soul once a day for 7 days keeps the soul trapped permanently.
Marawen's Taste of Death
3rd-level Conjuration
- Casting Time: 1 minute
- Range: Self
- Components: V, S, M (a knife and a chime)
- Duration: 24 hours
This spell creates poisoned treats, a favorite trick of barrow witches. This spell has a specific verbal component, a witch's incantation:
- “Murder clad in crimson beauty,
- An end to life and love and duty.
- Hone the knife and mourn the least,
- Three chimes to sound the sweet, grim feast.”
After sounding the chime three times, the spell conjures four treats of your choice, such as apples, cookies, or candies. Each of these treats is poisoned, and illusion magic masks the poison. An identify spell reveals the treat's true nature. The treats last for the duration and can be eaten as a bonus action.
A creature who eats one of these treats takes 6d6 poison damage and must succeed on a Constitution saving throw or be poisoned for 24 hours. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Once a creature is affected, the treat disappears.
Oaken Boon
6th-level Transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a flowering stem or branch)
- Duration: Concentration, up to 1 minute
You draw on the ancient magic of the wilds and imbue them into one willing creature you touch. For the duration, vines and bark grow from the target and assist it in battle. The target gains the following benefits until the spell ends:
- The target has a +2 bonus to AC.
- The target can move across difficult terrain made of plants without spending extra movement.
- The ground in a 10-foot radius around the target is overgrown with plants and is difficult terrain for creatures other than the target. The radius moves with the target.
- The target's reach for melee attacks it makes is 5 feet greater than normal.
- The target has advantage on saving throws it makes to avoid or end the prone condition.


@TitusLunter
Rage of Winter
5th-level Transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (an ice cube)
- Duration: Concentration, up to 1 minute
You attempt to freeze one Huge or smaller creature that you can see within range and encase it in ice. The creature must succeed on a Constitution saving throw or be petrified as ice freezes it solid. A creature that has resistance to cold damage has advantage on this saving throw, and a creature that is immune to cold damage is unaffected by this spell.
A creature petrified by this spell can repeat the Constitution saving throw at the end of each of its turns, ending the spell on itself on a success. The spell also ends on the creature if it takes fire damage.
Sundering Stroke
5th-level Evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The next time you hit a creature that has at least one head with a weapon attack before this spell ends, your weapon shimmers with silver radiance, and the attack deals an extra 6d8 radiant damage to the target. If this damage reduces the target to 30 hit points or fewer, the target must succeed on a Constitution saving throw or have one of its heads cut off. The target dies if it can't survive without the lost head. A creature is immune to this effect if it doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with the weapon used to make the attack.
Turn into a Pumpkin
4th-level Transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a pumpkin seed)
- Duration: Concentration, up to 10 minutes
This spell transforms a creature that you can see within range into a pumpkin. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
The creature along with everything it is wearing or carrying are transformed into a pumpkin for the duration. The target's statistics, except for its Wisdom score, are replaced by those of the pumpkin, which is a Tiny object with AC 14, 10 hp, and immunity to poison and psychic damage. At the end of each of its turns, the creature repeats the Wisdom saving throw, ending the spell on a success. The transformation ends early if the pumpkin is reduced to 0 hit points.
When it returns to its normal form, the creature returns to the number of hit points it had before it transformed, and has no memory of time spent as a pumpkin.
Witch's Vengeance
3rd-level Necromancy
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M
- Duration: Concentration, up to 8 hours
You choose a type between Humanoid or Fey and place a contagious hex on a creature of that type you can see within range. That creature is cursed for the duration. While cursed, an illusory dagger wreathed in blue flame appears over the creature's head.
Whenever another creature of the chosen type starts its turn within 5 feet of a cursed creature, that creature is also cursed for the duration. No more than 8 creatures can be cursed by this spell at a time.
At the end of each of a cursed creature's turns, it must succeed on a Wisdom saving throw or take 1d6 necrotic damage. If it successfully saves against this spell three times, the curse ends for that creature. The successes don't need to be consecutive. When the curse ends on the original cursed target, the spell ends.
A remove curse spell cast on a cursed creature ends the curse on that target.
Treasures
This section describes magic items that are likely to be found while adventuring in Eldraine. The items are presented in alphabetical order.
Arcane Signet
Ring, rare (requires attunement by a sorcerer, warlock, or wizard)
This beautiful golden signet ring encloses a blue gem swirling with magical energy. It was once a drop of water, but was transformed into something much more by Indrelon, the magic mirror.
While you are wearing the ring, it can function as a spellcasting focus for all your spells, and you can use an action to regain one expended spell slot. If the expended slot was of 7th level or higher, the new slot is 6th level. Once you have used this property, it can't be used again until the next dawn.
Crystal Slipper
Wondrous item, rare (requires attunement)
The magic of these slippers was discovered by Cassia Kenrith, a peasant girl who married into the royal line some generations ago.
While you wear these slippers, you can use a bonus action and click the slippers' heels together. If you do, you gain the effect of the haste spell for 1 minute (no concentration required). If you click your heels together again, you end the effect early (no action required). Once you have used the slippers, they can't be used again until the next dawn.
Embercleave
Weapon (longsword), artifact (requires attunement)
This sword of legend was once gifted to a knight of Embereth by the Irencrag itself, a sign of true worthiness.
You have a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using it, the target takes an extra 3d10 fire damage.
Summon. If this weapon is on the same plane of existence as you while you are attuned to it, you can summon it as a reaction, causing it to teleport instantly to your hand.
Cleave. When you take the Attack action on your turn, you can replace one of your attacks with a swing of this magic weapon in an arc. Each creature in a 10-foot cone originating from you must succeed on a Dexterity saving throw against a DC of 9 + your proficiency bonus + your Strength modifier or take 2d10 fire damage.
Enchanted Beans
Wondrous item, very rare
Inside this heavy cloth bag are 3d4 dry beans. The bag weighs ½ pound plus ¼ pound for each bean it contains.
If you remove a bean from the bag and eat it, you are magically transformed into a beanstalk giant (statistics in Chapter 3) for 1 hour. Your game statistics, except for your mental ability scores, are replaced by those of the giant. You retain your alignment and personality. The transformation ends early if it is dispelled.
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean immediately grows into a giant beanstalk. The beanstalk is 100 feet tall, and a cloud magically appears at the top. The cloud acts a portal to a certain destination. The DM can choose the destination from the following table or determine it randomly. Climbing the beanstalk and touching the cloud teleports a creature to the destination.
d4 | Destination |
---|---|
1 | The entrance to a castle in the clouds, ruled by a beanstalk giant. |
2 | The entrance to Caste Locthwain. |
3 | The base of Castle Garenbrig. |
4 | The back of a realm-cloaked giant (statistics in Chapter 3). |
Faerie Dust
Wondrous item, uncommon
As an action, you can sprinkle this dust on yourself or another creature you can see within 5 feet of you. The recipient gains a flying speed of 30 feet and the ability to hover for 1 minute. If the creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet.
A vial holds enough faerie dust for one use.
Folio of Fancies
Wondrous item, legendary (requires attunement by a wizard)
This dark hardcover book has a pair of blue feathered wings. It is a spellbook of Gadwick, the archmage of the court of Vantress.
The spellbook is a creature with the statistics of an animated book (statistics in Chapter 3). You can attune to the spellbook while it is unconscious. While attuned to it, the spellbook acts independently of you but understands and follows your commands.
When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: bring to life*, enlarge/reduce, didn't say please*, hypnotic pattern, imprisonment, rage of winter*, sleep, turn into a pumpkin*, wish. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
* These spells appear in Chapter 2.


