My Documents
Become a Patron!
Unuglate's Hanbook
Them's Fightin' Herds For D&D 5e
\pagebreak
# Them's Fightin' Herds For D&D 5e: Unuglate's Hanbook
##### Made by: SuperRoroB ##### Orignal Idea: Mane6 development team ##### Additional Inspiration From: skullsplitterdice.com
\pagebreakNum # 1. Introduction ## *Life had been peaceful in the world of Fœnum. The inhabitants of this world – furry, four-footed, hooved – had thrived for generations, creating culture, building societies. They lived happily, with sweet, grassy pastures at their disposal and great, expansive fields to gallop across. They were free. But it has not always been so. Long ago, they shared their world with others, also furry and four-footed, but these creatures had teeth. Sharp teeth. They were Predators, and they filled the ungulates of Fœnum with fear. No one knows exactly just when or how the predators disappeared, but the most famous legend says that a great elder, long of leg, long of horn, and long of beard, had finally grown weary of living in fear. A desert creature, this Bearded Prophet hailed from the time of pharaohs and pyramids, and most importantly, magic. Guided by the souls of her ancestors, she discovered a portal her predecessors used as a passageway to the afterlife. It led to a void, a limbo-like antechamber – a lobby, if you will – with countless other portals that led to other worlds.She floated in the abyss, behind her was the door to Fœnum itself, and before her was an empty realm she called the THE HOLD. This place, she knew, was where the Predators belonged. Under her wise guidance, the nations of Fœnum united against the Predators. After a long and costly war, they drove the toothed ones through Limbo and into The Hold. There, the Prophet locked them away, using an ENCHANTED KEY she made from one of her own magnificent horns. For good measure, she locked the door to Foenum as well so that no one should enter their world uninvited and ensuring peace for Fœnum forever. But nothing lasts forever. They are coming back. All of them. The wolves, the lions, the hyenas, the crocodiles, the bears, the jaguars and many, many more. Ghostlike figures, dark and misty, were glimpsed just outside the limits of cities or towns. Sometimes they even floated through encampments, or followed not far behind the nomadic herds. Their glowing, angry eyes hinted at what they were, but it was the sharp, shining teeth that told all.* -Lauren Faust, *Book of Lore Prologue* \columnbreak This homebrew allows you to create characters in a world of Them's Fightin' Herds. A game by Mane6 development team. I hope you will have fun while playing with this supplement. There is a chance that I will make more TFH for 5e content. For now you can find information about the game's setting on the Internet, but if I'll make some more homebrew I will make a one called *Arizona's Guide to Fœnum* Go for an adventure, fight some predators, fight an ungulate, mine salt and fight an another ungulate! But for the most important... have fun! -SuperRoroB
Part 1 | Introduction
\pagebreakNum # 2. Races of Fœnum ## **Deerfolk** *-Hailing from icy nation of The Tundra, the Deerfolk of Rein live in a rather privileged society, and an unusual one at that. For generations, the robust yet graceful animals have been revered and pampered by magical, elf-like creatures called Ice Sprites. Now, Ice Sprites are extremely strange in the world of Fœnum, being the only sentient creatures who walk on two legs, and no one really knows where they come from. But one thing everyone knows for certain is that they have an odd, obsessive fascination with reindeer —and the deerfolk are only too happy to indulge them. With their magic, the sprites provide the deer with more than just food and shelter. They’ve built them a quaint yet stately city with some of the more sophisticated structures in Fœnum, buildings far more than mere practical protection from the harsh elements of The Tundra, charmingly decorated with warm, folksy iconography. In fact, for the Fœnum world traveler, The Tundra’s capital city of Rein is considered one of the most beautiful places to visit. And even more importantly, the food the sprites provide – golden oats – imbue the deer with their own magic, making them able to leap so high and far it seems they can fly, and giving them the ability to control aspects of the wintery weather of their homeland. The sprites treat the deer like pets without actually owning them, and the deer treat the sprites like servants, except without actually ever bossing them around. It’s a very extraordinary symbiotic relationship, but it’s a win-win: the sprites are happy and entertained, and the deer live a life of privilege and luxury.* -Lauren Faust, *Book of Lore Chapter 2 - The Tundra Tournament* ### Proud and Fluffy Deerfolk ar very proud race. They live in region called **The Tundra**. It's capital **Reine** is on the center of the world. And beacause of that deerfolk are a very known species. **The tundra** is the "capital of all the world" and very powerfull country. ### Living with the Winter Sprites With their magic, the sprites provide the deer with more than just food and shelter. They’ve built them a quaint yet stately city with some of the more sophisticated structures in Fœnum, buildings far more than mere practical protection from the harsh elements of The Tundra, charmingly decorated with warm, folksy iconography. The sprites treat the deer like pets without actually owning them, and the deer treat the sprites like servants, except without actually ever bossing them around. It’s a very extraordinary symbiotic relationship, but it’s a win-win: the sprites are happy and entertained, and the deer live a life of privilege and luxury. ### Deerfolk Names The deerfolk have of the most varied names. Many of them are associeated with winter. \columnbreak *Male Deerfolk Names:* **Blitzen**, **Stronghoof**, Frosty, Snower
*Female Deerfolk Names:* **Velvet**, **Cashmeere**, **Vixen**, Flakey
*Deerfolk Sureames:* **Hoofstrong(dottr)**, , Antlerfrost(dottr), Winterfury(dottr)
### Deerfolk traits **Ability Score Increase.** Your Charisma score increases by 2 and your Intelligence score increases by 1.
**Age.** Deerfolk leave about 72 seasons, they mature about 15.
**Size.** Deers range from under 5 to over 6 feet tall. Your size is Medium.
**Speed.** Your base walking speed is 30 feet.
**Language.** You can speak and write Fœnician and Elvish. **Winter Sprites.** You have some Winter Sprites as your servants. At the character creation step roll 1d4. The number of sprites you have is that roll + your Charisma score. When your Charisma increases and you are in Reine your number of sprites can increase. When your Charisma decearses some of your sprites can rebel and leave you. You can use sprites to roll d4: **1-2:** Nothing Happened **3:** You or another friandly character gets a day portion of golden oats. **4:** You reagain 1d4 HP
**Winter magic initiate.** You learn one Winter Wizard cantrip.
**Ice Resistance.** You have resistance to ice damage.
**Ice Slide** Add 5 feet to your speed when performing dash action on ice
**Scenic.** You are proficient in the Performance skill.
**Hooved.** Since you are a hooved animal you can't use hooves as hands but your unarmed attacks deal 1d4 + Strength score demage. You can still hold items in your teeth but while using them subtract 2 from d20 rolls.
Part 2 | Races of Fœnum
\pagebreakNum ## **Unicorn** *-Deep in the shady forests of The Woodland resides the Order of the Horn. A reclusive, mystic clan, they consist entirely of pure white beasts that are at once like horses, deer and goats; with cloven hooves, lions’ tails and a single, spiraling horn stretching from their foreheads. Unicorns. They are an ancient race, stoic and disciplined, their culture mired in ritual and tradition, and they spend their days studying the sacred power their lives revolve around: the divine Magic of Light. Through the generations, they have used light magic to shape the trees into structures, spiraling to the sky in graceful, wooden columns, with branches twisted into delicate woven patterns. The most beautiful of these structures is their primary temple, The Sacred Grove. There, they keep to themselves, hidden under the canopy of their home, with no interest outside their rituals and study – including the other beasts of Fœnum, and the fate of Fœnum itself.* -Lauren Faust, *Book of Lore Chapter 3 - The Pact* ### Living In the woods Unicorn live in deep in the woodlands. They don't structure things around family unit. Instead, younger unicorns are raised by the herd, then they're given to an older unicorn stewardship. ### Staying Were They are The Unicorn belive that the Light Magic will protect them. But they don't know how. Under the canopy these mystic creatures keep themselves hidden, holding no interests outside their rituals and study, especially not for the other beasts of Foenum, or even the fate of Foenum itself. ### Unicorn Names Unicorn Names are based on flower names.
*Male Unicorn Names:* Tulip, Dandelion, Nightshade, Hyacinth
*Female Unicorn Names:* **Oleander**, **Amaryliss**, Rose, Lavender
### Unicorn traits **Ability Score Increase.** Your Intelligence score increases by 2 and your Wisdom score increases by 1.
**Age.** Unicorns leave about 100 years, they mature about 30.
**Size.** Unicorns range from under 5 to over 6 feet tall. Your size is Medium.
**Speed.** Your base walking speed is 30 feet.
**Language.** You can speak and write Fœnician.
**Magic Apreatince.** At levels 1, 3 both you learn one non-damaging cantrip from any spell list.
**Knolwedge.** You are proficient in the Arcana and Insight skills.
\columnbreak **Flora Control.** As a unicorn you have abilties to shape flora in any way you want. If you want to shape a tree make a Wisdom check with DC of 18. It takes x minutes of concentrtion. You can also attack enemies with the tree you shaped. To do so you just need to still have concentration. Attacks made with tree deal die roll + your Wisdom modier demage. die roll is as indicated in the table below: | Size of plant | die |Shaping Time | |:---:|:-------:| :------: | | tiny or small | 1d4 | 1 minute| | medium | 1d6 | 3 minutes | | large or huge | 1d10 | 5 minutes | | gargantuan | 1d12 | 10 minutes |
**Minor telekinesis.** You have small amonut of telekinesis with wich you can carry one small or tiny object. The carried object will float in 100 feets around you in a dictance chosen by you. It takes one action to carry or uncarry an object.
**Horn.** You have a horn. You can use it for magic Somatic component. You can also deal 1d4 + Strength modifier piercing damege when attacking with it.
**Hooved.** Since you are a hooved animal you can't use hooves as hands but your unarmed attacks deal 1d4 + Strength score demage. You can still hold items in your teeth but while using them subtract 2 from d20 rolls.
Part 2 | Races of Fœnum
\pagebreakNum ## **Cattlekind** *Under a cornflower blue sky, filled with billowing white clouds, an enormous herd of cattle gather across an expanse of tall brown-green grass. Their noses point to the center of the herd, focused intently. Their homes, dozens of dusty covered wagons, surround the group. Mumbles of concern and curiosity mix with long, drawn out moos. Their attention is fixed on a simple, newly constructed stage, the wood still pale and clean. A massive brown bull stands atop it before his herd. His horns are impressively long, sprouting horizontally from his head, their black tips curved forward just at the ends. He wears a heavy, wooden yoke to signify his station. He is the Head Bull, TEXAS. Beside him is a strong, blue-eyed cow, her short coarse coat patched white and tan, his wife, MINNESOTA.* -Lauren Faust, *Book of Lore Chapter 1 - The Future Belongs to the Young* ### The cattles Cattlekind of The Prairie are nomadic, real salt-of-the-earth creatures who haul their earthly possessions around in wagons across the great grasslands and canyons of southwestern Foenum. They live simple lives, but without want for anything. The lands they roam are bountiful but just tough enough to challenge them, and their culture is rich with old traditions: hearty recipes and campfire stories kept alive through generations since before the Great War with Predator-kind. Prairie folk are large and intimidating but exude a soft-hearted nature. Everyone is welcome, that is unless you’re fixin’ to start trouble. In a fight, cattle rely on their instincts, powerful frames, and immovable spirit, leaving the worry and thinking to the nerds. ### Stories of the Old No writing system exists among cattlekind. Their culture and history are passed down from generation to generation through storytelling, games, song, and dance. Such old traditions may seem backwards and primitive to the more advanced civilizations of Foenum, like the posh reindeer of Reine City or the militant longma of Huoshan, but it is a way that has endured the test of time, and none can refute the strong family bonds cattlekind hold towards each other. And true freedom comes from the heart. ### Cattlekind Names The Cattlish names are names of states or classic American names. *Male Cattle Names:* **Texas**, Oregon, Johnny, Paul
*Female Cattle Names:* **Arizona**, **Minesota**, **Madison**, Montana
\columnbreak ### Cattlekind traits **Ability Score Increase.** Your Strength score increases by 2 and your Charisma score increases by 1.
**Age.** Cattles leave about 80 seasons, they mature about 15.
**Size.** Cattles range from under 5 to over 6 feet tall. Your size is Medium.
**Speed.** Your base walking speed is 30 feet.
**Language.** You can speak but not write in Fœnician.
**Lasso proficiency.** You have proficiency in using lasso.
**Brave.** Cattles are very very brave. You have advantage on saving throws against being frightened.
**Tales of the cattles** You know many old stories that your family or menotrs said to you. Some of the m can be very motivating. Once per day, during a short or a long rest, you can say one of those stories, everyone in your party listening to you gets an ispiration.
**Headbuck** You can use your head to make a very powerfull attack. You have to bee within 50 feet from the target. You have to spend one action. You charge at the target and deal 2d20 bludgeoning damage - 4 damage for every 5 feet from the target. Also the target is knocked back by 1d8 * 5 feet. Once you use this attack you can’t use it again until you finish a short or long rest.
**Hooved.** Since you are a hooved animal you can't use hooves as hands but your unarmed attacks deal 1d6 + Strength score demage. You can still hold items in your teeth but while using them subtract 2 from d20 rolls.
Part 2 | Races of Fœnum
\pagebreakNum ## **Alapke** *The Fœnum world traveler is aware of the impressive level of technology its hooved inhabitants possess. Across the world, ungulates are able to build structures, irrigate water, and even create crude vehicles. But there are still societies who live lives of bygone eras, who have not changed since a time not long after ungulates learned to control fire. One of these societies is the Alpake of the Huacaya Mountains. The Alpake, or Alpacas as they are known more commonly, live as their ancestors have for thousands of years in the harsh, arid conditions of the Huacaya Mountain Range, which spans across the entire territory of The High Plains. They are wandering nomads; they go where the growing grass bids them. Always on the move, Alpacas must pack light and be ready to climb the next unforgiving mountain to find food. So their ways of living are simple. They utilize only what the High Plains is willing to offer them, whether it’s tall grasses to weave baskets, gourds to carry water, or clay and minerals to create paint and dye. They even use their own exceptionally soft wool to make their blankets and tents. They are resourceful, rugged, sober and serious. They exist to survive. Whatever the obstacle, they put their heads down and press on, just as their ancestors have for hundreds of years.* -Lauren Faust, *Book of Lore Chapter 4* ### The Mountains The Fœnum world traveler is aware of the impressive level of technology its hooved inhabitants possess. Across the world, ungulates are able to build structures, irrigate water, and even create crude vehicles. But there are still societies who live lives of bygone eras, who have not changed since a time not long after ungulates learned to control fire. One of these societies is the Alpake of the Huacaya Mountains. ### Ancient Huacaya The Alpake of the Huacaya Mountains, or Alpacas as they are known more commonly, live as their ancestors have for thousands of years in the harsh conditions of The High Plains. They are pragmatic, rugged, sober, and serious, and have not changed one bit since a time not long after ungulates learned to control fire. Dotted throughout this forsaken land of salted soil, cold wind, and withering rock lie ruins of civilizations long dead. There is little reason to journey into the mountains unless you’re an archaeologist, ghost hunter, or grave robber. \columnbreak ### Alpake Names Alpake names are names of spices and seasonings. *Male Cattle Names:* **Adobo**, Anise, Basil, Cilantro
*Female Cattle Names:* *Paprika**, Vanilla, , Albahaca, Rosemary
### Alpake traits **Ability Score Increase.** Your Wisdom score increases by 2 and your Strength score increases by 2.
**Age.** Alpake leave about 80 seasons, they mature about 15.
**Size.** Alpake range from under 5 to over 6 feet tall. Your size is Medium.
**Speed.** Your base walking speed is 35 feet you also have Climbing Speed of 30.
**Language.** You can speak but not write in Fœnician.
**Wisdom of the ancestors.** You have proficiency in Survival skill. Aditionally once per long rest, when making a Wisdom check you can gain an advantage.
