Planeshifted Guide to Lorwyn

by grzart

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A Planeshifted Guide to
Explore Magic: the Gathering's dual realm of fae in this rules expansion and campaign setting guide for Dungeons & Dragons 5th Edition
Credits

Credits


  • Lead Designer:
  • Gabe Rodriguez, u/grzart


Artist Credits:
Alex Horley-Orlandelli, Brandon Dorman, Brandon Kitkouski, Chippy, Christopher Moeller, Dan Scott, Dave Allsop, Igor Kieryluk, Jesper Ejsing, Johannes Voss, Kimonas Theodossiou, Kevin Sidharta, Lius Lasahido, Mark Zug, Matt Cavotta, Matt Stewart, Nils Hamm, Ralph Horsley, Rob Alexander, Steve Prescott, Terese Nielsen, Thomas Denmark, Thomas M. Baxa, Todd Lockwood, Victor Adame Minguez, Warren Mahy, Willian Murai, Zara Alfonso, Zoltan Boros & Gabor Szikszai



Supporters:

A huge thank you to the supporters who make this project possible. You guys rock!
A.J., Aaron Vetovitz, Adam Larson, AJ Moraitis, Alex Hunter, Alun Howard, Andre Beshta, Andrew Arias, Andrew Fielder, Antoine Polignone, Astus, Bruno Arcand, Bryce Haertjens, Caroline Magoulas, Chris Campbell, Christian Weiß, Connor Sanders, Damiën, David Cummings, David Vincent DeCaro-Brown, Donovan Lowell, Dylan Man, Echo Rowan, Eric Koger, Finn the Human, Guilherme Mello, Hannah Flayhan, Isaac Swisher, Joseph Joffe, Josue A Rodriguez, Justin Finley, Mason Jones, Matthew McKinnon, Matthew Wood, Nayla + Steve Caruso, Nebulous, Patrick O'Connell, Radek, ReaperTheWolf, RocketTurtle, Shaun Sullivan, Smoky, Tim Platt, trent smith, Xoridian, zen magus

Community Contributions:

The following supporters gave feedback that helped shape the final product of this guide. Thanks a ton!


  • David Cummings
  • CultCoconut
Other Planeshifted Guides:

  • Eldraine, inspired by fairy tales and legends
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  • Kamigawa: Neon Dynasty, inspired by cyberpunk and Japanese culture
  • Unfinity, inspired by retro sci-fi
  • Phyrexia, inspired by biomechanical horror
  • Kaldheim, inspired by Norse mythology
  • Tarkir, inspired by dragons and east asian cultures
  • Ikoria, a mutation monster manual
  • Amonkhet, inspired by ancient Egypt
  • Ixalan, inspired by pirates and mesoamerica
  • Innistrad, inspired by gothic horror

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Changelog
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A Planeshifted Guide to Lorwyn-Shadowmoor is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


This document was created solely for private use. All rights are retained by the owners of trademarks and copyrights of the content within this document. This document, in part or whole, cannot be reproduced for the intent of retail sale or personal gain except by those said interested parties or by others with legal, written consent by said parties.

Welcome

Welcome to Lorwyn

          Welcome to Shadowmoor

Chippy

Lorwyn-Shadowmoor is a dual plane of wild fae creatures. Humans are distinctly absent from this capricious place. Instead, the native elves dominate the forests, while hobbit-like kithkin farm the planes and merrows carry messages across the rivers. But the plane's dual nature changes it from the whimsy of Lorwyn to the sinister Shadowmoor in an event known as the Great Aurora.

Oona, the Queen of the Fae has used magic to lock away the day-night cycle of the entire plane, allowing her and her faeries to enjoy an eternal midsummer. But this has catastrophic results when the Great Aurora appears and brings night; and with it, a fundamental change to the landscape and creatures of the plane, changing its very nature.

About this Book

This book is a detailed guide to playing Dungeons & Dragons in Magic: the Gathering's plane of Lorwyn-Shadowmoor.

Chapter 1 provides information on the setting and inhabitants of Lorwyn-Shadowmoor.

Chapter 2 presents 12 race options for creating characters in Lorwyn-Shadowmmor.

Chapter 3 presents a collection of 14 new unique spells for Lorwyn-Shadowmoor spellcasters.

Chapter 4 presents a collection of 17 new magic items to discover on your adventures.