@JoeSlucher
Giant's Skewer
Weapon (spear), uncommon
This magic weapon can be used only by a Medium or larger creature that has a Strength of 18 or higher. The weapon deals an additional 1d6 damage, or and additional 1d8 damage if used with two hands to make a melee attack.
Lucky Clover
Wondrous item, rare (requires attunement)
This silver pendant contains a single four-leaf clover encased in resin.
Luck. While you wear this pendant, you gain a +1 bonus to ability checks and saving throws. Additionally, whenever you make an attack roll, ability check, or saving throw, you can call on the pendant's luck to reroll the d20. You must use the second roll. This property can't be used again until the next dawn.
Mace of the Valiant
Weapon (mace), legendary
You a bonus to attack and damage rolls made with this magic weapon equal to the number of allies you can see within 30 feet of you. The maximum bonus to attack rolls is +5, and the maximum bonus to damage rolls is +3.
Mantle of Tides
Wondrous item, rare (requires attunement)
This magic cloak appears to made of water, despite keeping its shape. It is crafted and used by the undine of lochmere.
While you wear this cloak, you gain a +2 bonus to AC and saving throws, and you are immune to fire damage.
High and Low. This magic cloak is drawn to magic. Whenever you cast a spell that targets a friendly creature within 30 feet of you, the cloak chases the spell and becomes worn by the target. This target gains the benefits of the cloak without attuning to it. You can retrieve the cloak with an action while within 30 feet of the target.
Potion of Fortifying
Potion, common
When you drink this potion, you regain 5 hit points, and the potion provides enough nourishment to sustain you for one day. This light blue potion is made from goodberries.
Pussflower Juice
Poison, common
A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 5 (2d4) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each hour, ending the poisoned condition on itself on a success.
Rosethorn Halberd
Weapon (halberd), uncommon
This halberd is made by the elves of the wilds. It is a sharpened length in wood covered in thorny vines.
You have a +1 bonus to attack and damage rolls made with this magic weapon. While wielding it, a creature that hits you with a melee attack while within 5 feet of you takes 1d6 slashing damage.
Shining Armor
Armor (any medium or heavy), very rare
This armor never gets dirty and is always gleaming. You have a +2 bonus to AC while wearing it.
Shine. While wearing this armor, you can't be surprised, and enemies within 30 feet of you have disadvantage on Dexterity (Stealth) checks. You also have advantage on Wisdom (Perception) checks that rely on sight to detect anything in that radius.
Sorcerous Spyglass
Wondrous item, rare
This elegant brass spyglass features an intricate lens mechanism. While looking through it, you advantage on Wisdom (Perception) checks to detect things that can be seen. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. In addition, you can view magical auras while looking through the spyglass, as if under the effect of a detect magic spell.
Wishclaw Talisman
Wondrous item, legendary
This talisman is made from the gnarled claw of some unknown horror. It has three charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. The talisman vanishes when you use the last charge.
Chapter 3
Bestiary
This chapter presents a number of monsters and NPCs who can be found in Eldraine. The Eldraine Creatures table below lists every creature in this chapter, along with that creature's type and challenge rating (CR). The creatures in this bestiary are organized alphabetically. A few creatures are gathered under a group heading; for example, the Living Objects section presents stat blocks for animated objects, and those stat blocks are presented alphabetically within that section.
Using a Stat Block
This chapter is a companion to the Monster Manual and adopts a similar presentation. If you are unfamiliar with the monster stat block format, please read the introduction of the Monster Manual before proceeding further. That book explains stat block terminology and gives rules for various monster traits, information which isn't repeated here.
In this chapter you will find some weapons and spellcasting that function in atypical ways. These exceptions are features of a stat block and represent how a particular creature uses weapons and casts spells; these exceptions have no effect for how weapons and spells function for someone else.
Additionally, if a stat block contains the name of a class in the creature's name or in parentheses under the name, the creature is considered a member of that class for the purpose of meeting prerequisites for magic items.
Eldraine Creatures
Creature | Creature Type | CR |
---|---|---|
Archon | Celestial | 5 |
Beanstalk Giant | Giant | 9 |
Bramblefort Fink* | Fey | ?? |
Clockwork Servant | Construct | 0 |
Corridor Monitor | Construct | 1/4 |
Fox | Beast | 0 |
Garruk the Huntsman* | Humanoid | ?? |
Gingerbrute | Construct | 2 |
Goose | Beast | 0 |
Keeper of Fables | Beast | 2 |
Living Objects | ||
Animated Book | Construct | 0 |
Animated Chest | Construct | 1 |
Animated Stove | Construct | 1 |
Animated Table | Construct | 1 |
Flying Knife | Construct | 1/8 |
Inquisitive Puppet | Construct | 1/8 |
Eldraine Creatures (contd.)
Loch Dragon | Dragon | 10 |
Lochmere Serpent | Beast | 14 |
Lost Legionnaire | Undead | 5 |
Lovestruck Beast | Humanoid | 2 |
Mistford River Turtle | Beast | 3 |
Oko* | Fey | ?? |
Queen of Ice | Humanoid | 9 |
Questing Beast | Monstrosity | 9 |
Rankle* | Fey | ?? |
Realm-Cloaked Giant | Giant | 27 |
Reaper of Night | Undead | 5 |
Stonecoil Serpent | Construct | 6 |
Thorn Mammoth | Plant | 6 |
Turtle Hydra | Beast | 4 |
Undead Knight | Undead | 7 |
The Whispering Witch | Monstrosity | 20 |
Witchstalker | Beast | 3 |
* This stat block is not yet available; please check back at a later date for updates to this book.