**Emotional** Alpake are very emotional. When you have a disadvantage on a d20 roll you automatically fail. When you have an advantage on a d20 roll you automatically succeed, this ability does not works until a short rest.
**Wool Crafting** You have a wool perfect for making clothes and other things. You can sheer your wool if you do so you can craft something for a total of 10 points. **Tent: 6 Points**, **Blanket: 2 Points**, **Clothes: 4 Point**. You can us this ability again only once your wool will grow back. It takes 10 days - number of unspent crafting points.
**Hooved.** Since you are a hooved animal you can't use hooves as hands but your unarmed attacks deal 1d6 + Strength score demage. You can still hold items in your teeth but while using them subtract 2 from d20 rolls.
Part 2 | Races of Fœnum
\pagebreakNum ## **Sheeples** *Sheeple, fleecy and white, were born and bred in the small city-state of The Meadow. They’ve taken up permanent residence there in settlements like the world famous township of Baaaaah, the charming village of Baaaaah, and the historic capital of Baaaaah. There the Sheep have built their own quaint, barn-like cottages as homes. It’s a very pleasant place to live with sunny blue skies, billowy clouds, and plentiful green grass – so much that the Sheep have not needed to migrate anywhere else for generations – and a good thing too, because they would probably get hopelessly lost and starve to death. You see, Sheeple are a democratic society. The Sheep follow the will of the masses, or the flock, if you will. Problem is all of the Sheep will vote in favor of the very first suggestion any Sheep happens to make. Yes, these ruminants will follow anyone who decides to lead – or whoever decides not to lead, which happens quite often.* -Lauren Faust, *Book of Lore Chapter 5* ### Democracy - not always a good idea Sheeple are a democratic society. Upholding the will of the masses (or the flock in this case), is among their most core values. Problem is, all Sheep will vote in favor of the very first suggestion any Sheep happens to make. ### Sheep Dogs Interesting thing to note about Sheeple is that they live side-by-side with Sheep Dogs. You may be surprised by the notion of a predator not only existing in Fœnum, but actually living with prey. No one really knows how this came about. The popular theory is that the dogs are descended from friendly omega-wolves who were harmless enough to hide with the sheep while the rest of their kind were disappearing. Whether the sheep knew there were wolves in their midst is anyone’s guess. In any case, the wolves changed over generations, their predatory instincts evolving into protective ones. Now they serve the sheep as guardians, shielding the Sheep from harm... and their own vacuousness. ### Sheeple Names Sheeple names originate from soft and soothing words. Sheeple Names: **Pom**, **Woogums**, Poof, Wooly, Fluffy, Eek
### Sheeple traits **Ability Score Increase.** Your Constitution score increases by 2 and your Wisdom score increases by 1.
**Age.** Sheeples leave about 80 seasons, they mature about 15.
**Size.** Sheeples range from under 3 to over 4 feet tall. Your size is Small.
**Speed.** Your base walking speed is 30 feet.
**Language.** You can speak and write Fœnician.
**Caretaker** You are proficient in the Animal Handling skill.
\columnbreak **Flock Tactics** Sheeples are working in the flock. Once per long rest you can realese the power of the masses (as a bonus action). If you do so Increase your and your allies's proficiency bonus and Initiative by the number of teammates you have (Maximum 10 for Proficiency). Additionaly if you have 8 or more teammates everyone has advantage on Strength and Constitiution Rols but Disadvantage on Intelligence and Chrisma Checks. If you have 10 or more team mates decrase your max HP by 4 until you finish 2 long rests.
**Partner Dog** You have a partner dog as a companion (see stats in bestiary). You can control him by using a bonus action and making a Wisdom check with DC with DC of (4 + HP of the dog) divided by 2. If you fail the dog does nothing or an action chosen by DM (DM choose) If At every level the dogs HP is increased by 1d4.
**Hooved.** Since you are a hooved animal you can't use hooves as hands but your unarmed attacks deal 1d4 + Strength score demage. You can still hold items in your teeth but while using them subtract 2 from d20 rolls.
Part 2 | Races of Fœnum
\pagebreakNum ## **Longma** *Highh above the clouds atop the highest of mountains lies the diminutive Empire of Huoshan. Though this principality is small, it is nonetheless remarkable. Its residents have built their home over the gaping maw of an active volcano. As expected, it also takes a remarkable creature to live in such dangerous conditions. Half horse, half dragon, they are called Longmas, and they are incredibly unique in Fœnum. Though there are a few other magical races such as they, these cross-breeds are the only in the world who are part predator, and the only ones with wings. They are highly aware of their exceptional existence, and as a result are a very proud race. They believe they have purged from themselves the worst traits of their pure-blood ancestors, and embody only the best. Peaceful and robust like the ungulates, fearless and strong like the predators. Though their diets take after their herbivorous predecessors, their dragon roots are steeped in magic and history, nobility and chivalry, and theirs is one of the few true monarchies in Fœnum. Every subject of the Empire is a member of the military, sworn not only to protect their beloved Empress, their honored volcanic home, but all of Fœnum itself. As far as the Longma are concerned, no vile, flesh-eating, full-blooded predator will enter this world without having to answer to them.* -Lauren Faust, *Book of Lore Chapter 6* ### The Noble Predators The Empire of Huoshan is a miniscule yet mighty realm where Longma warrior-citizens live to train and train to live. Though there are a few other magical races such as they, these cross-breeds are the only in the world who are part predator, and the only ones with wings. They are highly aware of their exceptional existence, and as a result are a very proud race. Though their diets take after their herbivorous predecessors, their dragon roots are steeped in magic and history, nobility and chivalry, and theirs is one of the few true monarchies left in Foenum. Every subject of the Empire is a member of the military, sworn not only to protect their beloved Empress and their honored volcanic home, but all of Foenum itself. As far as the Longma are concerned, no vile, flesh-eating, full-blooded predator will enter this world without having to answer to them. ### The Roots of Longma It is said that the Longma are descendants of a stallion, Honored Father, and a dragon, Honored Mother. They worship them just like gods. ### Longma Names Longma names just like the species name are mad of two Chineese words. *Longma Names:* **Tianhuo**, Xinteng, Laofu, Quingshe, Caoxin, Taishe
\columnbreak ### Longma traits **Ability Score Increase.** Your Strength score increases by 2 and your Charisma score increases by 1.
**Age.** Cattles leave about 1000 years, they mature about 30.
**Size.** Deers range from under 5 to over 6 feet tall. Your size is Medium.
**Speed.** Your base walking speed is 30 feet.
**Language.** You can speak but and write in Fœnician.
**Honoured Father Blessing - great courage.** Your blood of the hounured father gives you courege. You have advantage on saving throws against being frightened.
**Honoured Mother Blessing - draconic heritage.** As being a half dragon you have some special abilties: **Scales.** You have scales that give you permament +2 Bonus to AC. **Fire Breath**Since level 2 you can use your action to breath with fire. The target (it have to be with 10 feet) needs to make a Dexterity saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d4 fire damage on a failed save, and half as much damage on a successful one. **Fire Wings**Starting from level 5 you can fly. It takes an action to open your fire wings. When flying you are treated as hovering and you can fly up to 30 feet above ground and move with speed 50 feet. To fly you need to have concentration. If you loose it you fall. Additionaly When your level becomes 6 you also gain resistance to fall damage.
**Hooved.** Since you are a hooved animal you can't use hooves as hands but your unarmed attacks deal 1d6 + Strength score demage. You can still hold items in your teeth but while using them subtract 2 from d20 rolls.
Part 2 | Races of Fœnum
\pagebreakNum # 3. Caster Classes # Winter Wizard
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Winter Spellcasting | 1 | 2 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Ice Spear | 1 | 2 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | Ice Sculpting | 1 | 3 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 2 | 3 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | — | 2 | 4 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | — | 2 | 4 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | Winterspeech | 2 | 5 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | 3 | 5 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | — | 3 | 6 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Frost Heart | 3 | 6 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | — | 3 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement | 3 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | — | 3 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Frost Crown | 3 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | — | 3 | 8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement | 3 | 8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | — | 3 | 9 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | — | 3 | 9 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 3 | 10 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Winter Lord | 4 | 10 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
### Winter Wizard The Winter Wizards are the magic casters that use their magic granted by the force of winter. It is known that winter magic comes from the winter sprites. This is the explanation why most of the them are from the Deerfolk. No one knows were the winter sprites came from, but all know that they have some kind of fascination wth reindeers #### Quick Build You can make a Winter Wizard quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Royal Family Member background. Third, choose the *Ice Shield* cantrip, along with the following 1st-level spells: *Delayed Blast Icicle Missle*, *Instant Snowball*
Part 3 | Caster Classes
\pagebreakNum ## Class Features As a Winter Wizard, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d6 per Winter Wizard level - **Hit Points at 1st Level:** 6 + Your Constitution Modifier - **Hit Points at Higher Levels:** 1d6 + Your Constitution Modifierr #### Proficiencies ___ - **Armor:** none - **Weapons:** none - **Tools:** none ___ - **Saving Throws:** Intelligence, Wisdom, Charisma - **Skills:** Choose two from Arcana, Insight, Intimidation, Nature #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a rare book or *(b)* 3 common books - *(a)* a saddlebag or *(b)* simple clothing - fancy clothing - Golden Oats (for 5 days)
### Winter Spellcasting Winter Magic is a very fascinating type of magic. It is told that it was invented by Winter sprites. **To cast Winter Wizard Spells and Cantrips you have to eat a day portion golden oats. If you have not eaten golden oats in past 24 hours you can't use this Class abilities unless you have Frost Heart ability.** ##### Cantrips You know one cantrip of your choice from the Winter Wizard spell list. You learn additional Winter Wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Winter Wizard table. ##### Spell Slots The Winter Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. **You regain all expended spell slots when you finish a short rest.** For example, if you know the 1st-level spell Delayed Blast Icicle Missile and have a 1st-level and a 2nd-level spell slot available, you can cast Icicle Missile using either slot. ##### Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the Winter Wizard spell list. The Spells Known column of the Winter Wizard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. ##### Spellcasting Ability Intelligence is your spellcasting ability for your Winter Wizard spells.You use your Intelligence whenever a spell refers to your spellcasting ability. Your magic comes the power of ice and winter and from the golden oats you are eating. You use your Intelligence modifier when setting the saving throw DC for a Winter Wizard spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Intelligence modifier
### Ice Spear Starting from level 2 you get to know how to partly bypass enemy's defense with your spells. Now when attacking with your spells any opponent that would have immunity to cold damage has resistance instead. ### Ice Sculpting At level 3 you can make some small sculptures using your will. As an action you can make a tiny object, such as stylus, from ice. It floats a round you and you can use it normally. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. ### Winterspeech At level 7 you study deeper into roots of Winter Magic. You can now speak and write Elvish and you have proficiency in History skill. ### Frost Heart When you gain level 10 Winter Magic is now deep in your heart. Now you have ability to not use golden oats for a day. You can't use that ability until you will eat double portion of golden oats. Also when gaining this trait you gain immunity to non-magical cold damage.
Part 3 | Caster Classes
\pagebreakNum ### Frost Crown At level 14 you are close to become a master in your domain. When a spell that you cast hits an opponent roll 1d12. If you roll 12 the spell ignores all resistances and immunities to damage and deals double damage. ### Winter Lord Once your level is 20 you are areal master of Winter Magic. If you have not learnt Ice Shield cantrip before 20th level, it has to be your 4th cantrip. Now each time you're attacked Ice Shield activates automatically without reaction. Also you don't need golden oats anymore. You always ignore all resistances and immunities to cold damage. Additionaly choose one of your 1st or 2nd level spells you don't spend spell slots when casting that spell as it was on level 2. > ##### A Note on Winter Wizard > Winter Wizard is a Specific kind of spellcaster. When playing as a one you should remember to ready your spells. Another thing to note is that when playing Winter Wizard it's better to master useing level 1 or 2 spells and cast them on higher level than focusing on higher 3, 4, 5, 6 level spells. Of course don't waste your 9th level slot.
Part 3 | Caster Classes
\pagebreakNum # Dark Magic User
##### Dark Magic User | Level | Proficiency
Bonus | Features | Cantrips
Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Dark Magic Spellcasting, The Pact | 2 | 2 | — | — | — | — | — | — | — | — | 2nd | +2 | Quick Study| 2 | 3 | — | — | — | — | — | — | — | — | 3rd | +2 | — | 2 | 4 | 2 | — | — | — | — | — | — | — | 4th | +2 | Ability Score Improvement | 2 | 4 | 3 | — | — | — | — | — | — | — | 5th | +3 | — | 2 | 4 | 3 | 2 | — | — | — | — | — | — | 6th | +3 | Cursed Bless | 2 | 4 | 3 | 3 | — | — | — | — | — | — | 7th | +3 | — | 2 | 4 | 3 | 3 | 1 | — | — | — | — | — | 8th | +3 | Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — | 9th | +4 | — | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | 10th | +4 | Studying Time! | 3 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | 11th | +4 | — | 3 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | 12th | +4 | Ability Score Improvement | 3 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | 13th | +5 | — | 3 | 4 | 3 | 3 | 3 | 2 | | 1 | — | — | 14th | +5 | Power, unlimited power! | 3 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | 15th | +5 | — | 3 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | 16th | +5 | Ability Score Improvement | 3 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | 17th | +6 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | 18th | +6 | Shattered Psychic | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | 19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Master of Darkness | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
### Dark Magic User The Dark Magic Users are very rare in Fœnum. They forge pacts with some eldritch patrons to gain power. They got curse that causes their fur to become black. #### Quick Build You can make a Dark Magic User quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Outcast background. Third, choose the *Book Sweep* and *Book Guard* cantrips, along with the following 1st-level spells: *Chapter Trap*, *Menacing Pressence*.