Chapter 5 concludes with a collection of 14 stat blocks for various monsters and NPCs that can be found on Lorwyn-Shadowmoor.

Chapter 1 | Locations
Terese Nielsen

Lorwyyn & Shadowmoor

Lorwyn-Shadowmoor is a plane with two aspects; Lorwyn representing day and Shadowmoor representing night. The plane, known to its inhabitants as the Blessed Nation, is heavily forested and ringed by high mountains, outside of which lays the mysterious Primal Beyond. The world has no oceans or large lakes; all of its water comes from a system of rivers and streams, known as the Merrow Lanes, connected by the subterranean Dark Meanders.

The Great Aurora

Lorwyn exists in perpetual midsummer and eternal daytime, though its denizens still operate on a daily cycle. The plane observes dawn, noon, and dusk, with no night, with its day beginning when the sun grazes the eastern horizon and ending as it grazes the western. But every 300 years, Lorwyn changed into Shadowmoor. Whereas Lorwyn was defined by its greenness, especially its forests, its dark reflection is practically devoid of green.

In contrast to its daytime aspect, the plane of Shadowmoor exists in perpetual dusk, where the sun is never directly visible, and the only light seems to come from unseen sources. Though the sun is always hidden behind a blanket of cloud, Shadowmoor still observes dawn, dusk, and night, albeit with no noon.

The former inhabitants of Lorwyn don't recall their previous lives and remember having always lived in Shadowmoor, but they have thoroughly altered by the tainted darkness covering Shadowmoor. In particular, the demeanor of each race has taken a turn for the worse. Further, creatures who are dormant in Lorwyn become active in Shadowmoor. Ouphes, korrigans, pucas, kelpies, scarecrows, and nightmarish, mythical beings that had slumbered beneath Lorwyn's surface reemerge in the ambient night.

The only race that remains the same is the faeries, because they are protected by the magic of the faerie queen Oona, and thus have remained mischievous and unpredictable.

Chapter 1 | Locations
Warren Mahy

Gilt Leaf Wood

The Gilt-Leaf Wood is a forest at the heart of the elven Gilt Leaf tribe's realm in Lorwyn. Its capital, Lys Alana, lies within, and the beautiful wooden Dawn Light Palace is its centerpiece. The Gilt-Leaf Wood is the forest considered most beautiful by the elves. The trees have a sap that elegantly coats the spaces between the bark, and when the sun hits it just right, it seems to be golden and shimmers as if gilded.

Wilt Leaf Wood

Wilt-Leaf Wood is the sickly counterpart of the lush Gilt-Leaf Wood after Lorwyn's transformation into Shadowmoor through the Great Aurora.

Glen Elendra

The secluded Glen Elendra is the haven of the elusive Oona, queen of Lorwyn's faeries. A wellspring of mana, the glen is protected by layer upon layer of deceptive glamour and guarded fiercely by the fae. Several attempts have been made by the other races of Lorwyn to locate Glen Elendra, but none have succeeded. The name of Glen Elendra is known throughout the plane, but most consider the rumors of its existence a prank perpetrated by the faeries.

Due to Oona's protective magic, Glen Elendra is the only location on Lorwyn not changed in the plane's transformation into Shadowmoor.

The Great Forest

The Great Forest of Lorwyn is a seemingly endless expanse of stout-trunked oaks and other mighty trees. In Shadowmoor, the Great Forest is known as the Creakwood.

The Murmuring Bosk

The Murmuring Bosk is a sacred treefolk grove. Almost all Lorwyn treefolk began their lives as normal trees in the Bosk, and after the "Rising", they gained the ability to walk freely. The ancient race gathered here to discuss various issues. While the trees cannot think, treefolk can empathically understand them as though they could, and archdruids are known to retrieve wisdom from its denizens' thousands of years of knowledge.

Wren's Run

Wren's Run is a mazelike stretch of the Great Forest, considered to be its finest hunting ground. Elvish packmasters stock Wren's Run with exotic prey from around the plane, and use it to ring in the coming-of-age hunts of young exquisite and perfect rank elves. Raven's Run is the gloomy and dangerous Shadowmoor counterpart of Wren's Run.

Chapter 1 | Locations
Terese Nielsen

Kithkin Clachans

Clachans are kithkin villages and hamelts, and found scattered throughout the meadows and knolls of Lorwyn. Known clachans include Ballyrush, Burrenton, Cloverdell, Dundoolin, Goldmeadow, and Kinsbaile. During Shadowmoor, these villages become Douns, fortresses against the darkness, and have twisted names such as Ballynock, Barrenton, Mistmeadow, and Kinscaer.