@tylerjacobsonart


@igorkieryluk
Archon
Archons are embodiments of the white mana that suffuses the planes of the multiverse. They are celestial beings akin to angels, aligned with law and justice. On eldraine, the archons are counted among the fair folk, though they would not consider themselves such.
The archons ride winged stags, and utilize radiant weapons that appear to be made of antler. These mounts have the statistics of elks, except they're Celestials, they has resistance to all damage, they're immune to the charmed and frightened conditions, and they have a flying speed of 90 feet.
Archon
Medium Celestial, Lawful Good
- Armor Class 17 (natural armor)
- Hit Points 66 (12d8 + 12)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 13 (+1) 11 (+0) 17 (+3) 18 (+4)
- Saving Throws Wis +6, Cha +7
- Skills Investigation +3, Perception +6
- Damage Resistances fire, radiant
- Condition Immunities charmed, exhaustion, frightened
- Senses truesight 120 ft., passive Perception 16
- Languages all
- Challenge 5 (1,800 XP)
- Proficiency Bonus +3
Aura of Harmony. Enemies within 30 feet of the archon deal only half damage with weapon attacks that use Strength.
Magic Resistance. The archon has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The archon makes two melee attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) radiant damage. If the target is within 5 feet of any of the archon's allies, the target takes an extra 2 (1d4) radiant damage.
Bonus Actions
Sanctuary (3/day). The archon casts sanctuary.


@jason_engle
Beanstalk Giant
Huge Giant, Typically Any Good Alignment
- Armor Class 14 (natural armor)
- Hit Points 200 (16d12 + 96)
- Speed 40 ft.
STR DEX CON INT WIS CHA 27 (+8) 10 (+0) 22 (+6) 12 (+1) 16 (+3) 16 (+3)
- Damage Vulnerabilities fire
- Saving Throws Con +10, Wis +7, Cha +7
- Skills Nature +5, Perception +7, Survival +7
- Senses passive Perception 17
- Languages Giant
- Challenge 9 (5,000 XP)
- Proficiency Bonus +4
Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.
Ritual Casting. The giant can cast Commune with Nature as a ritual, or cast Plant Growth with a casting time of 8 hours.
Actions
Multiattack. The giant makes two slam attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage.
Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Spellcasting. The giant casts one of the following spells
Bonus Actions
Fertile Footsteps. The giant casts fertile footsteps* on itself.
* The fertile footsteps spell appears in Chapter 2.
Beanstalk Giant
Smaller giants on Eldraine stand around 10 feet tall. These giants often have skin made of bronze and use their immense strength to bully small folk. These giants might have the statistics of ogres.
Larger giants, like beanstalk giants, can stand 15 feet tall. These giants have skin of stone, often covered with naturally growing moss. These giants tend to be kinder to small folk, using their strength to help those in need. This outlook on life sometimes inspires them to become knights of Garenbrig.
Beanstalk giants specifically have a deep connection to nature thanks to the Great Henge in Garenbrig. Legends say that these giants used magic to grow great beanstalks tall enough to reach the clouds, where they build their own floating castles. Ordinary beans are often peddled away as "giant beanstalk beans" to unwitting peasants.

@dvpalumbo
Clockwork Servant
"Some are annoyed by the constant ticking as they clean the cobbles, but to the castle custodians, there’s no sweeter sound."
These small automatons are clockwork machines, crafted by Vantress artificers, that are able to perform simple tasks, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. They aren't living or thinking, and will simply follow the orders given them by their creator.
Clockwork Servant
Small Construct, Unaligned
- Armor Class 10
- Hit Points 3 (1d6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 2 (-4) 10 (+0) 11 (+0) 1 (-5) 10 (+0) 1 (-5)
- Skills Perception +4
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14
- Languages understands the languages of its creator but can't speak
- Challenge 0 (0 or 10 XP)
- Proficiency Bonus +2
Unusual Nature. The servant doesn't require air, food, drink, or sleep.
Actions
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.


@jason_felix
Corridor Monitor
Small Construct, Unaligned
- Armor Class 17 (natural armor)
- Hit Points 26 (4d6 + 12)
- Speed 40 ft.
STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 16 (+3) 5 (-3) 16 (+3) 7 (-2)
- Skills Perception +4, Stealth +4
- Damage Immunities poison
- Condition Immunities exhaustion, poisoned
- Senses darkvision 60 ft., passive Perception 13
- Languages understands the languages of its creator but can't speak
- Challenge 1/4 (50 XP)
- Proficiency Bonus +2
Illumination. The monitor casts bright light in a 60-foot cone and dim light for an additional 60 feet.
Keen Senses. The monitor has advantage on Wisdom (Perception) checks.
Unusual Nature. The monitor doesn't require air, food, drink, or sleep.
Actions
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Reactions
Alarm. When it detects an intruder, the monitor it emits a shriek audible within 300 feet of it.
Corridor Monitor
The corridor monitors are clockwork machines powered by magic. They are similar to lanterns with legs, and they use their light to search Vantress castle for intruders. Should they find any, they emit a loud alarm sound, alerting the castle guards and knights to the disturbance.