Part 3 | Caster Classes
\pagebreakNum ## Class Features As a Dark Magic User, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d6 per Dark Magic User level - **Hit Points at 1st Level:** 6 + your Constitution modifier - **Hit Points at Higher Levels:** 1d6 + your Constitution modifier #### Proficiencies ___ - **Armor:** armor - **Weapons:** weapons - **Tools:** tools ___ - **Saving Throws:** Intelligence, Constitutition - **Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* 2 rare books or *(b)* 2 common books and a rare book - *(a)* a saddlebag or *(b)* simple clothing - Your Tome of Dark Magic ### Spellcasting As a student of arcane magic, you have a Tome of Dark Magic containing spells that show the first glimmerings of your true power. There is also your demonic patron locked inside there. #### Cantrips At 1st level, you know two cantrips of your choice from the Dark Magic User spell list. You learn additional Dark Magic User cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Dark Magic User table. #### At 1st level, you have a Tome of Dark Magic containing two 1st-level Dark Magic User spells of your choice. ##### Your Tome of Dark Magic The spells that you add to your Tome of Dark Magic as you gain levels reflect the arcane research you conduct on your own. You might find other spells during your adventures. ***Inscribing Spells in your Tome.*** At the begining of your adventure you have two spells in your Tome of Dark Magic. Every level one more (Chosen by you or the DM) magically appears. When you see someone casting a spell of level 6th or lower you can make an Investigation skill check. The DC of it is 14 + the spell level. If you succeed you can start learning it. To learn a spell you have to make once a day an Insight skill check with DC 14 + the spell level. If you will succeed for 3 days you have learnt the spell and it is now in your Tome of Dark Magic, but if you fail take 3d4 psychic damage. ***The Book’s Appearance.*** Your Tome of Dark Magic is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous Tome of Dark Magic in a mishap. #### Preparing and Casting Spells The Dark Magic User table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Dark Magic User spells that are available for you to cast. To do so. choose a number of Dark Magic User spells from your Tome of Dark Magic equal to your Intelligence modifier + your Dark Magic User level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you're a 3rd-level Dark Magic User, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your Tome of Dark Magic. If you prepare the 1st-level spell Minor Teleport, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Dark Magic User spells requires time spent studying your Tome of Dark Magic and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. #### Spellcasting Ability Intelligence is your spellcasting ability for your Dark Magic User spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Dark Magic User spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Intelligence modifier
Part 3 | Caster Classes
\pagebreakNum ### The Pact You've made a pact with your patron trapped within the Tome of Dark Magic. You can talk with him through the book. After you made the pact you fur became darker and pupils could become red. Typicall names for a patron are like **FHTNG TH§ ¿NSP§KBL?**, but after longer relationship they can be called by a abbreviation or a diminutive (**Fred** for this instance.). ### Quick Study Once you have level 2 you can study very quickly. During a short rest you can study your book. You get study points equal to 5 + your Intelligence modifier. You can gain spell slots by spending Study Points equal the spell slot level plus one. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. ### Cursed Bless Your patron can give you power. Since level 6 you can gain advantage on any check or save. A price of that is taking 3d6 psychic damage. ### Studying Time! Starting from level 10 you can study rally quickly. 3 times per long rest you can make a short rest in only 1 minute but if you do so you must pay one hit die and cannot use hit dice during that rest. ### Power, unlimited power! When past level 14 once per long rest you can activate a very powerfull boost. You can do it as a bonus action. After doing so you gain following abilities for 5 minutes: 1. You can cast spells of 1st, 2nd and 3rd level without using spell slots. 2. You can levitate up to 50 feet above the ground. 3. When you cast a spell you can cast the same spell again as a bonus action. After 5 minutes you take 3d20 Psychic damage. ### Shattered Psychic When you are at level 18 you dwelled so deep into dark magic that your Psychic shattered. Now you gain immunity to psychic damage other than penatlies from this class's abilities. \columnbreak ### Master of Darkness At level 20 you are nearly perfect user of dark magic. Now you can cast spells without spell slots by spending 4 hitpoints (per level of the spell). Additionaly after finishing a long rest you can change any of your cantrips.
Part 3 | Caster Classes
\pagebreakNum # 4. Melee Classes # Melee Fighter
##### Melee Fighter | Level | Proficiency Bonus | Features | Maneuver Points | |:---:|:---:|:---|:---:|:---:| | 1st | +2 | Fighting Bare Hooves, Precise / Strong Attack| — | | 2nd | +2 | Maneuver Points, Second Strike | 2 | | 3rd | +2 | The Way of the Fight | 2 | | 4th | +2 | Ability Score Improvement | 2 | | 5th | +3 | The Way of the Fight Feature | 4 | | 6th | +3 | — | 4 | | 7th | +3 | The Way of the Fight Feature | 4 | | 8th | +3 | Ability Score Improvement | 4 | | 9th | +4 | The Way of the Fight Feature | 6 | | 10th | +4 | — | 6 | | 11th | +4 | — | 6 | | 12th | +4 | Ability Score Improvement | 6 | | 13th | +5 | The Way of the Fight Feature | 8 | | 14th | +5 | Quick Recovery | 8 | | 15th | +5 | The Way of the Fight Feature | 8 | | 16th | +5 | Ability Score Improvement | 8 | | 17th | +6 | — | 10 | | 18th | +6 | — | 10 | | 19th | +6 | Ability Score Improvement| 10 | | 20th | +6 | Hoof Fight Master, The Way of the Fight Feature | 12 |
\columnbreak ### Melee Fighter The Melee Fighters are the most diversified warriors. Some are all-rounders others rule the sky and others shake the ground. #### Quick Build You can make a Melee Fighter quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution or Charisma if you are going to be Aearial Fighter. Second, choose the Adventurous background.
Part 4 | Melee Classes
\pagebreakNum ## Class Features As a Melee Fighter, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per Melee Fighter level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 + your Constitution modifier #### Proficiencies ___ - **Armor:** none - **Weapons:** none - **Tools:** none ___ - **Saving Throws:** Strength, Dexterity and Charisma - **Skills:** Choose two from Atlethics, Insight, Intimidation, Persuation #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - simple clothing - better tent - saddlebag - *(a)* a lasso or *(b)* 300 salt ### Fighting Bare Hooves As a Melee Fighter you mastered fighting with bare hooves. You add your proficiency to your unarmed attacks. ### Precise / Strong Attack When gaining first level on this class gives you access to more fighting styles. When you would use Dexterity or Strength for an attack you can use the other of the two stats instead, ### Maneuver Points When you reach level 2 you can use more advanced fighting techniques. You have two Maneuver Points and gain more on later levels as indicated in the class table. They can be used to preform some special actions. You regain all used Maneuver Points after a long rest. ### Second Strike Once per turn you can spend 1 Maneuver Point to make an additional attack after you made a one. ### Ability Score Improvement When you reach 4th level, and again at 8th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. \columnbreak ### Multiattack Starting from level 10 you can link attacks with ease. Once per round you can spend 1 Maneuver Point. To gain an advantage on an attack. If you'll hit you can make an additional attack. You can spend additional Maneuver Points to repeat this process on and on. ### Quick Recovery When you are at level 14 you become good at dodging. If you use dodge action you can do disengage action as a bonus action. If you do both you additionally gain unlimited reactions this round. ### Hoof Fight Master Since level level 20 you really master unarmed fighting. Now your attacks deal 1d12 + Your Strength or Dexterity modifier + your proficiency (all bonuses from previous levels are included here). Additionaly if you land a critical hit you regain all of your Maneuver Points. ## Ways of Fighting Every Melee Fighter Chooses his own way of Fighting. Some specialize in tricky skills. Other are rather all rounders. ## Jack o' All Trades You are a warrior who does not specializes in any technique a nearly perfect all-rounder. ### All-Rounded You try to master all your characteristics. Starting on level 3 and then on levels 5, 7, 9, 13 and 15 your stat with the lowest score increases by one. You choose in case of tie. ### Recovering When you gain level 5 you learn how to heal yourself. During a short rest you can heal yourself by 1d12 HP. Subtract HP healed the difference between your highest and lowest stat. Since level 15 you can add your proficiency to the HP healed. ### Quick Since level 7 you try increase your speed. Once per turn you can spend 2 Maneuver Points to make an additional action or bonus action. You also can make unlimited number of opportunity attacks. When you reach level 13 you gain an additional bonus action per turn. ### Real Jack o' All Trades When you reach level 20 you become a Perfect All-Rounder. Sum up all your stats and change them to be as even as possible with the sum. Additionaly you gain proficiency in every skill.
Part 4 | Melee Classes
\pagebreakNum ## Groundbreaker You are a ground based fighter! You're Kickin' and Stompin'! ### Kickin' ... When you start this Archetype at the level 3 you start to be good at Kickin'! When making an unarmed attack, if you roll 17, 18, 19 or 20, deal additional damage equal to your proficiency. Since level 13 when making an unarmed attack, if you roll 17, 18, 19 or 20 you make a critical hit. ### and Stompin'! Since level 5 you learn how to shake the ground. You can spend 1 Maneuver Point to cast *Lesser Earthquake*. Then at level 7 you can cast for the same cost *Greater Earthquake* (level 7) or for two Points *Giant Earthquake* (Since level 13). ### Trample When you reach level 9 you learn how to trample. Once per short rest you can charge at an enemy within range of your speed to make an attack that deals 3d12 bludgeoning damage. The enemy may make a Constitution save to take only halve damage. DC = 8 + your proficiency bonus + Your Charisma Modifier. ### Magicically Kikcin' and Stompin'! Starting from level 15 you learn how to use a bit of magic to fight. You an learn two spells from the Groundbreaker Spell List. You can cast each of them once per long rest by spending 4 Maneuver Points.
**Spell Save DC** =
8 + your proficiency bonus +
your Charisma modifier
**Spell attack modifier** =
your proficiency bonus +
your Charisma modifier
### Kikcin' and Stompin' Mastery Once you reach level 20 you gain mastery at Kikcin' and Stompin'! Each time you cast a spell from Groundbreaker list, use Trample or land a critical roll a d8 if you roll 6-8 you cancel all modifiers and deal triple damage. ## Trickster You are the trickiest of the tricky! You use specific attacks like throwing food or flower pots. \columnbreak ### Food Projectile At the begining of this subcalss you learn how to use food as waeaponry. As an action for 2 Maneuver Points you can throw a piece of food like brocoli. It is a ranged attack with range of 30 feet that deals 1d4 bludgeoning damage. After hit the enemy can use an action to eat the tossed object to regain 1d4 - 1 HP, doing so cancels concentration and the target has disadvantage on Saving Throws this turn and you regain 2 maneuver points. Starting from level 13 you can also do so as a bonus action. ### Flower Pot Projectile Since level 5 you can also toss flower pots. You can spend 2 Maneuver Points for one to magically appear. As an action for 2 Maneuver Point you can throw it. It makes 2 ranged attacks with range of 30 feet to one target that both deal 1d4 bludgeoning damage. ### Zippy Teleport Starting from level 7 you can use specific kind of teleport. You can use this on each enemy once per battle. You can cast *teleport* to teleprot 30 feet above the target, fall and make a melee attack against the target that deals triple damage. ### Picnic Basket When you finally reach level 9 you get to know how to use picnic basket with proficiency. Once per long rest you can take out your picnic basket for 5 minutes. If you are within 5 feet of it you can use Food Projectiles without spending Maneuver Points. If you will use your basket for more than 5 minutes it looses its *magical* properties until a long rest. ### The Ultimate Trickster When you are at lebvel 20 you are The Ultimate Trickster. You don't have to spend Maneuver Points to throw Projectiles. Additionally your Zippy Teleport can be used now unlimitedly by only spending one Maneuver Point. ## Warrior of Houshan As an Warrior of Houshan you have learnt how to greatly use flying as an advantage. **Prerequisites:** To take this subclass you have to be a Longma as this subclass is based on flight. And Longma are only flying species in Fœnum. Of course you can take this subclass as cattle, reindeer etc. if you really want but it think twice before doing so.
Part 4 | Melee Classes
\pagebreakNum ### Aerial Ace When you choose this Subclass at the level 3 you improve your flying skills. When flying you gain advantage on Dexterity and Charisma Checks. ### Volcanic Series You know how to do some Volcanic spells. Since level 5 you can spend 1 Maneuver Point to cast *Volcanic Ash*, since level 7 you can spend 1 Maneuver Point to cast *Volcanic Bash* and you can spend 2 Maneuver Point to cast *Volcanic Crash*. ### Men Shao Ti... Since Level 13 you master the secret Longma martial arts. You can spend 6 Maneuver Points to cast *Men Shao Ti*. ### Ren Shao Feng! Since Level 13 you master the secret Longma martial arts. You can spend 2 Maneuver Points to cast *Ren Shao Feng*. ### Improved Aerial Hooffight At the level 15 you improve at fighting bare hooves in air! Now you add twice your proficiency bonus. ### Hypersonic Flight On level 20 you are really the master of flying. Your speed during flight is now 75 feet. > ##### A Note On Groundbreaker and Warrior of Houshan > Groundbreaker and Warrior of Houshan have their own small spell lists. It was made intentionally to meke it easier to find acurate spells. This can be also used to help making encounters with some special spellcasters.
Part 4 | Melee Classes
\pagebreakNum # Dog Owner
##### Dog Owner | Level | Proficiency Bonus | Features | Max.Dog Level | Total Dogs | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Sheep Dogs, Digging Pup | 1 | 2 | | 2nd | +2 | — | 1 | 2 | | 3rd | +2 | Growly Pup | 1 | 2 | | 4th | +2 | Ability Score Improvement | 2 | 2 | | 5th | +3 | Pilot Pup | 2 | 3 | | 6th | +3 | Dog Control Improvment | 2 | 3 | | 7th | +3 | — | 2 | 4 | | 8th | +3 | Ability Score Improvement | 2 | 4 | | 9th | +4 | — | 2 | 5 | | 10th | +4 | — | 2 | 5 | | 11th | +4 | — | 2 | 6 | | 12th | +4 | Ability Score Improvement | 2 | 6 | | 13th | +5 | Big Momma | 3 | 7 | | 14th | +5 | Dog Control Improvment | 3 | 7 | | 15th | +5 | Big Papa | 4 | 8 | | 16th | +5 | Ability Score Improvement | 4 | 8 | | 17th | +6 | — | 4 | 9 | | 18th | +6 | — | 5 | 10 | | 19th | +6 | Ability Score Improvement | 5 | 11 | | 20th | +6 | Dogmaster | 5 | 12 |
\columnbreak ### Dog Owners Originating from Baaah dog owners are warriors who use their pups to fight. They have many kinds of dogs for every occasion. #### Quick Build You can make a Dog Owner quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Traveler background.