The Merrow Lanes

The Merrow Lanes are a series of rivers that connect the whole of Lorwyn. Many are connected by the Dark Meanders, a network of subterranean waterways. The largest river is known as the Wanderwine, and has its spring in Mount Taufnel.

The Mountain Ranges

Mountain ranges encircle the Blessed Nations, and are home to giants, flamekin, and greater elementals. The largest peak of the ranges is known as Mount Taufnel. It is a sacred place and the birthplace of the flamekin race. It is known as Mount Kulrath in Shadowmoor, and is home to the transformed flamekin called cinders.

Velis Vel

Somewhere beneath Lorwyn is a subterranean cavern known as Velis Vel, the birthplace of the changeling race. The cavern's walls are encrusted with quartz crystal and marked with runes, each one commemorating a form that has been taken by a changeling. Once each year, the sun shines through cracks in the ceiling, creating shifting lights. Changelings are biologically drawn to the Grotto at this time, where they congregate and revert to their natural forms, and it is at this time of year that most changelings are created. Once the sun passes and the cavern dims, the changelings disperse.

Chapter 2 | Races

Races

At 1st level, you choose your character's race. This section presents the playable races for this setting, and provides information to help you understand your character's place in the world.

When you create a character for the Lorwyn-Shadowmoor setting, follow these additional rules during character creation.

Ability Score Increases

When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

Your class's "Quick Build" section offers suggestions on which scores to increase. You're free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

Lorwyn-Shadowmoor Languages
Language Typical Speakers
Aquan Merrow, Selkies
Common Anyone
Druidic Treefolk
Dwarvish Duergar
Elvish Elves
Giant Giants
Goblin Boggarts, Hobs, Redcaps
Ignan Flamekin, Cinders
Sylvan Faeries, Treefolk

Creature Type

Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race in this section tells you what your creature type is.

Here's a list of the game's creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

Age

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. On Eldraine, Elves & Dwarves have long lifespans.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

Proficiencies

Some races and subraces grant proficiencies. These proficiencies are usually cultural, and your character might not have any connection with the culture in question or might have pursued different training. You can replace each of those proficiencies with a different one of your choice, following the restrictions on the Proficiency Swaps table.

Proficiency Swaps
Proficiency Replacement Proficiency
Skill Skill
Armor Simple/Martial weapon or tool
Martial weapon Simple/Martial weapon or tool
Simple weapon Simple weapon or tool
Tool Simple weapon or tool
Steve Prescott
Chapter 2 | Races
Igor Kieryluk

Boggart

Boggarts are are a race of goblins on the plane of Lorwyn. They have a great diversity in their appearance; they can have horns, varieties of snouts and muzzles, differently shaped ears, and their skin ranges from blue to red with beige undertones. They live predominantly in the sunlit bogs and craggy hills of the idyllic plane.

Boggarts are described as being "collectors of sensation;" About the only law in boggart culture is the pressure to share new sensations with others of their kind. A boggart that refuses to share — a hoarder — will be cast out. As boggarts are highly social creatures, this is a terrible sentence. Boggart culture also traditionally believes in reincarnation. They are also highly fertile, so they typically don't fear death or hesitate to kill other boggarts, since they'll be reborn quickly.

Boggarts organize themselves into loose clans called warrens led by leaders called Aunties, who are typically the oldest boggart in the warren (male boggarts are also called Aunties). The Auntie knows many tales and fables that they tell to educate their warren, pass on crucial boggart teachings, and adjudicate disputes.

Stinkdrinker warren is known for its stockpile of stolen goods and its penchant for sneaking past giants to steal their prizes. Squeaking Pie warren is known for its culinary adventurousness. Boggarts from other warrens often claim Squeaking Pie lineage so they can attend their Footbottom Feasts, which are widely thought to have the tastiest food. The warren's recipes are its most prized possessions, and its boggarts will go to any lengths to find bizarre new recipes and ingredients. The warren is led by Auntie Jowl, who raises the mice that often end up in the warren's famous savory pies. Frogtosser warren is a group of boggarts so emotionally changeable that the other warrens think them insane.