@mitchmalloy & @maddiejulyk
Fox
Foxes are common in the wilds of Eldraine. The small beast is its most common form, but there are two fantastical kinds of foxes found on the plane; first is the flutterfox, a fox with wings at its feet. It has the statistics of an ordinary fox, except it has a flying speed of 40 feet.
In the wilds are also giant foxes, large enough to be used as mounts by the elves. These foxes have the statistics of dire wolves, except they don't have the Pack Tactics trait.
Fox
Tiny beast, unaligned
- Armor Class 13
- Hit Points 2 (1d4)
- Speed 30 ft., burrow 5 ft.
STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 11 (+0) 3 (-4) 12 (+1) 6 (-2)
- Skills Perception +3, Stealth +5
- Senses darkvision 60 ft., passive Perception 13
- Languages —
- Challenge 0 (0 or 10 XP)
- Proficiency Bonus +2
Keen Hearing. The fox has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.


@vproceart
Gingerbrute
Small Construct, Any Alignment
- Armor Class 16
- Hit Points 38 (7d6 + 14)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-3) 23 (+6) 15 (+2) 10 (+0) 12 (+1) 10 (+0)
- Senses passive Perception 11
- Languages Common
- Challenge 2 (450 XP)
- Proficiency Bonus +2
Evasion. If the gingerbrute 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, provided it isn't incapacitated.
Food Creature. A creature that uses an unarmed strike to bite the gingerbrute regains hit points equal to the damage dealt.
Runby. The gingerbrute doesn't provoke opportunity attacks when it leaves an enemies' reach.
Unusual Nature. The gingerbrute doesn't require air, food, drink, or sleep.
Actions
Multiattack. The gingerbrute makes three Slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Bonus Actions
Dash. The gingerbrute takes the Dash action.
Gingerbrute
The gingerbrute is a creation of food, magic, and little bit of bad luck; cropping up in cooking accidents involving the wrong mix of herbs and spices. The gingerbrute is typicaly a very fast creature; and a tasty one if you can get your hands on it.


@lindseylook
Goose
A goose is a bird that is often found swimming in bodies of water. They are simple if intrusive creatures, but on Eldraine, legends speak of the Gilded Goose. This golden-plated creature is responsible for laying golden eggs, and is coveted by peasants and nobles alike.
A gilded goose is practically priceless, and might be the subject of an entire quest for a noble or hunter. It has the statistics of a normal goose. The golden eggs laid by a gilded goose are worth 50gp each.
Goose
Small Beast, Unaligned
- Armor Class 12
- Hit Points 3 (1d4 + 1)
- Speed 10 ft., fly 50 ft., swim 20 ft.
STR DEX CON INT WIS CHA 7 (-2) 14 (+2) 13 (+1) 2 (-4) 12 (+1) 4 (-3)
- Skills Perception +3
- Senses passive Perception 13
- Languages —
- Challenge 0 (0 or 10 XP)
Keen Sight. The goose has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.


@alexkonstad
Keeper of Fables
Large Beast, Neutral
- Armor Class 15 (natural armor)
- Hit Points 45 (6d10 + 12)
- Speed 50 ft.
STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 14 (+2) 17 (+3) 14 (+2) 10 (+0)
- Saving Throws Str +6, Con +4
- Skills History +10, Insight +4, Perception +4, Stealth +5
- Senses passive Perception 14
- Languages all
- Challenge 2 (450 XP)
- Proficiency Bonus +2
Keen Smell. The keeper has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the keeper 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 14 Strength saving throw or be knocked prone. If the target is prone, the keeper can make one bite attack against it as a bonus action.
Actions
Multiattack. The keeper makes two attacks: one with its bite and one with its claw.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Bonus Actions
Roar (Costs 2 Actions). The keeper emits a magical roar. Each creature within 60 feet of the keeper that can hear the roar must succeed on a DC 12 Wisdom saving throw or be frightened of the keeper until the end of the keeper's next turn.
Keeper of Fables
The Keeper of Fables is a magical lion, believed to have "awakened" by becoming infused with the magic of the Great Henge in Garenbrig. Not only does the lion speak, but it is incredibly knowledge and wise, and has a penchant for collecting tales and fables and sharing them with those who mean no harm.


@colinboyer
Living Objects
Eldraine is a land full of magic that can awaken objects and creatures alike. The following section presents a number of stat blocks to represent some unique living objects for such spells and effects.
You can find statistics for other living objects in other source books.
Animated Book
Tiny Construct, Unaligned
- Armor Class 12 (natural armor)
- Hit Points 3 (1d4 + 1)
- Speed 0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA 3 (-4) 13 (+1) 12 (+1) 1 (-5) 5 (-3) 1 (-5)
- Damage Vulnerabilities fire
- Damage Immunities poison, psychic
- Condition Immunities blinded, deafened, exhaustion, poisoned
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7
- Languages —
- Challenge 0 (0 or 10 XP)
Antimagic Susceptibility. The book is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the book must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Object. If the book is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the book move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the book isn't an object.
Unusual Nature. The book doesn't require air, food, drink, or sleep.
Actions
Book Club. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Animated Chest
Small Construct, Unaligned
- Armor Class 15 (natural armor)
- Hit Points 16 (3d6+6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+3) 8 (-1) 14 (+2) 1 (-5) 5 (-3) 1 (-5)
- Damage Immunities poison, psychic
- Condition Immunities blinded, deafened, exhaustion, poisoned
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7
- Languages —
- Challenge 1 (200 XP)
- Proficiency Bonus +2
Antimagic Susceptibility. The chest is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the chest must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. If the chest is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the chest move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the chest isn't an object.
Unusual Nature. The chest doesn't require air, food, drink, or sleep.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and if the target is a Medium or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the chest can't use its Bite attack on another target.
Contain. The chest swallows one creature grappled by it, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the chest. The chest can have only one creature swallowed at a time. While the chest isn't incapacitated, it can release the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the chest dies, it likewise releases a swallowed creature.
Animated Stove
Large Construct, Unaligned
- Armor Class 18
- Hit Points 42 (5d10 + 15)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 17 (+3) 1 (-5) 5 (-3) 1 (-5)
- Damage Immunities poison, psychic
- Condition Immunities blinded, deafened, exhaustion, poisoned
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7
- Languages —
- Challenge 1 (200 XP)
- Proficiency Bonus +2
Antimagic Susceptibility. The stove is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the stove must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. If the stove is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the stove move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the stove isn't an object.
Unusual Nature. The stove doesn't require air, food, drink, or sleep.
Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Belch Fire (Recharge 4–6). The stove belches fire in a 15-foot cone. Each creature in the area must make a DC 10 Dexterity saving throw, taking 11 (2d10) fire damage on a failed save, or half as much damage on a successful one.
Animated Table
Large Construct, Unaligned
- Armor Class 15 (natural armor)
- Hit Points 39 (6d10 + 6)
- Speed 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 13 (+1) 1 (-5) 3 (-4) 1 (-5)
- Damage Immunities poison, psychic
- Condition Immunities blinded, deafened, exhaustion, poisoned
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
- Languages —
- Challenge 1 (200 XP)
- Proficiency Bonus +2
Antimagic Susceptibility. The table is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the table must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Charge. If the table moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
False Appearance. If the table is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the table move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the table isn't an object.
Unusual Nature. The table doesn't require air, food, drink, or sleep.
Actions
Ram. Melee Weapon Attack: +6, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.
Flying Knife
Tiny construct, unaligned
- Armor Class 17 (natural armor)
- Hit Points 12 (5d4)
- Speed 0 ft., fly 50 ft. (hover)
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 11 (+0) 1 (-5) 5 (-3) 1 (-5)
- Saving Throws Dex +4
- Damage Immunities poison, psychic
- Condition Immunities blinded, deafened, exhaustion, poisoned
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7
- Languages —
- Challenge 1/8 (25 XP)
- Proficiency Bonus +2
Antimagic Susceptibility. The knife is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the knife must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. If the knife is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the knife move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the knife isn't an object.
Unusual Nature. The knife doesn't require air, food, drink, or sleep.
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.