Part 4 | Melee Classes
\pagebreakNum ## Class Features As a Dog Owner, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d4 per Dog Owner level - **Hit Points at 1st Level:** 4 + your Constitution Modifier - **Hit Points at Higher Levels:** 1d4 + your Constitution Modifier #### Proficiencies ___ - **Armor:** none - **Weapons:** none - **Tools:** none ___ - **Saving Throws:** Dexterity, Wisdom - **Skills:** Animal handling + Choose one from Medicine, Nature, Perception, Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - a book (common or rare) - a saddlebag - a bell - simple clothing - better tent ### Sheep Dogs As a dog owner you own some sheep dogs (see stats in bestiary). You can control them by using an action (one action for all dogs but one check per dog) and making a Animal Handling check with DC with DC of 6 + dog level * 2. If you fail the dog does nothing or an action chosen by DM (DM chooses). The number of dogs you can own is shown in the class table. As an action you can call one of your dogs. The number of controlled Each time you could have more sheep dogs you can go to Baah, or the DM can let you recruit some in an unusual way. ### Dogs of All Shapes and Sizes There are 5 kinds of sheep dogs you can recruit each have other fighting capabilites. | Dog Type | Dog Level | HP | Level to Recruit| |:---:|:-------:| :------: | :---: | | Digging Pup | 1 | 4| 1 | | Growly Pup | 2 | 12 | 3 | | Pilot Pup | 2 | 8 | 5 | | Big Momma | 3 | 20 | 13 | | Big Papa | * | 40 | 15 *You can call big Papa only once per long rest, but he does not counts to the dog level. \columnbreak ### Dog Control Improvement As you level up your control over dogs is better. Since level 6 you can control dogsas a bonus action. And since level 14 3 times per short rest as an action you can do *Rally*, all dogs you control do anything to go to you. ### Dogmaster When you reach level 20 you get absolute control over your dogs. You don't need to spend action to control them and you automatically pass the the Checks. You can call any number of dogs with an action. You also don't have to take a long rest to call Big Papa.
Part 4 | Melee Classes
\pagebreakNum # 5. Equipment ## Equipment Here s The Complete List of Equipment you can buy in Fœnum. Important note: In world of Them's Fightin Herds salt is used as currency. ## Combat Items ### Weapons | Name | Cost | Damage | Weight | Properties | |:----:|:---:|:----:|:----:|:--| | Lasso | 400 Salt | 1d4 | 0.5 lb. | Range 30 feet, Lasso | When you use lasso against a creature with same or smaller size and hit you can make a Strength or Dexterity (your choice) test with DC 10 + the creatures Strenght Modifier. If you succeed the target is Dizzed (see Appendix A). If you succeed for 5 or more it's Hard Knockdown instead. ### Armor | Name | Cost | AC | Strength | Stealth | Weight | |:---:|:----:|:---:|:----:|:---:|:---:| | Houshan Guard Armor | * | 19 + Dex| Str 12** |—| 20 lb. *Houshan Guard Armor cannot be bought. You can recive a one being a royal guard. **You need 18 Strength if you want to fly in it. ## Adventuring Equipment |Item | Cost | Weight | |:-|-:|-: | |Saddlebag* | 100 salt| 1 lb.| |Clothing (plebeian) | 30 salt | 0.5 lb. | |Clothing (fancy) | 500 salt | 0.5 lb. | |Clothing (simple) | 100 salt | 1 lb. | |Clothing (high noble)| 1000 salt | 0.5 lb. | |Clothing (cold weather)| 300 salt| 0.5 lb. | |Book (common) | 170 salt | 0.2 lb. | |Book (rare) | 500 salt | 0.2 lb. | ― | |Bell | 30 salt | 0.2 lb. | |Golden Oats** (1 day) | 100 salt | 0.1 lb.| |Flower Pot| 70 salt | 1 lb. | |Tent*** (simple)| 50 salt | 0.5 lb. | |Tent (better)| 70 salt | 1 lb. | |Stone Tablet| 50 salt | 2 lb. | |Stylus****| 80 salt | 4 lb. | |Reading Glasses| 250 salt | 0.1 lb. |
*Works like Backpack in standard D&D 5e
**Only to buy in Reine
***Can hold 2 persons
****Used to write on a stone tablet ## Living in Fœnum
##### Lifestyle Expenses |Lifestyle| Price/Day (food + lodging)| |:--------|:----| |Wretched|-| |Squalid |5+10 salt| |Poor | 10 + 20 salt| |Modest | 15 + 25 salt| |Comfortable| 20 + 30 salt | |Wealthy | 30+35 salt| |Aristocratic | 50 + 50 salt minimum| ##### Food & Drink | Cost | Name| |:-----|:----| |Glass of Milk| 5 Salt | |Tea| 20 Salt | |Coffe| 35 Salt | |Common Beverage| 10 salt | |Top-Shelf Beverage| 80 salt| |Feast(per ungulate)| 120 salt| |Brocoli | 1 Salt| |Apple | 3 Salt| |Room at a Tavern | 50 salt|
Part 5 | Equipment
\pagebreakNum # 6. Character Backgrounds ### Adventurous Brave deeds and danger are nothing new to you. Due to the circumstances of how you were raised, you have been involved with wandering heroes for most of your life. Maybe you were part of an adventuring band previously, but split with them after a disagreement or tragedy. Or, perhaps you worked around heroes in a lesser role for most of your young life, and you are now ready to graduate to the front lines. ___ **Skill Proficiencies:** Athletics, Survival
**Tool Proficiencies:** One of your choice
**Languages:** none
**Equipment:** saddlebag, simple clothing, simple tent 2000 salt #### Feature: Simpatic You're quite likable. You can find a place to rest with ease. When you meet someone there is a big chance that the they liked you. Then, there is a chance that it will give you a poor lifestyle. #### Suggested Characteristics
| d6 | Personality Trait | |:---:|:-----------| | 1 | I can't bring myself to ignore a cry for help. | | 2 | I hold onto every mildly interesting item I find, in case it comes in handy someday. | | 3 | After all the strange things I've seen in my travels, nothing can surprise me. | | 4 | I spit and laugh in the face of danger. | | 5 | Giving up is never an option for me. | | 6 | I fill silence with wacky and exaggerated stories about my past misadventures. | \columnbreak | d6 | Ideal | |:---:|:-----------| | 1 | **Adventure**: All I want is to travel the world and see amazing things. (Any) | | 2 | **Heroism**: I am dedicated to helping people in need. (Good) | | 3 | **Order**: I use my power to save the world from the forces of chaos and create a better one in its place. (Lawful)" | | 4 | **Excitement**: An ordinary life is boring; I'd rather travel around and find trouble. (Chaotic) | | 5 | **Power**: The more powerful enemies I defeat, the stronger I become. (Neutral) | | 6 | **Legacy**: I want to go down in history as a brave, powerful hero. (Any) | | d4**** | Bond | |:---:|:-----------| | 1 | My family is everything for me. | | 2 | My adventuring party means the world to me. || | 3 | There is a faraway place I've always wanted to visit, and I won't stop until I make it there. | | 4 | All I want is to make the ones who trained me in the way of adventuring proud. | | d4 | Flaw | |:---:|:-----------| | 1 | I expect to be lavished with praise and attention whenever I do my job, and I become irate when no one acknowledges my heroism. | | 2 | Waiting around makes me antsy. I'd rather do something stupid than do nothing at all. | | 3 | I'll never deny a challange, even if it is stupid.| | 4 | A monstrous enemy I faced in the past still leaves me quivering with fear. | \pagebreakNum
Part 5 | Character Backgrounds
### Outcast Because of something you have done you have been rejected from your society. Now you live life of a hermit. ___ **Skill Proficiencies:** Insight, Survival
**Tool Proficiencies:** none
**Languages:** none
**Equipment:** a saddlebag, 3 common books, a rare book, a simple tent, simple clothing 1000 salt #### Feature: Taboo Knowledge As you were banished you some things that are forbidden in some societies. You have some dark knowledge that can help you through your adventures (discus what is it with your DM) ... Or bring doom to you and your companionship! #### Suggested Characteristics
| d8 | Personality Trait | |:---:|:-----------| | 1 | I enjoy being alone. | | 2 | Though I am not a member of my society anymore, I use some knowledge gathered when still being a part of it. | | 3 | I ... speak ... very ... slowly ... when ... talking ... to ... fools, ... which ... almost ... everyone... I... meet... is ... compared ... to... me. | | 4 | I am a bookworm. | | 5 | I hate to be disturbed in anything I do. | | 6 | I am very calm. | \columnbreak | d6 | Ideal | |:---:|:-----------| | 1 | **The Light Side**: With darkness i will bring light to the world (Good) | | 2 | **The Dark Side**: I will use every, even darkest metod to achieve my goals. (Chaotic) | | 3 | **Freedom**: I separated from my society because they did not understand me. (Any) | | 4 | **Understanding**: I dwellved into darkness to understand the world. (Lawful) | | 5 | **Neutrality**: Live and let others live. (Neutral) | | 6 | **Curiosity**: I want to see as much of the world beyond as I can. (Any) | | d4 | Bond | |:---:|:-----------| | 1 | I need no more friends than books. They will never fail me! | | 2 | I seek revenge against the people who rejected me. | | 3 | I have only small amount of friends who understand me. | | 4 | As I was alone for a very long time I appreaticate any companion! | | d4 | Flaw | |:---:|:-----------| | 1 | I get angry very often when facing someone. Many people annoy me. | | 2 | I think like rivalry a bit too much. | | 3 | I sometimes talk to myself. I don't think it is normal. Of, course not you're right | | 4 | I always think I'm the best at everything and others are worse. | \pagebreakNum
Part 5 | Character Backgrounds
### Royal Family Member You live in elite of some country in Fœnum. You can be nephew of Yarl of Reine or cousin of emperor of Houshan. ___ **Skill Proficiencies:** Intimdate, Persuation
**Tool Proficiencies:** stylus
**Languages:** none
**Equipment:** High Noble Clothing, a rare book , 4000 salt #### Feature: Popularity Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can be a very well known persona in your region. Additionally you can write in every language you can speak in. Also as being a part of royal family you can sometimes borrow salt. #### Suggested Characteristics
| d6 | Personality Trait | |:---:|:-----------| | 1 | *I have a very güd accent and I will speak like zat all ze time.* | | 2 | Even being a noble I prefer being treated as a normal unuglate. I prefer simple food over the expensive one. | | 3 | I am obsesed with somethig very much. | | 4 | I like rivalry very much. | | 5 | When meeting someone I like too use very complicated words that I don't even know meaning of too seem eloquent. | | 6 | I always take care of my servants. | \columnbreak | d6 | Ideal | |:---:|:-----------| | 1 | **Genorsity**: Everyone should be as well-living as me. I donate a big part of my money for charity. (Good) | | 2 | **Power**: I use my status become the most powerful Unglate in Fœnum. (Evil) | | 3 | **Family**: There is nothing as important as family, it's heritage and history should be remembered and respected. (Lawful) | | 4 | **Freedom**: I bow to no one. (Chaotic) | | 5 | **Fame**: I don't want to hurt anyone nor make world better. All I wish for is fame. (Neutral) | | 6 | **Beauty**: Looks are the most important! (Any) | | d4 | Bond | |:---:|:-----------| | 1 | I love my family above everything else. | | 2 | I have many friends both nobles and lower class people. | | 3 | The most important person in my life is ME! | | 4 | I am pretty lonely. | | d4 | Flaw | |:---:|:-----------| | 1 | I think the world could be a bit more delicate. It seems so brutal for me. | | 2 | I feel a great disdain for people from lower castes. I don't like being with them. | | 3 | I fear being in danger because of my family's enemies. I am very paranoid | | 4 | I always have to be in the center of the action. I am very narcisstic. | \pagebreakNum
Part 5 | Character Backgrounds
### Royal Guard (Reine) You worked as royal guard in the city of Reine, tough you know everything about it. ___ **Skill Proficiencies:** Athletics, History
**Tool Proficiencies:** none
**Languages:** Elvish
**Equipment:** a saddlebag, fancy clothing, 3500 salt. #### Feature: Reine Guardian You have a map of Reine in your head you know every secret of it. Additionally when visiting Reine you, but only can be granted Comfortable lifestyle by your friends from the guard. They can also give you some equipment. #### Suggested Characteristics
| d6 | Personality Trait | |:---:|:-----------| | 1 | I can't bring myself to ignore a cry for help. | | 2 | I hold onto every mildly interesting item I find, in case it comes in handy someday. | | 3 | After all the strange things I've seen in my travels, nothing can surprise me. | | 4 | I spit and laugh in the face of danger. | | 5 | Giving up is never an option for me. | | 6 | I fill silence with wacky and exaggerated stories about my past misadventures. | \columnbreak | d6 | Ideal | |:---:|:-----------| | 1 | **Adventure**: All I want is to travel the world and see amazing things. (Any) | | 2 | **Heroism**: I am dedicated to helping people in need. (Good) | | 3 | **Order**: I use my power to save the world from the forces of chaos and create a better one in its place. (Lawful)" | | 4 | **Excitement**: An ordinary life is boring; I'd rather travel around and find trouble. (Chaotic) | | 5 | **Power**: The more powerful enemies I defeat, the stronger I become. (Neutral) | | 6 | **Legacy**: I want to go down in history as a brave, powerful hero. (Any) | ) | d4 | Bond | |:---:|:-----------| | 1 | I have sworn to hunt down the monster or villain who attacked Reine. | | 2 | My friends mean the world to me. | | 3 | I adventure in order to bring honor (or money) to my family. | | 4 | There is a faraway place I've always wanted to visit, and I won't stop until I make it there. | | d4 | Flaw | |:---:|:-----------| | 1 | I expect to be lavished with praise and attention whenever I do my job, and I become irate when no one acknowledges my heroism. | | 2 | Waiting around makes me antsy. I'd rather do something stupid than do nothing at all. | | 3 | Sometimes I'm getting away from work.| | 4 | A monstrous enemy I faced in the past still leaves me quivering with fear. | \pagebreakNum
Part 5 | Character Backgrounds
### Royal Guard (Houshan) You worked as a royal guard in empire of Houshan. ___ **Skill Proficiencies:** Acrobatics, Intimidation
**Tool Proficiencies:** none
**Languages:** none
**Equipment:** Houshan Guard Uniform, 2500 salt #### Feature: Guard's Respect You are a part of the respected royal guard of Houshan. You are respected very much. If you wish so many people in Houshan can give you comfortable lifestyle. They will obey simple commands you will say. Also even outside of Houshan nearly everyone who will recognise you will respect you as a part of the Royal Guard. #### Suggested Characteristics
| d8 | Personality Trait | |:---:|:-----------| | 1 | I can't bring myself to ignore a cry for help. | | 2 | I hold onto every mildly interesting item I find, in case it comes in handy someday. | | 3 | After all the strange things I've seen in my travels, nothing can surprise me. | | 4 | I spit and laugh in the face of danger. | | 5 | Giving up is never an option for me. | | 6 | I fill silence with wacky and exaggerated stories about my past. | \columnbreak | d6 | Ideal | |:---:|:-----------| | 1 | **Adventure**: All I want is to travel the world and see amazing things. (Any) | | 2 | **Heroism**: I am dedicated to helping people in need. (Good) | | 3 | **Order**: I use my power to save the world from the forces of chaos and create a better one in its place. (Lawful)" | | 4 | **Excitement**: An ordinary life is boring; I'd rather travel around and find trouble. (Chaotic) | | 5 | **Power**: The more powerful enemies I defeat, the stronger I become. (Neutral) | | 6 | **Legacy**: I want to go down in history as a brave, powerful hero. (Any) | | d6 | Bond | |:---:|:-----------| | 1 | I have sworn to hunt down anyone who plots against Houshan. | | 2 | My sojorun means the world to me. | | 3 | I adventure in order to bring honor (or money) to my family. | | 4 | There is a faraway place I've always wanted to visit, and I won't stop until I make it there. | | d4 | Flaw | |:---:|:-----------| | 1 | I expect to be lavished with praise and attention whenever I do my job, and I become irate when no one acknowledges my heroism. | | 2 | I could never trust a reindeer. | | 3 | Waiting around makes me antsy. I'd rather do something stupid than do nothing at all. | | 4 | A monstrous enemy I faced in the past still leaves me quivering with fear. | \pagebreakNum
Part 5 | Character Backgrounds
### Shop Owner You own a shop somewhere in Fœnum. You can have shop with food or maybe a clothing shop like Cashmeere ___ **Skill Proficiencies:** Intimdate, Persuation
**Tool Proficiencies:** stylus
**Languages:** elvish
**Equipment:** fancy clothing, 2500 salt #### Feature: Free Equipment As you own a shop you can grant your party some equipment, you can take some equipment from your shop, but as your shop income decreases you will have to pay for it but not at the moment. Additionally you know some other shop owners so you can trade your products for another trader's products. Also as a shop owner, if when you are adventuring someone takes care of your shop you gain income of 1000 salt per month. #### Suggested Characteristics Choose one shop type or randomize from those below: | d4 | Shop Type | |:---:|:-----------| | 1 | Food Store | | 2 | Clothing Shop | | 3 | Library | | 4 | Other |
| d6 | Personality Trait | |:---:|:-----------| | 1 | I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me. | | 2 | I like to talk at length about my profession. | | 3 | I am often sassy. | | 4 | I appreciate every client. I am a bit sad when my products are too expensive for someone and I love to see some ricch clients. | | 5 | I always want to know how things work and what makes people tick. | | 6 | I am very sociable. | \columnbreak | d6 | Ideal | |:---:|:-----------| | 1 | **Help**: My products are to help people. (Good) | | 2 | **Greed**: I do this only for money. (Evil) | | 3 | **Sustainability**: My shop as other shops help to keep balance at economy.. (Lawful) | | 4 | **Surprise**: As I always say: Expect the Unexpected! (Chaotic) | | 5 | **People**: I do everything the people I care about, not to ideals. (Neutral) | | 6 | **Hard Work**: I work hard to be the best. (Any) | | d4 | Bond | |:---:|:-----------| | 1 | My shop means everything to me. | | 2 | I'm fond of people who work with me at my shop. | | 3 | I try to make friends with every client I have. | | 4 | I'm in love with someone. | | d4 | Flaw | |:---:|:-----------| | 1 | I sometimes try to convince someone too much so they leave me. | | 2 | due to being tricked very often I am very distrustful. | | 3 | Do this, do that. I am sick and tired of nobles. | | 4 | I once tricked a powerful persona. I fear e can seek revenge on me. | \pagebreakNum
Part 5 | Character Backgrounds
### Traveler You traveled through all the Fœnum. You know very much about the world ___ **Skill Proficiencies:** any two of your choice
**Tool Proficiencies:** stylus
**Languages:** none
**Equipment:** a saddlebag, a simple tent, a stylus, 3 stone tablets, simple clothing, 2000 salt #### Feature: I was there I saw that As you have traveled across the Fœnum you know very much about it. You especially enjoyed visiting a certain place. Choose one region of Fœnum you will have very big knowledge about it. Additionally you can write in every language you can speak in. #### Suggested Characteristics
| d8 | Personality Trait | |:---:|:-----------| | 1 | I live with some traditions from places I visited. | | 2 | I feel more comfortable sleeping outside. | | 3 | I always pre-plan my escape should things go bad; I always like to have an exit strategy. | | 4 | I tend to give advices to other travelers. | | 5 | I prefer exotic quisine over food served in my homeland.| | 6 | I always wear my saddlebag with me. | \columnbreak | d6 | Ideal | |:---:|:-----------| | 1 | **Heart**:Always help those who need help do this on all my adventures. (Good) | | 2 | **Strenght**: What does not kills me makes me stronger. (Any) | | 3 | **Tradition**: Traditions of all cultures should be respected. (Lawful) | | 4 | **Freedom**: Just be yourself no matter what. (Chaotic) | | 5 |**People**: I respect people not ideals. (Neutral) | | 6 | **Curiosity**: I want to see as much of Fœnum as I can. (Any) | | d4 | Bond | |:---:|:-----------| | 1 | I made friends in a distant country I was in. | | 2 | My friends are those who travel with me. | | 3 | I do not trust those who do not what species they belong to.| | 4 |My family is living far away from me, but I know they love me. | | d4 | Flaw | |:---:|:-----------| | 1 | I am really bored when I am not adventuring. I don't have energy for anything. | | 2 | I am very impatient. | | 3 | I strongly dislike enclosed spaces and require intoxication or firm encouragement to enter them. | | 4 | I am a bit too curious. |
Part 5 | Character Backgrounds
\pagebreakNum # 7. Spells of Fœnum ## Spells Here are present all spells used in this homebrew.
### Winter Wizard Spells ##### Cantrips (0 Level) - Ice Shield - Ice Punch - Fresh Wind - Ice Puff - Antler Light ##### 1st Level - Instant Snowball - Delayed Snowball - Delayed Blast Icicle Missile - Shatter ##### 2nd Level - Ice Eruption - Winter Wind \columnbreak ##### 3rd Level - Ice Slik - Arsenal: Warhammer - Ice Sculpture ##### 4th Level - Healing Hooves (Frostbite) - Arsenal: Battle Axe - Arsenal: Shield ##### 5th Level - Magic Ice Eruption - Winter Wind (advanced) \columnbreak ##### 6th Level - Ice Rain ##### 7th Level - Ice Cyclone - Ice Cyclone Disguise ##### 8th Level - Frostbite - Ice Fjord \columnbreak ##### 9th Level - Perfected Sculpture Trap
### Dark Magic User Spells ##### Cantrips (0 Level) - Book Sweep - Conjure Book - Magic Drain - Instant Teleport - Book Guard - Pushblock ##### 1st Level - Chapter Trap - Teleport Away - Menacing Presence ##### 2nd Level - Shadow Spark - Tentacles of Darkness - Teleport \columnbreak ##### 3rd Level - Smite - Devour - Darkness Fist ##### 4th Level - Magic Spark - Magic Teleport - Magic Trap ##### 5th Level - Mass Chapter Trap - Quick Healing - Long Range Teleport \columnbreak ##### 6th Level - Death Wave - Force Pillar ##### 7th Level - Shadow Blast - Foresee Future ##### 8th Level - Hi Fred! \columnbreak ##### 9th Level - Dark Cataclysm
Part 7 | Spells of Fœnum
\pagebreakNum
### Groundbreaker Spell List ##### 2nd Level - Lesser Earthquake ##### 3rd Level - Greater Earthquake - Magic Dash - Super Jump ##### 4th Level - Giant Earthquake - Magic Counter ##### 5th Level - Magic Earthquake ##### 6th Level - Sheer Force
### Volcanic Spell List ##### 2nd Level - Volcanic Ash - Volcanic Bash ##### 3rd Level - Volcanic Crash ##### 6th Level - Men Shao Ti ##### 7th Level - Ren Shao Feng # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
Part 7 | Spells of Fœnum
\pagebreakNum #### Antler Light *Illusion Cantrip* ___ - **Casting Time:** Action - **Range:** self - **Components:** S - **Duration:** 5 minutes ___ As you cast this spell you antlers will illuminate with strong light within 15 feet and dim light within another 15 away for 1 minute. #### Arsenal: Battle Axe *3rd Level Conjuration* ___ - **Casting Time:** Action - **Range:** none - **Components:** V, S - **Duration:** 1 minute ___ You use your powers to create a weapon made from Ice. In this case a Battle. Even it is floating you use Strength for this attack. It is treated as a melee weapon that deals 2d8 cold damage. If you use this weapon it breaks all *Ice Sliks* within 30 feet and puches the opponent by 20 feet. You can't use this spell when you have less than 14 Strength. #### Arsenal: Shield *3rd Level Conjuration* ___ - **Casting Time:** Action - **Range:** none - **Components:** V, S - **Duration:** 1 minute ___ You use your powers to create a shield made from Ice. As it is floating around you it gives you +1 to AC. You can't use this spell when you have less than 14 Strength. #### Arsenal: Warhammer *2nd Level Conjuration* ___ - **Casting Time:** Action - **Range:** none - **Components:** V, S - **Duration:** 1 minute ___ You use your powers to create a weapon made from Ice. In this case a Warhammmer. Even it is floating you use Strength for this attack. It is treated as a melee weapon that deals 2d6 cold damage. You can't use this spell when you have less than 13 Strength. #### Book Sweep *Transmutation Cantrip* ___ - **Casting Time:** Action - **Range:** 5 feet. - **Components:** S, M (Your Tome of Dark Magic or any other Book) - **Duration:** Instant ___ You make a telekinetic melee attack using your book. It deals 1d4 + your Intelligence Modifier bludgeoning damage. #### Book Guard *Transmutation Cantrip* ___ - **Casting Time:** Bonus Action or a Reaction - **Range:** self - **Components:** S, M (Your Tome of Dark Magic or any other Book) - **Duration:** Instant ___ You use a telekinetic defense using your book. It gives you +1 AC this round. #### Chapter Trap *1st Level Evocation* ___ - **Casting Time:** Action - **Range:** 30 feet - **Components:** V, S, M (Your Tome of Dark Magic) - **Duration:** 1 minute ___ Within 30 feet of yourself you create a Chapter Trap. Whenever any enemy touches it, it will explode and deal 2d4 necrotic damage. The trap also disappears after 1 minute. #### Conjure the Book *Conjuration Cantrip* ___ - **Casting Time:** Bonus Action - **Range:** 150 feet - **Components:** V, S - **Duration:** Instant ___ You call your Tome of Dark Magic to you. It comes to you with speed of 60 feet per turn. #### Darkness Fist *3rd Level Conjuration* ___ - **Casting Time:** Action - **Range:** 15 feet - **Components:** V, S, M (Your Tome Of Dark Magic) - **Duration:** Duration ___ You make melee attack using fist conjured with dark magic. It deals 3d8 + your Intelligence Modifier bludgeoning damage. #### Dark Cataclysm *9th level Conjuration* ___ - **Casting Time:** Action - **Range:** 5 feet - **Components:** V, S, M (Your Tome of Dark magic) - **Duration:** Instant ___ Your Dark companinon rises and uses your power to destroy your enemy. Your Patron emerges as a monstrous being attacking the target. The target takes 100 takes unblockable necrotic damage. You take 2d10 psychic damage and spend all your unused hit dice.
Part 7 | Spells of Fœnum
\pagebreakNum #### Death Wave *6th Level Evocation* ___ - **Casting Time:** 1 minute - **Range:** self (60-feet radius) - **Components:** V, S - **Duration:** Instant ___ You unleash the destructive force of death with this spell! After one minute as you unleash your power, every creature in range takes 6d10 of necrotic damage. If any creature takes enough damage to be below half of their maximum HP, it is knocked unconsinious. Tough this spell is exhausting for your organism you have to spend 1 Hit Die to cast it, then take 2d8 psychic damage. #### Delayed Blast Icicle Missile *1st Level Evocation* ___ - **Casting Time:** Action - **Range:** 150 feet - **Components:** V, S - **Duration:** Instant ___ You magically create Icicle Missile that will charge before attacking the enemy. As bonus action you can release the missile at a chosen target. The spell’s base damage is 1d6. If at the end of your turn if it has not been released yet, the damage increases by 1d6. If the damage reached 4d6 and you have not used it yet it fires at the closest target other than you. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the base damage increases by 1d6 for each slot level above 1st.
\columnbreak #### Delayed Snowball *1st Level Evocation* ___ - **Casting Time:** Action - **Range:** 90 feet - **Components:** V, S - **Duration:** Instant ___ You magically create a snowball. As you create it, it is thrown high to the air. As an action you can make it attack an enemy within the range. It deals 1d4 cold damage on hit. Additionally when you roll 18 or more on attack roll, *you attacked from behind*, triple the damage dealt. Also, on every attack roll for this spell you have advantage. #### Devour *3rd Level Transmutation* ___ - **Casting Time:** Action - **Range:** 5 feet - **Components:** V, S, M: Your Tome of Dark Magic - **Duration:** 1 minute ___ You try devour your opponent into your Tome. The target must make a Constitution Saving Throw. If it fails, it gets trapped in your book. At the start of each turn the trapped creature can try to break free by retrying the save. Each time the creature fails on the save it takes 1d4 necrotic damage. The spell is canceled when you wish for or after 1 minute, after that the target target is thrown up 80 feet away from you in a direction chosen by you. Huge creatures or larger cannot be targeted by this spell. *Magic Steal:* When you succeed on using this spell. You can regain lowest expended spell slot. You cannot regain spell slots from levels above 5th this way.
Part 7 | Spells of Fœnum
\pagebreakNum #### Frostbite *6th Level Evocation* ___ - **Casting Time:** Bonus Action - **Range:** unlimited - **Components:** S - **Duration:** Instant ___ YOu can only use this on a creature damaged by ice cyclone this turn. It takes 3d6 cold damage and gets frostbite. #### Force Pillar *6th Level Evocation* ___ - **Casting Time:** Action - **Range:** 60 feet line (above or below you) - **Components:** S - **Duration:** Instant ___ You create a strong pillar of force above or below you. Each creature caught in range takes 10d8 force damage as being treated with blast of pure energy. ***At Higher Levels.*** When you can cast this spell with spell slot of level 7th or higher you can cast this spell as an opportunity attack with a reaction. If you do so the creature takes 14d8 force damage, even if being of the range. #### Foresee Future *7th Level Divination* ___ - **Casting Time:** 2 hours - **Range:** none - **Components:** V, S - **Duration:** Instant ___ You try to foresee the future so you start to meditate to get information about future. Roll a d12. Results are shown in this table. | Roll | Result | |---|:-----------:| | 1-5 | Something went wrong! You take 3d12 psychic damage. | | 6-9 | Nothing! Try better next time! | | 10-11 | You felt something... Gain an advantage on next d20 roll. | | 12 | You got a very clear vision. The DM has to say you about an important event that will happen within next 13 years.| ___ After rolling 12 on this spell you can't use it for an year. Additionaly when someone will break your concentration during meditation take 3d12 psychic damage. #### Giant Earthquake *4th Level Evocation* ___ - **Casting Time:** An Entire Turn - **Range:** 120 feet radius (on ground) - **Components:** S - **Duration:** Instant ___ You unleash a powerful earthquake using your entire turn (you cannot move). Every creature in range takes 6d10 buldoging damage make Dexterity Save. If they succeed the damage is halved. #### Greater Earthquake *4th Level Evocation* ___ - **Casting Time:** Action - **Range:** 90 feet radius (on ground). - **Components:** S - **Duration:** Instant ___ You unleash an earthquake using your action. Every creature in range takes 4d10 buldoging damage make Dexterity Save. If they succeed the damage is halved #### Healing Hooves: Frostbite *4th Level Evocation* ___ - **Casting Time:** Action - **Range:** touch - **Components:** V, S - **Duration:** Instant ___ You use your hooves to heal damage done by frost. Using this spell on the target automatically ends Frostbite. Additionally if the target taken unhealed cold damage within 1 hour it recovers 1d4 HP. #### Hi Fred! *8th Level Conjuration* ___ - **Casting Time:** Action - **Range:** 5 feet - **Components:** V, S, M (Your Tome of Dark Magic) - **Duration:** 5 minutes ___ You call your demonic patron to help you. He appears within 5 feet of you (see stats in Appendix B). He can be partly controlled by you. At any moment you can call him back to the book. Tough this spell is exhausting for your organism you have to spend 2 Hit Dies to cast it, after you finish using this spell take 2d6 psychic damage for every minute it lasted. #### Ice Cyclone *7th Level Evocation* ___ - **Casting Time:** Action - **Range:** 90 feet line - **Components:** V, S - **Duration:** Instant ___ You unleash the destructive (and beautiful) force of Winter with this spell! You summon the Ice cyclone about a feet from you, then it moves 90 feet in the direction chosen by you. Every creature, except you that will be within 15 feet of the cyclone will take 4d10 cold damage and gets knocked back 30 feet backwards. If the creature rolls 1 on the save it gets Frostbite.