@josephmeehanart
Inquisitive Puppet
Tiny Construct, Any Alignment
- Armor Class 11 (natural armor)
- Hit Points 28 (8d4 + 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 3 (-4) 11 (+0) 13 (+1) 10 (+0) 10 (+0) 7 (-2)
- Skills Investigation +2, Perception +2
- Saving Throws Int +2, Wis +2, Cha +0
- Damage Immunities poison
- Condition Immunities paralyzed, petrified, poisoned
- Senses darkvision 30 ft., passive Perception 12
- Languages Common
- Challenge 1/8 (25 XP)
- Proficiency Bonus +2
Antimagic Susceptibility. The puppet is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the puppet must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. If the puppet is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the puppet move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the puppet is animate.
Unusual Nature. The puppet doesn't require air, food, drink, or sleep.
Actions
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 3 (1d6) bludgeoning damage.
Inquisitive Puppet
A curious living object, the first inquisitive puppet was brought to life by a faerie guidemother as a boon for an old woodcarver who longed for a son. Perhaps it is the humanoid shape of puppets that cause them to be exceedingly curious when touched by magic.


@michael-bierek
Loch Dragon
The loch dragons live in and around Lochmere, the great lake upon which Castle Vantress sits. Just as the undines and Magic Mirror, loch dragons are curious and inquisitive creatures. Despite their ferocity, their favor can be won with a gift of something they’ve never seen before.
Loch Dragon
Large Dragon, Typically Neutral
- Armor Class 18 (natural armor)
- Hit Points 178 (17d10 + 85)
- Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 21 (+5) 10 (+0) 11 (+0) 19 (+4)
- Saving Throws Dex +4, Con +9, Wis +4, Cha +8
- Skills Perception +8, Stealth +4
- Damage Immunities acid, cold
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
- Languages Draconic
- Challenge 10 (5,900 XP)
- Proficiency Bonus +4
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Water Stream (Recharge 5–6). The dragon exhales water in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 56 (16d6) bludgeoning damage and pushed to the end of the line. On a successful save, a creature takes half as much damage and isn't pushed.


@samburley
Lochmere Serpent
Aside from loch dragons and undines, lake Lochmere is also the native home of enormous sea serpents. Even dragons steer clear of these creatures, and the mere idea of them is enough to keep the lake's waters clear of boats and swimmers.
Lochmere Serpent
Gargantuan Beast, Unaligned
- Armor Class 17 (natural armor)
- Hit Points 170 (11d20 + 55)
- Speed 20 ft., swim 60 ft.
STR DEX CON INT WIS CHA 24 (+7) 15 (+2) 20 (+5) 8 (-1) 16 (+3) 12 (+1)
- Saving Throws Str +12, Con +10
- Skills Perception +8, Stealth +7
- Damage Resistances acid
- Damage Immunities cold
- Condition Immunities restrained
- Senses darkvision 120 ft., passive Perception 18
- Languages —
- Challenge 14 (11,500 XP)
- Proficiency Bonus +5
Amphibious. The serpent can breathe air and water.
Legendary Resistance (2/Day). If the serpent fails a saving throw, it can choose to succeed instead.
Siege Monster. The serpent deals double damage to objects and structures.
Actions
Multiattack. The serpent makes one Bite attack and one Constrict or Tail attack.
Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 20 (2d12 + 7) piercing damage plus 6 (1d12) cold damage.
Constrict. Melee Weapon Attack: +12 to hit, reach 20 ft., one creature. Hit: 29 (4d10 + 7) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the serpent can't constrict another target.
Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 13 (1d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 30 feet away from the serpent and knocked prone.
Legendary Actions
The lochmere serpent can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The serpent regains spent legendary actions at the start of its turn.
- Tail. The serpent makes one Tail attack.
- Bite (Costs 2 Actions). The serpent makes one Bite attack


@nastasja
Lost Legionnaire
The lost legion is the collective name for all of the Blacklance Paragons who have died in their quest. These knights of Locthwain give a worthy gift from the wilds to Queen Ayara, ruler of the court, and are rewarded with a wedding to her and a send-off into the wilds to find the fabled Cauldron of Eternity, whose magic can bring the dead back to life.
But as Locthwain exemplifies the virtue of persistence, not even death can stop the Blacklane Paragons. As ghosts, these knights scour the wilds for any trace of the Cauldron, and will jealously defend its secrets from anyone unlucky enough to wander into their path.
Lost Legionnaire
Medium Undead, Any Alignment
- Armor Class 12
- Hit Points 55 (10d8 + 10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 12 (+1) 13 (+1) 12 (+1) 14 (+2)
- Skills Acrobatics +5, Athletics +6, Perception +4
- Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, restrained
- Senses passive Perception 14
- Languages the languages it knew in life
- Challenge 5 (1,800 XP)
- Proficiency Bonus +3
Blurred Form. Attack rolls against the legionnaire are made with disadvantage unless the legionnaire is incapacitated.
Incorporeal Movement. The legionnaire 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 legionnaire has advantage on saving throws against any effect that turns legionnaire.
Unusual Nature. The legionnaire doesn't require air, food, drink, or sleep.
Actions
Multiattack. The legionnaire makes two Spectral Longsword attacks.
Spectral Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage plus 11 (2d10) force damage.