Part 7 | Spells of Fœnum
\pagebreakNum #### Ice Cyclone Disguise *7th Level Evocation* ___ - **Casting Time:** Action - **Range:** self - **Components:** V, S - **Duration:** 1 minute ___ You unleash the destructive (and beautiful) force of Winter with this spell,! You summon the Ice cyclone, but now you hide in it! When hiding in the cyclone, you get advantage on all spells and you don't get disadvantage while not redying them. Additionally you get advantages on all Dexterity rolls and enemies get Disadvantage when attacking you. Every enemy creature that will be within 15 feet of the cyclone is forced to make a Dexterity save. if it is not succeed will take 4d10 cold damage and gets knocked back 30 feet backwards. If you get hit in this state you have to make an action in your next turn to continue the spell or it ends immediately. #### Ice Eruption *2nd Level Evocation* ___ - **Casting Time:** Action - **Range:** 90 feet - **Components:** V, S - **Duration:** Instant ___ You quickly create ice spikes that will attack the opponent within range. They deals 1d6 cold damage and 1d6 piercing damage on hit. Additionally when you roll 18 or more on attack roll, *you attacked from behind*, triple the damage dealt. Also, on every attack roll for this spell you have advantage. #### Ice Fjord *8th Level Conjuration* ___ - **Casting Time:** Action - **Range:** 300 feet radius - **Components:** V, S - **Duration:** 5 minutes ___ You create an enormous *Ice Slik* on ground within 300 feet radius. Every creature that is a reindeer or a Winter Wizard has their speed increased by 10 feet. Other creatures have to make a Dexterity save. If they fail they take 2d4 bludgeoning damage and it's a Hard Knockdown. Also Ice Fjord only can vanish after the end of the spell though it can't be destroyed as normal *Ice Slik*. #### Ice Punch *Transmutation Cantrip* ___ - **Casting Time:** Action - **Range:** self - **Components:** S - **Duration:** 1 minute ___ After using this spell all damage you do with your unarmed attacks is considered cold damage for one minute. #### Ice Rain *6th Level Evocation* ___ - **Casting Time:** Action - **Range:** 150 feet - **Components:** V, S - **Duration:** Instant ___ You magically create stronger Icicle Missiles that will charge before attacking the enemy. As bonus action you can release all missiles at a chosen target. The spell’s base damage is 2d6. If at the end of your turn if it has not been released yet, the damage increases by 1d6. If the damage reached 6d6 and you have not used them yet they fire at target chosen by you. #### Ice Sculpture *3rd Level Evocation* ___ - **Casting Time:** Action - **Range:** 150 feet - **Components:** V, S - **Duration:** Instant ___ You magically create a sculpture from ice. You can attack with it, if you do so it deals 6d6 damage. #### Ice Shield *Evocation Cantrip* ___ - **Casting Time:** Bonus Action or a Reaction - **Range:** self - **Components:** S - **Duration:** Instant ___ You create a shield from ice. It gives you +2 AC this round. #### Ice Slik *5th Level Conjuration* ___ - **Casting Time:** Action - **Range:** 300 feet radius - **Components:** V, S - **Duration:** 2 minutes ___ You create an *Ice Slik* on ground within 60 feet radius. Every creature that is a reindeer or a Winter Wizard has their speed increased by 10 feet. Other creatures have to make a Dexterity save. If they fail they take 2d4 bludgeoning damage and it's a Hard Knockdown. #### Instant Snowball *1st Level Evocation* ___ - **Casting Time:** Bonus Action - **Range:** 150 feet - **Components:** V, S - **Duration:** Instant ___ You magically create a snowball which attacks an opponent. It deals damage equal to your Intelligence modifier doubled.
Part 7 | Spells of Fœnum
\pagebreakNum #### Instant Teleport *Conjuration Cantrip* ___ - **Casting Time:** Bonus Action - **Range:** 30 feet - **Components:** V, S, M; Your Tome of Dark Magic - **Duration:** Instant ___ You teleport yourself to a place you can see that is within 30. After using this cantrip you can't use it for a minute. #### Lesser Earthquake *3rd Level Evocation* ___ - **Casting Time:** Bonus Action - **Range:** 30 feet radius (on g - sing your action. Every creature in range takes 3d10 buldoging damage make Dexterity Save. If they succeed the damage is halved #### Long Range Teleport *5th Level Conjuration* ___ - **Casting Time:** Action - **Range:** 300 feet - **Components:** V, S, M; Your Tome of Dark Magic - **Duration:** Instant ___ You teleport yourself to a place you can see that is within 375 feet. Once you use this spell you can't use for a day. ***At Higher Levels.*** When you can cast this spell with spell slot of level 6th or higher you can add 375 feet to the range per every spell slot level above 5th. #### Magic Counter *4th Level Evocation* ___ - **Casting Time:** Reaction - **Range:** 15 feet - **Components:** S - **Duration:** Instant ___ Use as a reaction to an enemy attack. This spell deals 5d10 unblockable damage to the attacker. #### Magic Dash *4th Level Evocation* ___ - **Casting Time:** Bonus Action - **Range:** 60 feet - **Components:** S - **Duration:** Instant ___ Move for 60 feet in an instant. You do not provoke opportunity attacks. #### Magic Earthquake *6th Level Evocation* ___ - **Casting Time:** An Entire Turn - **Range:** 150 feet radius (on ground) - **Components:** S - **Duration:** Instant ___ You unleash a powerful earthquake using your entire turn (you cannot move). Every creature in range takes 10d10 buldoging damage make Dexterity Save . If they succeed the damage is halved. In any scenario it's a hard knockdown. #### Magic Ice Eruption *5th Level Evocation* ___ - **Casting Time:** Action - **Range:** 90 feet - **Components:** V, S - **Duration:** Instant ___ You quickly create ice spikes that will attack the opponent within range. They deals 3d6 cold damage and 2d6 piercing damage on hit. Additionally when you roll 18 or more on attack roll, *you attacked from behind*, triple the damage dealt. Also, on every attack roll for this spell you have advantage. #### Magic Spark *4th Level Evocation* ___ - **Casting Time:** Bonus Action - **Range:** 90 feet - **Components:** V, S, M: Your Tome of Dark Magic - **Duration:** Instant ___ You create a force simillar to a fireball , but with dark magic. This is the powered up version of this spell. It deals 8d6 damage. *Magic Steal:* When you succeed on using this spell. You can regain lowest expended spell slot. You cannot regain spell slots from levels above 5th this way. ***At Higher Levels.*** When you can cast this spell with spell slot of level 6th or higher you can add 10 feet to the range and 1d6 to the damage per every spell slot level above 4th. #### Magic Teleport *4th Level Conjuration* ___ - **Casting Time:** Bonus Action - **Range:** 90 feet - **Components:** V, S, M; Your Tome of Dark Magic - **Duration:** Instant ___ You teleport yourself to a place you can see that is within 90 feet. If you end this action within 5 feet of any creature it takes 2d4 damage. #### Magic Trap *4th Level Evocation* ___ - **Casting Time:** Action - **Range:** 30 feet - **Components:** V, S, M (Your Tome of Dark Magic) - **Duration:** 2 minutes ___ Within 30 feet of yourself you create an enchanted Chapter Trap. Whenever any enemy touches it, it will explode and deal 2d4 necrotic damage 1d4 + 1 times. The trap also disappears after 2 minutes.
Part 7 | Spells of Fœnum
\pagebreakNum #### Menacing Presence *1st Level Enchantment* ___ - **Casting Time:** Action - **Range:** 90 feet - **Components:** V, S, M: Your Tome of Dark Magic - **Duration:** 1 minute ___ You create evil aura around yourself. Anything within range must make a Charisma Saving Throw. Any creature that fails this Saving Throw is frightened or if it was already frightened it takes 3d4 psychic damage. #### Men Shao Ti *6th Level Evocation* ___ - **Casting Time:** Action - **Range:** 5 feet. - **Components:** - **Duration:** Instant ___ You make a very powerful melee attack using your secret longma martial arts. It deals 6d10 bludgeoning damage. Then it deals fire damage equal to your Charisma modifier doubled. #### Perfected Sculpture Trap *9th Level Evocation* ___ - **Casting Time:** Action or a Reaction - **Range:** 5 feet - **Components:** S, V - **Duration:** Instant ___ You trap the target in a sculpture of a shape chosen by you. The target takes 12d10 cold damage. This attack cannot lower the creatures HP below 0. If the creature has 0 HP it gets trapped inside of the sculpture for 5 hours. #### Pushblock *Transmutation Cantrip* ___ - **Casting Time:** Action or a Reaction - **Range:** self - **Components:** S, M (Your Tome of Dark Magic or any other Book) - **Duration:** Instant ___ You use a telekinetic defense. Get +1 AC this round and push all creatures that are large or smaller within 5 feet for 5 feet from you. Use only if you used Book Guard this turn. #### Quick Healing *5th Level Evocation* ___ - **Casting Time:** Action - **Range:** self - **Components:** S, M; Your Tome of Dark Magic - **Duration:** Instant ___ Use only if there are no enemy creatures within 30 feet. You can spend up to 2 hit dice to heal yourself as in a short rest. Additionaly gain temporary HP equal to your Intelligence modifier. #### Ren Shao Feng *7th Level Evocation* ___ - **Casting Time:** Bonus Action - **Range:** self - **Components:** S - **Duration:** 1 minute ___ You empower yourself using your secret longma martial arts. It gives you 2 Actions per turn. Also it doubles any non-bludgeoning damage you deal, or triple it, if it is fire damage. You can only cast this spell if you casted Men Shao TI in your turn. #### Shadow Blast *7th Level Evocation* ___ - **Casting Time:** Action - **Range:** 90 feet - **Components:** V, S, M: Your Tome of Dark Magic - **Duration:** Instant ___ You create a giant blast of energy. Every creature that is within range takes 7d10 necrotic damage #### Shadow Spark *2nd Level Evocation* ___ - **Casting Time:** Action - **Range:** 90 feet - **Components:** V, S, M: Your Tome of Dark Magic - **Duration:** Instant ___ You create a force simillar to a fireball , but with dark magic. It deals 5d6 damage. *Magic Steal:* When you succeed on using this spell. You can regain lowest expended spell slot. You cannot regain spell slots from levels above 5th this way. #### Summon the Shadows *9th Level Conjuration* ___ - **Casting Time:** Action - **Range:** sight - **Components:** v, S - **Duration:** Instant ___ You choose one creature within range. You create a "Shadow" of it. The shadow has same stats as the creature but it's HP is halved. Shadows cannot cast spells of level higher 6th. They also get Charisma got down to 5.
Part 7 | Spells of Fœnum
\pagebreakNum #### Teleport *2nd Level Conjuration* ___ - **Casting Time:** Action - **Range:** 90 feet - **Components:** V, S, M; Your Tome of Dark Magic - **Duration:** Instant ___ You teleport yourself to a place you can see that is within 90 feet. #### Teleport Away *1st Level Conjuration* ___ - **Casting Time:** Action - **Range:** 90 feet - **Components:** V, S, M; Your Tome of Dark Magic - **Duration:** Instant ___ You teleport yourself to a place within 90 feet. The direction is determined to a place that is as far away from any creature. #### Volcanic Ash *2nd Level Conjuration* ___ - **Casting Time:** Bonus Action - **Range:** 5 feet - **Components:** V, S - **Duration:** Instant ___ You make a melee attack using fire. It deals 3d8 + your Charisma Modifier fire damage. #### Volcanic Bash *2nd Level Conjuration* ___ - **Casting Time:** Action - **Range:** 5 feet - **Components:** V, S - **Duration:** Instant ___ You make a strong melee attack using fire. It deals 5d8 + your Charisma Modifier fire damage. #### Volcanic Crash *2nd Level Conjuration* ___ - **Casting Time:** Bonus Action - **Range:** 15 feet - **Components:** V, S, M (Your Tome Of Dark Magic) - **Duration:** Duration ___ You make melee attack using fire. It deals 5d8 + your Charisma Modifier fire damage. Also it makes enemy take 1d4 damage and get dizzed. #### Winter Wind *2nd Level Conjuration* ___ - **Casting Time:** Action - **Range:** 90 feet - **Components:** V, S, M; Your Tome of Dark Magic - **Duration:** Instant ___ Choose a range up to 90 feet. All creatures other than you in range have to make a Strength saving throw or be forced to move 10 feet in direction chosen by you for all the creatures. You can also spend any number of spell slots (of any level) to increase the push by 5 feet for up to 30 feet. #### Winter Wind (Advanced) *2nd Level Conjuration* ___ - **Casting Time:** Action - **Range:** 90 feet - **Components:** V, S, M; Your Tome of Dark Magic - **Duration:** Instant ___ Choose a range up to 90 feet. All creatures other than you in range have to make a Strength saving throw or be forced to move 20 feet in direction chosen by you for all the creatures. You can also choose direction to be up or down. If you choose so, the target after falling takes 2d4 bludgeoning damage. #### Winter Wind Strong Push *5th Level Conjuration* ___ - **Casting Time:** Action - **Range:** 90 feet - **Components:** V, S, M; Your Tome of Dark Magic - **Duration:** Instant ___ Choose a range up to 90 feet. All creatures other than you in range have to make a Strength saving throw or be forced to move 15 feet in direction chosen by you for all the creatures. You can also spend any number of spell slots (of any level) to increase the push by 15 feet for up to 45 feet.
Part 7 | Spells of Fœnum
\pagebreakNum # 8. Character Feats Here are some feats made for this setting. Some are restricted to one species or class. They can improve the playing experience greatly so it is recommended to try them. But they can also be a bad idea.