Lovestruck Beast
Medium Monstrosity, Any Alignment
- Armor Class 12 (natural armor)
- Hit Points 58 (9d8 + 18)
- Speed 40 ft.
STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
- Skills Perception +4
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Senses passive Perception 14
- Languages Any one language
- Challenge 2 (450 XP)
- Proficiency Bonus +2
Keen Hearing and Smell. The beast has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Multiattack. The beast makes two attacks: two one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Lovestruck Beast
The lovestruck beast is a favorite curse of barrow witches. Usually a handsome noble who treats others poorly is given this curse, and told the only way for the curse to be broken is for the beast to find true love; to find someone who loves him for his personality, rather than his looks. Needless to say, Eldraine's wilds are home to more than one such beast.


@mceran
Mistford River Turtle
The mistford river turtle was raised from a hatchling by the undines. They taught the turtle who to ferry across Lochmere, and who to drown. If someone attempts to use the back of the great turtle to cross the lake, it will submerge itself and leave the intruders stranded in the murky waters.
But the turtle will safely guide those who are welcome through the mists and across the dangerous waters.
Mistford River Turtle
Huge Beast, Typically Neutral
- Armor Class 15 (natural armor)
- Hit Points 68 (8d12 + 16)
- Speed 25 ft., swim 50 ft.
STR DEX CON INT WIS CHA 19 (+4) 11 (+0) 15 (+2) 8 (-1) 12 (+1) 5 (-3)
- Senses darkvision 60 ft., passive Perception 11
- Languages understands Mermish but can't speak
- Challenge 3 (700 XP)
- Proficiency Bonus +2
Amphibious. The turtle can breathe air and water.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.


@deschampsart
Queen of Ice
The Queen of Ice is a mysterious figure who travels across Eldraine in the winter upon a carriage. She has a magical mastery over snow and ice, and seems especially concerned with lake Lochmere once it freezes over. She has been know to spirit away individuals with bad reputations, but none know if this is to punish or recruit them.
Additional Spells
If you have access to the following books, you can replace a 2/day spell from the Queen of Ice's statistics with either frost fingers from Icewind Dale: Rime of the Frostmaiden or binding ice from Fizban's Treasury of Dragons.
Queen of Ice
Medium Humanoid, Lawful Evil
- Armor Class 12 (15 with mage armor)
- Hit Points 121 (22d8 + 22)
- Speed 30 ft.
STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 11 (+0)
- Damage Immunities cold
- Saving Throws Int +7, Wis +5
- Skills Arcana +7, Nature +7, Survival +5
- Senses passive Perception 11
- Languages any four languages
- Challenge 9 (5,000 XP)
- Proficiency Bonus +4
Legendary Resistance (2/day). If the queen fails a saving throw, she can choose to succeed instead.
Actions
Multiattack. The queen makes three Frost Burst attacks.
Frost Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 25 (4d10 + 3) cold damage. If the target is a creature, its speed is reduced by 10 feet until the start of the queen's next turn.
Cold Explosion (Recharge 4–6). The queen unleashes a magical explosion of cold. The magic erupts in a 20-foot-radius sphere centered on a point within 150 feet of the queen. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 40 (9d8) cold damage and has its speed reduced to 0 until the start of the queen's next turn. On a successful save, a creature takes half as much damage and its speed isn't reduced. The explosion freezes nonmagical liquids in the area that aren't being worn or carried.
Spellcasting. The queen casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):
At will: light, message, prestidigitation
2/day each: armor of agathys, ice storm, lightning bolt, mage armor, snowball storm*
1/day: cone of cold, freezing sphere, investiture of ice,* wall of ice
* These spells appear in Xanathar's Guide to Everything. Investiture of ice also appears in the Elemental Evil Player's Companion.


@igorkieryluk
Questing Beast
The Questing Beast is a kind of hydra or chimera, with a sharp stinging tail and reptilian features. Despite its name, it is not beastly in the slightest. It is incredibly intelligent and wise, so much so that the throne of the high king is dependent on its whim.
When there is to be a new high king in Eldraine, there is no political vying or maneuvering. Instead, the Questing Beast chooses two individuals each generation, a future king and queen, to undertake the challenge of attaining knighthood in all five courts. If they are successful, they are crowned the next high king and high queen.
Questing Beast
Huge Monstrosity, Neutral
- Armor Class 15 (natural armor)
- Hit Points 172 (15d12 + 75)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 20 (+5) 14 (+2) 18 (+4) 7 (-2)
- Saving Throws Con +8, Int +5, Wis +7
- Skills Insight +7, Perception +7
- Condition Immunities charmed, frightened
- Senses truesight 60 ft., passive Perception 16
- Languages all
- Challenge 9 (5,000 XP)
- Proficiency Bonus +3
Legendary Resistance (3/day). If the beast fails a saving throw, it can choose to succeed instead.
Discern Lie. The beast discerns when a creature in earshot speaks a lie in a language the beast knows.
Multiheaded. The beast can't be surprised, and it has advantage on saving throws against being blinded, deafened, and knocked unconscious.
Reactive Heads. The beast can take three reactions.
Wakeful. While the beast sleeps, at least one of its heads is awake.
Actions
Multiattack. The beast makes three bite attacks and one tail attack.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