# Feat List ### Challenger Fighting hard opponents make you motivated! When fighting an enemy of level, Champion Level, Challenge rating etc. higher than yours you have advantage at any rolls for 3 rounds. Additionally you have advantage on saving throws against being frightened. ### Fast to Get up You get out of being dizzed very quickly. - Your Dexterity increases by 1. - You can add 2 to d4 rolls for getting up from the dizzed condition. ### Frost Heart *Prerequisite: Reindeer or a Winter Wizard* You have powers that give you great arsenal of ways to boost your winter magic. Though it does not cost nothing. - Lower one of your stats by 1 - You gain one additional level 1 spell slot and learn a level 1 Winter Wizard spell. - You can cast Winter Wizard spells without golden oats. - You gain immunity to non-magical cold damage ### Heavy Assaulter *Prerequisite: Strength 13 or Higher* You can do very heavy blows! As so you gain some benefits: - You can add 4 to damage done by all unarmed attacks you make. - All unarmed attacks you use -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. You can change to use it or not in a long rest and it cannot be chaneged until the next long rest. \columnbreak ### Investigation Mastermind *Prerequisite: Intelligence 15 or Higher* You are a master at investigating - Increase your Intelligence by 1 - You add 1 to every Intelligence roll. - You gain Expertise at Investigation skill. ### Longma Martial Arts *Prerequisite: Longma, Level 7 or Higher* You learned martial arts of Longma. Now you can add 2 to damage of your unarmed attacks. Additionally once per long rest you can cast both *Men Shao Ti* and *Ren Shao Feng* ### Master Caster *Prerequisite: a Caster Class, Level 19 or Higher* - You learn one more spell from your spell list. - 3 times per short rest you can cast spell with casting time of an action as a bonus action. - You can cat any cantrip you know with a bonus action. ### The Great Courage *Prerequisite: Cattle* Nothing scares you! - Increase your Charisma by 1 - Now you can willingly move closer to the source of your fear when being frightened.
Part 8 | Character Feats
\pagebreakNum # 9. Champion's Hunt #### Introducing Champion's Hunt This optional rule gives new options of leveling up. But be aware thoose rules are best when all playing are famillar with world of Them's Fightin' Herds. They also add some spirit of rivalry! #### Leveling Rules This rule changes the level system. Now pllayers have two kinds of levels. The standard character level and the champion level. When player defeats an another ungulate of a champion level higher or equal he's champion level increases. There are two ways of gaining character levels: - Increasing your champion level by defating unuglate of a champion level higher or equal. - Defeating predators in nuber of 10. #### Champion Level Additionally, gaining Champion Levels gives you some advantages. You have a second proficiency bonus called "Champion Proficiency". You can use it instead of your normal Proficiency. | Champion Level | Champion Proficiency | |:---:|:---:|:-:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | | 2nd | +2 | | 3rd | +2 | | 4th | +2 | | 5th | +3 | | 6th | +3 | | 7th | +3 | | 8th | +3 | | 9th | +4 | | 10th | +4 | | 11th | +4 | | 12th | +4 | | 13th | +5 | | 14th | +5 | | 15th | +5 | | 16th | +5 | | 18th | +6 | | 19th | +6 | | 20th | +6 | | 21st or higher | +7 | \columnbreak #### Champion Clash When two Unuglates with Champion Levels fight, it's called Champion Clash. At the start of the Champion Clash both Clashing make a Charisma check and add their Champion Proficiency. The one with higher roll gains Advantage on all rolls for nuber of turns equal to his Charisma modifier. Additionally if level of one of the clashing exceeds the others by at least 2 he gains following reaction: >***Champion Heal.*** Must be used immediately after the users HP is reduced to half or less. The user regains full HP. The opponent can regain 1d10 HP. The activation of this reaction cannot be modified or negated. #### Multi-Champion Clashes When doing free-for-all Clash you use standard rules with exception that Champion Heal cannot be used. Whe making a group clash Champion Heal also cannot be used, and when making the roll at the beggining only the highest roll is counted. For clashes where a group fights one enemy use rules for group clash with the exception that the single enemy is the only one who can use Champion Heal. In case of any Multi-Champion Clash the only highest Champion level is used for leveling up. #### Additional Champion Hunt Rules When using the Champion Hunt rule set you also must mind following rules: - Don't make Death Saving throws - When a character is defeated (HP being reduced to 0), after the fight it's half of their HP (rounded down), and gains one level of Exhaustion. - DM can forgo using the upper rule if the fight is important and all character were defeated (some large predator or the Fight is a champion Clash). He can choose to kill the characters or to give them another fate. - After a fight that is not a Champion Clash where the number of enemies was at least 3 times higher than the number of Ungulates in the party, after the fight everyone gains an exhaustion level. - After a Champion Clash everyone participating in it who's Exhaustion level is 2 or lower gains one Exhaustion level.
Part 9 | Champion's Hunt
\pagebreakNum # Appendix A: Conditions This is the list of conditions used through this Handbook. There are both new and original 5e conditions of wich some are modified.
### Dizzed - A dizzed creature cannot take any actions bonus actions or reactions. At the end of the creatures turn roll d4 and add the number of rounds the creature is dizzed. If the result is 4 or higher the condition ends. The condition also end when the creature is hit. #### Hard Knockdown When the creature gets hard knockdown it is same as dizzed but your result must be at least 6 to end this condition. ### Frostbite - The creature with frostbite has it's move speed halved. - Every instance of damage done this creature is increased by 1d4. ### Frightened - A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - The creature can’t willingly move closer to the source of its fear. ### Grappled - A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. - The condition ends if the grappler is dizzed (see the condition). \columnbreak ### Exhaustion Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description. | Level | Effect | |-------|------------------------------------------------| | 1 | Disadvantage on ability checks, attack rolls and saving throws | | 2 | Speed halved | | 3 | Unconscious* | | 4 | Death | If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description. A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks attack rolls and saving throws. An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1. Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.
*for an hour after getting 3rd level of Exhaustion then nothing more happens
Appendix A: Conditions
\pagebreakNum # Appendix B: Bestiary ## Predators ___ > ## Fluffers >*Medium Monstrosity, Chaotic Evil* > ___ > - **Armor Class** 15 (shadow aura) > - **Hit Points** 9d8 (40) HP > - **Speed** 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|15 (+2)|15 (+2)|7 (-2)|9 (-1)|3 (-4)| >___ > - **Saving Throws** Constitution > - **Skills** Perception +3, Stealth +4 > - **Senses** Passive Perception 12 > - **Languages** -- > - **Challenge** 2 (450 XP) > ___ >***Shadowy Teleport (3 times/ per day).*** Fluffers can cast spell teleport 3 times per day. > > ### Actions > ***Multiattack.*** Fluffers makes a bite attack then a bounce attack. > > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 feet, one target. *Hit:* 3d6 + 4 piercing damage. > > ***Bounce.*** Fluffers makes a great leap for up to 15 feet and if he lands on a creature it deals it 2d6 + 4 bludgeoning damage. > ##### Variant: Shadow Fluffers > There are some fluffers with magical abilities. Stat block of a such is same with three exceptions. It's intelligence is 10(+0), it' Challenge Rating is 4(450 XP) and it gains following action: > > ***Summon the Shadows.*** Can only be used if Fluffers has half HP or less. The Fluffers casts *Summon the Shadows* and disappears. ___ > ## Flopsie >*Medium Monstrosity, Chaotic Evil* > ___ > - **Armor Class** 15 (shadow aura) > - **Hit Points** 12d8 (54) HP > - **Speed** 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|15 (+2)|7 (-2)|9 (-1)|3 (-4)| >___ > - **Saving Throws** Constitution > - **Skills** Perception +3, Stealth +4 > - **Senses** Passive Perception 12 > - **Languages** -- > - **Challenge** 3 (450 XP) > ___ >***Shadowy Teleport (3 times/ per day).*** Flopsie can cast spell teleport 3 times per day. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 feet, one target. *Hit:* 3d6 + 4 piercing damage. > > ***Furious Blows (Recharge 4–6).*** *Melee Weapon Attack:* +4 to hit, reach 5 feet, one target. *Hit:* 5d6 + 4 slashing damage. must succeed on a DC 14 Dexterity saving throw or get dizzed and Flopsie automatically regains it's use of Furious Blows.
Appendix B: Bestiary
\pagebreakNum ___ > ## Flappy >*Medium Monstrosity, Chaotic Evil* > ___ > - **Armor Class** 15 (shadow aura) > - **Hit Points** 3d8 (20) HP > - **Speed** 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|9 (-1)|20 (+5)|15 (+2)|9 (-1)|10 (0)|5 (-3)| >___ > - **Saving Throws** Constitution > - **Skills** Perception +3, Stealth +4 > - **Senses** Passive Perception 13 > - **Languages** -- > - **Challenge** 3 (450 XP) > ___ >***Shadowy Teleport (3 times/ per day).*** Cuddles can cast spell teleport 3 times per day. > > ### Actions > ***Charge .*** *Melee Weapon Attack:* +7 to hit, reach 5 feet, one target. *Hit:* 3d6 + 4 piercing damage. Flappy makes a charge for up to 30 feet and then attacks. > > ***Sky Drop (Recharge 6).*** *Melee Weapon Attack:* +6 to hit, reach 5 feet, one target. *Hit:* 1d6 + 7 piercing damage. On hit the target grappled for one turn. Next turn Flappy has to use it's action to drop the creature. After that it takes 5d8 bludgeoning damage and it's a hard knockdown. ___ > ## Huggles >*Large Monstrosity, Chaotic Evil* > ___ > - **Armor Class** 15 (shadow aura) > - **Hit Points** 14d10 (70) HP > - **Speed** 25 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|10 (+0)|15 (+2)|7 (-2)|9 (-1)|3 (-4)| >___ > - **Saving Throws** Constitution > - **Skills** Perception +3, Stealth +4 > - **Senses** Passive Perception 12 > - **Languages** -- > - **Challenge** 4 (450 XP) > ___ >***Shadowy Teleport (3 times/ per day).*** Huggles can cast spell teleport 3 times per day. > > ### Actions. > > ***Sweep.*** *Melee Weapon Attack:* +6 to hit, reach 5 feet, one target. *Hit:* 4d6 + 8 bludgeoning damage. > > ***Bear Hug (Reacharge 5-6).*** *Melee Weapon Attack:* +6 to hit, reach 5 feet, one target. *Hit:* 4d6 + 8 bludgeoning damage. If the target is a creature, it is grappled (escape (Dexterity Check) DC 17).
Appendix B: Bestiary
\pagebreakNum ___ > ## Cuddles >*Medium Monstrosity, Chaotic Evil* > ___ > - **Armor Class** 15 (shadow aura) > - **Hit Points** 3d8 (20) HP > - **Speed** 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|9 (-1)|18 (+4)|15 (+2)|9 (-1)|10 (0)|5 (-3)| >___ > - **Saving Throws** Constitution > - **Skills** Perception +3, Stealth +4 > - **Senses** Passive Perception 13 > - **Languages** -- > - **Challenge** 2 (450 XP) > ___ >***Shadowy Teleport (3 times/ per day).*** Cuddles can cast spell teleport 3 times per day. > > ### Actions > ***Tail Attack.*** *Melee Weapon Attack:* +1 to hit, reach 5 feet, one target. *Hit:* 3d6 + 4 bludgeoning damage damage. > > ***Bounce.*** Cuddles makes a great leap for up to 30 feet and if he lands on a creature it attacks it with a tail attack. > > ***Venom Attack.*** *Melee Weapon Attack:* +1 to hit, range 60 feet, one target. *Hit:* 6d4 poison damage. \columnbreak ___ > ## Cuddles (small variant) >*little Monstrosity, Chaotic Evil* > ___ > - **Armor Class** 15 (shadow aura) > - **Hit Points** 2d4 () HP > - **Speed** 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|5 (-3)|18 (+4)|10 (+0)|9 (-1)|10 (0)|5 (-3)| >___ > - **Saving Throws** Constitution > - **Skills** Perception +3, Stealth +4 > - **Senses** Passive Perception 13 > - **Languages** -- > - **Challenge** 1/8 (25 XP) > ___ >***Shadowy Teleport (3 times/ per day).*** Cuddles can cast spell teleport 3 times per day. > > ***Venom Attack.*** *Melee Weapon Attack:* +1 to hit, range 60 feet, one target. *Hit:* 4d4 poison damage.
Appendix B: Bestiary
\pagebreakNum ___ ___ > ## Slitherin' Scroundel >*Large Monstrosity, Chaotic Evil* > ___ > - **Armor Class** 15 (shadow aura) > - **Hit Points** 20d10 (100) HP > - **Speed** 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|16 (+3)|15 (+2)|9 (-1)|13 (0)|9 (-1)| >___ > - **Saving Throws** Constitution > - **Skills** Perception +3, Stealth +4 > - **Senses** Passive Perception 16 > - **Languages** -- > - **Challenge** 10 (450 XP) > ___ >***Shadowy Teleport (3 times/ per day).*** Cuddles can cast spell teleport 3 times per day. > > > \columnbreak > ### Actions > ***Tail Attack.*** *Melee Weapon Attack:* +5 to hit, reach 5 feet, one target. *Hit:* 8d10 + 5 buldodgin damage damage. > > ***High Jump.*** Slitherin'Scroundel makes a great leap for up to 60 feet and if he lands on a creature it attacks it with a tail attack. > > ***Long-ranged Tail Attack*** *Melee Weapon Attack:* +5 to hit, reach 60 feet, one target. *Hit:* 3d10 + 5 bludgeoning damage damage. > > ***Poison Rain.*** Slitherin' Scroundel marks 5 5x5 feet sqaures within 120 feet. Every creature that is in such a square next turn gets hit by a poison rain. A creature target by poison rain takes 4d12 poison damage and can succeed with a Dexterity saving throw to halve the damage.