@adampaquette
Realm-Cloaked Giant
Far larger than the 15-foot tall giants of Garenbrig, the realm-cloaked giant is an enigmatic figure that uses its strength and magic to upend entire villages throughout the realms. This dangerous figure has been quested after and hunted by knights of all courts in the past, to no avail. Its power is hitherto unmatched throughout the realms or the wilds.
Note for DMs
Most Gargantuan creatures control an area of 20-feet square. When using the realm-cloaked giant for an encounter, consider treating it as a 500-foot area of the terrain. Consider giving it immunity to damage unless the creatures climb into its space. If using a grid or battlemap, consider treating the giant's body as a map, with various features such as buildings, trees, and hazards on it that activate as the giant moves.
Realm-Cloaked Giant
Gargantuan Giant, Typically Neutral
- Armor Class 23 (natural armor)
- Hit Points 410 (20d20 + 200)
- Speed 60 ft.
STR DEX CON INT WIS CHA 30 (+10) 11 (+0) 30 (+10) 8 (-1) 11 (+0) 8 (-1)
- Saving Throws Str +18, Con +18, Wis +8, Cha +7
- Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities charmed, frightened, paralyzed, restrained
- Senses darkvision 150 ft., passive Perception 10
- Languages Giant
- Challenge 27 (105,000 XP)
- Proficiency Bonus +8
Climbable. A creature can move into the giant's space without making an ability check (see "Climb onto a Bigger Creature" in chapter 9 of the Dungeon Master's Guide).
Destructive Movement. After moving at least 10 feet, the giant deals 100 thunder damage to all structures in its space and in contact with the ground within 120 feet of it. That area becomes difficult terrain. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is restrained by the rubble. A restrained creature or one within its reach can make a DC 20 Strength (Athletics) check, freeing the trapped creature on a success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped.
False Appearance. If the giant is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the giant move or act, that creature must succeed on a DC 18
Intelligence (Investigation) check to discern that the giant is animate.
Immutable Form. The giant is immune to any spell or effect that would alter its form.
Legendary Resistance (2/Day). If the giant fails a saving throw, it can choose to succeed instead.
Siege Monster. The giant deals double damage to objects and structures.
Towering Terror. Any enemy not in the giant's space that starts its turn within 30 feet of it must succeed on a DC 26 Wisdom saving throw or be frightened until the start of the enemy's next turn. If the enemy's saving throw is successful, it is immune to this giant's Towering Terror for the next 24 hours.
Actions
Multiattack. The gaint makes three Slam attacks, then uses Stomp.
Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 64 (10d10 + 10) bludgeoning damage, and the giant can push the target up to 20 feet away from it.
Stomp. The giant stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until the giant uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 26 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the giant and is no longer restrained.
Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).Shake Loose. Each creature in the giant's space must make a DC 26 Strength or Dexterity saving throw (the creature's choice), or fall prone in the nearest unoccupied space within 5 feet of the giant.

@jeffsimpsonkh
Reaper of Night
Medium Undead, Neutral Evil
- Armor Class 17 (natural armor)
- Hit Points 66 (12d8 + 12)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 13 (+1) 11 (+0) 17 (+3) 18 (+4)
- Saving Throws Wis +6, Cha +7
- Skills Insight +6, Perception +6
- Damage Resistances cold, necrotic
- Condition Immunities charmed, exhaustion, frightened
- Senses truesight 120 ft., passive Perception 16
- Languages understands all languages but doesn't speak
- Challenge 5 (1,800 XP)
- Proficiency Bonus +3
Aura of Fear. Any creature that starts its turn within 30 feet of the reaper must succeed on a DC 15 Wisdom saving throw or be frightened until the start of the creature's next turn.
Magic Resistance. The reaper has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The reaper makes two melee attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) necrotic damage. If the target is frightened, the target takes an extra 2 (1d4) necrotic damage.
Bonus Actions
Cause Fear (3/day). The archon casts cause fear,* using Charisma as the spellcasting ability (spell save DC 15).
* The cause fear spell appears in Xanathar's Guide to Everything.
Reaper of Night
Just as the archons are embodiments of white mana and justice, the reaper of night is a specter, and is aligned with black mana and fear. Some think the reaper is death itself, but it is instead a manifestation of negativity, and it feeds from instilling fear in others.
The reaper of night rides a twisted flying horror. This strange creature has the stastics of a giant eagle, except it's an Undead, it's resistant to cold and necrotic damage, and it's immune to the charmed and frightened conditions.


@markpoole
Stonecoil Serpent
A human artificer named Ennor was once exiled from the court of Garenbrig for crimes unknown. After this, he turned to fae magic to fashion the perfect weapon for his revenge; the stonecoil serpent, an enormous stone serpent with incredible speed and durability, and fully under his command. The serpent has attacked Garenbrig several times, and it appears Ennor continues to repair it and send it out for destruction. Many quests have been undertaken to put an end to the menace.
Stonecoil Serpent
Huge Construct, Unaligned
- Armor Class 17 (natural armor)
- Hit Points 123 (13d12 + 39)
- Speed 40 ft., burrow 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 17 (+3) 1 (-5) 13 (+1) 7 (-2)
- Saving Throws Str +7, Con +6
- Skills Perception +4, Stealth +4
- Senses darkvision 120 ft., passive Perception 14
- Languages —
- Challenge 6 (2,300 XP)
- Proficiency Bonus +3
Siege Monster. The serpent deals double damage to objects and structures.
Actions
Multiattack. The serpent makes one Bite attack and one Constrict or Tail attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage.
Constrict. Melee Weapon Attack: +7 to hit, reach 20 ft., one creature. Hit: 22 (4d8 + 4) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the serpent can't constrict another target.
Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 20 feet away and knocked prone.


@velinov
Thorn Mammoth
Huge Plant, Unaligned
- Armor Class 13 (natural armor)
- Hit Points 126 (11d12 + 55)
- Speed 40 ft.
STR DEX CON INT WIS CHA 24 (+7) 9 (-1) 21 (+5) 3 (-4) 11 (+0) 6 (-2)
- Senses passive Perception 10
- Languages —
- Challenge 6 (2,300 XP)
- Proficiency Bonus +3
Thornskin. A creature that touches the mammoth or hits it with a melee attack while within 5 feet of it takes 7 (2d6) piercing damage.
Trampling Charge. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.
Actions
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage and 7 (2d6) piercing damage.
Thorn Mammoth
The thorn mammoth is a defender of the forest. It will come to the aid and defense of all wilds things, big or small. Some believe it is the will of the Great Henge made manifest, while others think it is nothing more than a magical oddity. In either case, it stands as a reminder that the wilds are not to be taken lightly.


@cosmicdaydreamstudio
Turtle Hydra
Turtle hydras can be found throughout Eldraine. They have powerful snapping jaws; to humans, the sound is terrifying and bone-chilling, but to the fair folk it is beautiful.
Some turtle hydra have developed a taste for steel, being able to bite through it and digest it; a fact that instills fear in plate armored knights the plane over.
Turtle Hydra
Large Beast, Unaligned
- Armor Class 17 (natural armor)
- Hit Points 75 (10d10 + 20)
- Speed 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 5 (-3)
- Senses darkvision 60 ft., passive Perception 11
- Languages —
- Challenge 4 (1,100 XP)
- Proficiency Bonus +2
Hold Breath. The hydra can hold its breath for 1 hour.
Multiheaded. The hydra can't be surprised, and has advantage on saving throws against being blinded, deafened, and knocked unconscious.
Reactive Heads. The hydra can take three reactions.
Wakeful. While the hydra sleeps, at least one of its heads is awake.
Actions
Multiattack. The hydra makes three Bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Shell Defense. The hydra withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the hydra is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge.


@alexbrock
Undead Knight
Medium Undead, Typicall Any Evil Alignment
- Armor Class 18 (plate)
- Hit Points 112 (15d8 + 45)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 16 (+3) 13 (+1) 14 (+2) 10 (+0)
- Saving Throws Con +6, Wis +5
- Damage Immunities poison
- Condition Immunities frightened, exhaustion, poisoned
- Senses darkvision 60 ft., passive Perception 12
- Languages understands the languages it knew in life but can't speak
- Challenge 7 (2,900 XP)
- Proficiency Bonus +3
Undead Fortitude. If damage reduces the knight to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is bludgeoning or from a critical hit. On a success, the knight drops to 1 hit point instead.
Unusual Nature. The knight doesn't require air, food, drink, or sleep.
Actions
Multiattack. The knight makes three Enervating Blade or Throwing Spear attacks in any combination.
Enervating Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) necrotic damage, and if the target is a creature, it can't regain hit points until the start of the undead knight's next turn.
Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Undead Knight
Knights who meet their end in the wilds, particularly in swampy areas, are in danger of coming back to life as the undead. These undead knights are mindless, attacking every living thing they encounter. Most accept this is the work of ancient curses placed by the fair folk. Despite this, knights constantly venture into the wilds in the name of noble quests; and make the wilds increasingly dangerous after their demise.


@igorkieryluk
The Whispering Witch
Legends speak of a whispering witch deep within the wilds, a broken but cunning figure who seeks to restore her lost power.
A coven of barrow witches offer flesh and steel to help her reform. They say the whisperer is but a traveler through this world, seeking to return to another in preparation of a coming war that may someday reach back into Eldraine.
The Whispering Witch
Medium Monstrosity (Phyrexian), Neutral Evil
- Armor Class 17 (natural armor)
- Hit Points 247 (33d8 + 99)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 16 (+3) 17 (+3) 21 (+5) 22 (+6)
- Saving Throws Con +9, Wis +11, Cha +12
- Skills Insight +11, Perception +11, Stealth +10
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities charmed, frightened, poisoned
- Senses darkvision 120 ft., passive Perception 21
- Languages Common, Phyrexian
- Challenge 20 (25,000 XP)
- Proficiency Bonus +6
Legendary Resistance (3/day). If Sheoldred fails a saving throw, she can choose to succeed instead.
Actions
Multiattack. Sheoldred makes two Claw attacks.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, plus 14 (4d6) necrotic damage.
Whispers (Recharge 6). Each creature within 30 feet of Sheoldred must make a DC 19 Wisdom saving throw. On a failed save, a creature takes 39 (6d12) psychic damage and is afflicted with short-term madness (determined randomly or by the DM; see "Madness" in chapter 8 of the Dungeon Master's Guide). On a successful save, a creature takes half as much damage and isn't afflicted.
Spellcasting. Sheoldred casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 20):
At will: dissonant whispers, speak with dead
2/day each: animate dead, blight, circle of death
1/day each: bestow curse (9th-level version), finger of deathLegendary Actions
Sheoldred can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Sheoldred regains spent legendary actions at the start of her turn.
- Claw. Sheoldred makes one Claw attack.
- Cast a Spell (Costs 2 Actions). Sheoldred uses Spellcasting.

@cosmicdaydreamstudio
Witchstalker
While the realm has laws, the wilds have other ways of balancing power. Witchstalkers are wolves that have adapted to become hunters of magic, feeding off magical energy and off of the spellcasters who create it. Ancient elves warned of these creatures, and they continue to plague the forests, chasing knights and mages alike in search of magic and magic items.
Witchstalker
Large Beast, Unaligned
- Armor Class 13 (natural armor)
- Hit Points 75 (10d10 + 20)
- Speed 50 ft.
STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 14 (+2) 4 (-3) 16 (+3) 8 (-1)
- Skills Perception +5, Stealth +3
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
- Senses passive Perception 15
- Languages —
- Challenge 3 (700 XP)
- Proficiency Bonus +2
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Magic Sense. The wolf knows the location of every spellcaster, active spell, and magic item within 120 feet of itself.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Mage Tracker. The wolf emits a pulse of magical energy that helps it better locate its quarry. Each creature within 120 feet of the wolf that has the ability to cast spells must succeed on a DC 14 Wisdom saving throw or be mystically marked by the wolf for 1 hour.
While marked, a creature can't become hidden from the wolf and gains no benefit from the invisible condition against the wolf. Additionally, while a marked creature is on the same plane of existence as the wolf, the wolf always knows the distance and direction to the creature.Reactions
Consume and Destroy. When the wolf takes damage from a spell, it takes only half the triggering damage (rounded down). If the creature that cast the spell is within 60 feet of the wolf, that creature must succeed on a DC 14 Dexterity saving throw or take the other half of the damage.

@algenpfleger
These Fairy Tales Fight Back
Huge thank you to all of my supporters and my personal play group, and to James Wyatt for his work on the original Plane Shift supplements.
This supplement is 100% free fan content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
If you'd like to help support more Magic: the Gathering planes homebrewed into D&D, consider supporting me on Patreon, or buying me a coffee.
For use with the fifth edition Player's Handbook, Monster Manual, and Dungeon Master's Guide