Appendix B: Bestiary
\pagebreakNum ## Sheep Dogs ___ > ## Digging Pup >*Small Beast, Unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 4 HP > - **Speed** 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|15 (+2)|10 (+0)|7 (-2)|10 (0)|8 (-2)| >___ > - **Saving Throws** Dexterity > - **Skills** Perception +3, Stealth +4 > - **Senses** Passive Perception 13 > - **Languages** -- > - **Challenge** 2 (450 XP) > ___ > ### Actions > ***Dig.*** *Ranged Weapon Attack:* +4 to hit, reach 15 feet, one target. *Hit:* 2 piercing damage. Deals damage 4 four times on hit. > ___ > ## Growly Pup >*Small Beast, Unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 12 HP > - **Speed** 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|15 (+2)|10 (+0)|7 (-2)|10 (0)|8 (-2)| >___ > - **Saving Throws** Dexterity > - **Skills** Perception +3, Stealth +4 > - **Senses** Passive Perception 13 > - **Languages** -- > - **Challenge** 2 (450 XP) > ___ > ### Actions > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 feet, one target. *Hit:* 3d4 + 4 piercing damage. > > ***Bounce Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 feet, one target. *Hit:* 2d4 + 4 piercing damage. Jumps for 15 feet before attack. > ___ > ## Pilot Pup >*Small Beast, Unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 8 HP > - **Speed** 30 feet, fly 30feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|15 (+2)|10 (+0)|7 (-2)|10 (0)|8 (-2)| >___ > - **Saving Throws** Dexterity > - **Skills** Perception +3, Stealth +4 > - **Senses** Passive Perception 13 > - **Languages** -- > - **Challenge** 2 (450 XP) > ___ > ***Limited Flight.*** Pilot pup uses flight through special training and though he has limted abilities to flight. It can only flight for 15 feet above the ground. It also has to have concentration during the flight. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 feet, one target. *Hit:* 4d4 + 4 piercing damage. > > ***Charge Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 feet, one target. *Hit:* 3d4 + 4 piercing damage. Flies down for 5 feet before attack. Makes opponent dizzed on hit. >
Appendix B: Bestiary
\pagebreakNum ___ > ## Big Momma >*Large Beast, Unaligned* > ___ > - **Armor Class** 11 > - **Hit Points** 20 HP > - **Speed** 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+3)|12 (+1)|15 (+3)|10 (0)|10 (0)|8 (-2)| >___ > - **Saving Throws** Strength > - **Skills** Perception +3, Stealth +2 > - **Senses** Passive Perception 13 > - **Languages** -- > - **Challenge** 2 (450 XP) > ___ > ### Actions > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 feet, one target. *Hit:* 3d4 + 5 piercing damage. > > ***Grabbing Bite*** *Melee Weapon Attack:* +4 to hit, reach 5 feet, one target. *Hit:* 1d4 + 5 piercing damage. On hit the target grappled for one turn. Next turn Big Momma has to use it's action to jump high drop the creature. After that it takes 5d8 bludgeoning damage and it's a hard knockdown. > > ### Reactions > > ***Bounce Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 feet, one target. *Hit:* 2d4 + 5 piercing damage. Jumps for 15 feet before attack. Use when Big Momma is attacked. ___ > ## Big Papa >*Large Beast, Unaligned* > ___ > - **Armor Class** 11 > - **Hit Points** 40 HP > - **Speed** 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|10 (+0)|15 (+3)|10 (+0)|10 (+0)|8 (-2)| >___ > - **Saving Throws** Strength > - **Skills** Perception +3, Stealth +2 > - **Senses** Passive Perception 13 > - **Languages** -- > - **Challenge** 2 (450 XP) > ___ > ### Actions > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 feet, one target. *Hit:* 3d4 + 6 piercing damage. > > ***Bark*** *Melee Magic Attack:* +2 to hit, reach 5 feet, one target. *Hit:* 3d6 force damage. On hit the target is dizzed. > > ***Quick Shock. (Recharge 2-6)*** *Melee Weapon Attack:* +4 to hit, reach 5 feet, one target. *Hit:* 2d4 + 6 piercing damage. Is used before all actions in the round regardless of Initiative. On hit the target is Grappled for one turn. ___ > ## Partner Dog >*Small Beast, Unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 1d4 (2) HP > - **Speed** 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|15 (+2)|10 (+0)|7 (-2)|10 (0)|8 (-2)| >___ > - **Saving Throws** Dexterity > - **Skills** Perception +3, Stealth +4 > - **Senses** Passive Perception 13 > - **Languages** -- > - **Challenge** 2 (450 XP) > ___ > ### Actions > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 feet, one target. *Hit:* 2d4 + 4 piercing damage.
Appendix B: Bestiary
\pagebreakNum ## Eldritch Patron ___ ___ > ## Eldritch Patron >*Large Monstrosity, any aligment* > ___ > - **Armor Class** 15 (shadow aura) > - **Hit Points** 20d10 (100) HP > - **Speed** 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6) |18 (+4)|18 (+4)|22 (+6)|22 (+6)|18 (+4)| >___ > - **Saving Throws** Constitution > - **Skills** Perception +3, Stealth +4 > - **Senses** Passive Perception 16 > - **Languages** -- > - **Challenge** 0 (0 XP) > ___ > \columnbreak > >***Eldritch Recistance (3 times/ per day).*** If the Elritch Patron fails a saving throw, it can choose to succeed instead and the attacker is attacked instead. > > ### Actions > ***Soul Crasher.*** *Melee Magic Attack:* +11 to hit, reach 30 feet, one target. *Hit:* 5d10 + 5 necrotic damage damage. The Eldritch Patron puts his arm into a portal and the rest of his arm appears somewhwere within 30 feet to attack. > > ***Tentacle Blade.*** *Melee Magic Attack:* +11 to hit, reach 50 feet, one target. *Hit:* 8d10 + 5 necrotic damage damage. > > ***Fist.*** *Melee Weapon Attack:* +11 to hit, reach 10 feet, one target. *Hit:* 8d10 + 5 bludgeoning damage damage.
Appendix B: Bestiary
\pagebreakNum ## Basic NPCs ___ > ## Reindeer >*Medium Beast, Lawful Good* > ___ > - **Armor Class** 10 > - **Hit Points** 3d6 (10) HP > - **Speed** 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|10 (+0)|11 (+1)|10 (+0)|12 (+1)| >___ > > - **Skills** Performance +3 > - **Damage Recistances** Cold > - **Senses** Passive Perception 10 > - **Languages** Fœnician, Elvish > - **Challenge** 0 (10 XP) > ___ > ***Spellcasting.*** Reindeer are 1st level spellcasters. Their spellcasting ability is Inteligence (spell save DC 11, +3 to hit with spell attacks). Reindeer have the following spells prepared: > >Cantrips (at will): *Antler Light* > >1st level (2 slots): *Instant Snowball* > >**Ice Slide** Reindeer can 5 feet to speed when performing dash action on ice. > ### Actions > ***Hoof.*** *Melee Weapon Attack:* +2 to hit, reach 5 feet, one target. *Hit:* 1d4 bludgeoning damage. ___ > ## Unicorn >*Medium Beast, Lawful Good* > ___ > - **Armor Class** 10 > - **Hit Points** 3d6 (10) > - **Speed** 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|10 (+0)|12 (+1)|11 (+0)|10 (+0)| >___ > > - **Skills** Arcana +3, Insight +2 > - **Damage Recistances** Cold > - **Senses** Passive Perception 10 > - **Languages** Fœnician > - **Challenge** 1/4 (25 XP) > ___ > ***Spellcasting.*** Unicorns are 1st level spellcasters. Their spellcasting ability is Inteligence (spell save DC 11, +3 to hit with spell attacks). Unicorns have the following spells prepared: > >Cantrips (at will): *Antler Light* > >1st level (2 slots): *Teleport Away* > >**Flor Control** Unicorns can control flora (see page 4.) > ### Actions > ***Hoof.*** *Melee Weapon Attack:* +2 to hit, reach 5 feet, one target. *Hit:* 1d4 bludgeoning damage. > > ***Horn.*** *Melee Weapon Attack:* +2 to hit, reach 5 feet, one target. *Hit:* 1d4 bludgeoning damage.
Appendix B: Bestiary
\pagebreakNum ___ > ## Cattle >*Medium Beast, Chaotcic Good* > ___ > - **Armor Class** 10 > - **Hit Points** 3d10 (16) HP > - **Speed** 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|10 (+0)|10 (+1)|10 (+0)|10 (+0)|11 (+0)| >___ > > - **Skills** Atheletics +3 > - **Senses** Passive Perception 10 > - **Languages** Fœnician > - **Challenge** 1/4 (25 XP) > ___ >***Brave.*** Cattles are very very brave. They have advantage on saving throws against being frightened.
> ### Actions > ***Hoof.*** *Melee Weapon Attack:* +3 to hit, reach 5 feet, one target. *Hit:* 1d6 + 1 bludgeoning damage. > > ***Lasso*.*** *Ranged Weapon Attack:* +3 to hit, range 30 feet, one target. *Hit:* 1d4 + 1 bludgeoning damage. > >*check the description in chapter 5 ___ > ## Alpake >*Medium Beast, Lawful Neutral* > ___ > - **Armor Class** 11 > - **Hit Points** 3d10 (16) HP > - **Speed** 35 feet, climbing 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|10 (+0)|10 (+0)|10 (+0)|12 (+1)|10 (+0)| >___ > > - **Skills** Survival +3 > - **Senses** Passive Perception 10 > - **Languages** Fœnician > - **Challenge** 1/4 (25 XP) > ___ > ***Wisdom of the ancestors.*** You have proficiency in Survival skill. Aditionally once per long rest, when making a Wisdom check you can gain an advantage > ### Actions > ***Hoof.*** *Melee Weapon Attack:* +3 to hit, reach 5 feet, one target. *Hit:* 1d6 + 1 bludgeoning damage. ___ > ## Sheeple >*Medium Beast, Lawful Neutral* > ___ > - **Armor Class** 10 > - **Hit Points** 3d10 (16) HP > - **Speed** 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|12 (+1)|10 (+0)|11 (+0)|10 (+0)| >___ > > - **Skills** Animal Handling +3 > - **Senses** Passive Perception 10 > - **Languages** Fœnician > - **Challenge** 1/4 (25 XP) > ___ > ***Partner Dog.*** Every sheeple has a partner dog (see page 7.). > ### Actions > ***Hoof.*** *Melee Weapon Attack:* +3 to hit, reach 5 feet, one target. *Hit:* 1d6 + 1 bludgeoning damage.
Appendix B: Bestiary
\pagebreakNum ___ > ## Longma >*Medium Beast, Lawful Good* > ___ > - **Armor Class** 10 > - **Hit Points** 3d10 (16) HP > - **Speed** 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|10 (+0)|10 (+1)|10 (+0)|10 (+0)|11 (+0)| >___ > > - **Skills** Atheletics +3 > - **Senses** Passive Perception 10 > - **Languages** Fœnician > - **Challenge** 1/4 (25 XP) > ___ >***Honoured Father Blessing - great courage.*** Blood of the hounured father gives longma courage. They have advantage on saving throws against being frightened.
> >***Fire Wings*** Longma can fly. It takes an action to open fire wings. When flying longma are treated as hovering and they can fly up to 30 feet above ground and move with speed 50 feet. To fly they need to have concentration. If they loose it they fall.
> ### Actions > ***Hoof.*** *Melee Weapon Attack:* +3 to hit, reach 5 feet, one target. *Hit:* 1d6 + 1 bludgeoning damage.
Appendix B: Bestiary
\pagebreakNum ## Advanced NPCs ___ > ## Reindeer Noble >*Medium Beast, Lawful Good* > ___ > - **Armor Class** 10 > - **Hit Points** 6d6 (33) HP > - **Speed** 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|10 (+0)|13 (+2)|12 (+1)|14 (+2)| >___ > > - **Skills** Performance +4, Intimidation + 4 > - **Damage Recistances** Cold > - **Senses** Passive Perception 10 > - **Languages** Fœnician, Elvish > - **Challenge** 2 (450 XP) > ___ > ***Spellcasting.*** Reindeer Noble is 5th level spellcaster. His spellcasting ability is Intelligence (spell save DC 12, +2 to hit with spell attacks). Reindeer Noble has the following spells prepared: > >Cantrips (at will): *Ice Puff, Ice Shield* > >1st level (4 slots): *Instant Snowball, Delayed Blast Icicle Missle* > >2nd level (3 slots): *Ice Eruption* > >3rd level (2 slots): *Ice Sculpture* > >**Ice Slide** Reindeer can 5 feet to speed when performing dash action on ice. > ### Actions > ***Hoof.*** *Melee Weapon Attack:* +2 to hit, reach 5 feet, one target. *Hit:* 1d4 bludgeoning damage. ___ > ## Winter Wizard >*Medium Beast, Lawful Good* > ___ > - **Armor Class** 10 > - **Hit Points** 6d6 (33) HP > - **Speed** 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|10 (+0)|18 (+4)|10 (+0)|12 (+1)| >___ > > - **Skills** Performance +4, Intimidation + 4 > - **Damage Recistances** Cold > - **Senses** Passive Perception 10 > - **Languages** Fœnician, Elvish > - **Challenge** 4 (1100 XP) > ___ > ***Spellcasting.*** Winter Wizard is 7th level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +7 to hit with spell attacks). Wineter Wizard has the following spells prepared: > >Cantrips (at will): *Ice Puff, Ice Shield* > >1st level (4 slots): *Instant Snowball, Delayed Blast Icicle Missle* > >2nd level (3 slots): *Ice Eruption* > >3rd level (2 slots): *Ice Sculpture* > >4th level (1 slot): *Healing Hooves (Frostbite)* > >**Ice Slide** Reindeer can 5 feet to speed when performing dash action on ice. > ### Actions > ***Hoof.*** *Melee Weapon Attack:* +2 to hit, reach 5 feet, one target. *Hit:* 1d4 bludgeoning damage.
Appendix B: Bestiary
\pagebreakNum ___ > ## Reine Guard >*Medium Beast, Lawful Good* > ___ > - **Armor Class** 10 > - **Hit Points** 3d6 (10) HP > - **Speed** 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+3)|10 (+0)|10 (+0)|11 (+1)|10 (+0)|12 (+1)| >___ > > - **Skills** Performance +3, Intimidation + 3 > - **Damage Recistances** Cold > - **Senses** Passive Perception 10 > - **Languages** Fœnician, Elvish > - **Challenge** 1/2 (50 XP) > ___ > ***Spellcasting.*** Reine Guard are 1st level spellcasters. Their spellcasting ability is Inteligence (spell save DC 11, +3 to hit with spell attacks). Reine Guard has the following spells prepared: > >Cantrips (at will): *Antler Light* > >1st level (2 slots): *Instant Snowball* > >**Ice Slide** Reindeer can 5 feet to speed when performing dash action on ice. > ### Actions > ***Hoof.*** *Melee Weapon Attack:* +5 to hit, reach 5 feet, one target. *Hit:* 1d4 + 3 bludgeoning damage. ___ > ## Houshan Royal Guard >*Medium Beast, Lawful Good* > ___ > - **Armor Class** 22 (Houshan Guard Uniform) > - **Hit Points** 10d10 + 24 (61) HP > - **Speed** 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+3)|15 (+3)|15 (+3)|12 (+1)|12 (+1)|12 (+1)| >___ > > - **Skills** Atheletics +5 Acrobatics +5 > - **Senses** Passive Perception 12 > - **Languages** Fœnician > - **Challenge** 2 (200 XP) > ___ >***Honoured Father Blessing - great courage.*** Blood of the hounured father gives longma courage. They have advantage on saving throws against being frightened.
> >***Fire Wings*** Longma can fly. It takes an action to open fire wings. When flying longma are treated as hovering and they can fly up to 30 feet above ground and move with speed 50 feet. To fly they need to have concentration. If they loose it they fall.
> ### Actions > ***Hoof.*** *Melee Weapon Attack:* +3 to hit, reach 5 feet, one target. *Hit:* 1d6 + 1 bludgeoning damage.
Appendix B: Bestiary
\pagebreakNum
The World Of Ungulates Calls For Heroes
This Homebrew let's you play dnd in world of Them's Fighinn's Herds Have some fun using this homebrew by creating characters and even creating some campaings! Go for an adventure, fight some predators, fight an ungulate, mine salt and fight an another ungulate!