Shadowmoor Boggarts

After the Great Aurora, the boggart race diversifies even further, becoming a number of distinct subraces. Shadowmoor Boggarts change from troublesome tricksters to animalistic marauders; they live to eat and will consume anything they come across, organic or not. They are little more than beasts, and their language is rudimentary at best.

Shadowmoor boggarts come together in loose packs called gangs. Known boggart gangs include the Mudbrawler, the Tattermunge, the Scuzzback, the Bloodwort, and the Boartusk. They roam Shadowmoor's mountains and forests in search of food to sate their hunger.

Boggarts wear piecemeal armor scavenged from other races, sometimes nailed to their very bodies. Like their Lorwyn counterparts, they come in a wide variety of shapes and sizes but are uniformly more feral and sinister in appearance.

Several other creatures related to boggarts appear in Shadowmoor. Hobgoblins, or Hobs, have yellowish skin and ruddy hari. They are more civilized, living in hillside cottages and dressing in clean clothes in the manner of kithkin, though like most of their kind they can be very fierce if provoked. Redcaps are small in size, with pale skin, long noses, and huge eyes. They have only three digits on their hands and feet with only two toes. Their name comes from their habit of dying their caps red with the blood of their victims. Spriggans are small creatures with yellow-orange skin and pointed ears and noses. They possess the power to grow to gigantic sizes. Unlike most goblins, spriggans are forest-dwellers, though they are still motivated primarily by hunger. And finally stream hoppers are bizarre creatures with purple skin and only one eye, one arm, and one leg. They live near streams and cascades in Shadowmoor's jagged hills and are capable of leaping great distances.

Chapter 2 | Races
Brandon Dorman

Boggart Traits

You have the following racial traits.

Creature Type. You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.

Size. You are Small.

Speed. Your walking speed is 30 feet.

Bite. You have sharp teeth that you can use to make unarmed strikes. If you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Tooth-Curse. When you hit a creature with your Bite, you can cast cast the hex spell on the target. Starting at 5th level, you can instead cast the bestow curse spell on the target. Once you cast either of those spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast it using any spell slots you have of appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race).

Perceptiveness. You have proficiency in the Perception skill.

Sensation Seeker. Whenever you succeed on a Wisdom (Perception) check to detect something hidden, such as a trap or secret door, you gain advantage on the next attack roll or ability check you make within the next minute.

Shadowmoor Boggart Traits

In Shadowmoor, you replace your Tooth-Curse trait with the following trait.

Hungry Jaws. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Other Boggarts

Shadowmoor has a number of boggart subraces. At your DM's discretion, you can use the Sidekick rules from Tasha's Cauldron of Everything to play one of these boggart races, using the stat blocks for hobs, spriggans or an appropriate stat block from the Monster Manual.

Chapter 2 | Races
Nils Hamm

Changeling

Changelings are a race of relatively harmless, semi-intelligent humanoids who can change their shape. Typically, this process is involuntary; they will instinctively mimic creatures they meet. A changeling's standard appearance is that of a squat, greenish-blue humanoid with slightly scaly skin, large eyes, a translucent body, and frequently a forked tail. No matter what shape a changeling takes, it always has its characteristic opalescent sheen and its translucent look to it.

Changelings have no culture per se. They don't have technology or art. They are creatures of high magic, but they don't have the wherewithal to forge an agenda as a race.

Changelings can be found all over Lorwyn, in every kind of terrain. They have no proper homeland, but they are associated with a mysterious cavern called Velis Vel, where they convene each year, and new changelings are created. When a changeling adopts a form no other changeling has taken, a rune appears in the caverns of Velis Vel to mark the event.

Shadowmoor Changelings

After the Great Aurora, changelings transform into mimics, aggressive and vicious creatures that attack in packs while taking forms that resemble warped reflections of their victims. Pucas are horse-headed shapeshifters that also appear on Shadowmoor. They use their shapeshifting abilities to hide in plain sight, then strike when their quarry's guard is down. They are amphibious and are particularly common near flooded swamps, mountain streams, and waterfalls. It's said that a puca hates its reflection, so some Shadowmoor elves carry mirrored daggers when in puca territory.

Changeling Traits

You have the following racial traits.

Creature Type. You are a Fey.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Shapechanger. As an action, you can transform into an inanimate object or creature you have seen. You duplicate the creature or object's appearance, and can adjust your size between Medium and Small, but your skin retains its opalescent sheen. Your ability to take any action that requires hands is limited to the capabilities of your new form. Your equipment isn't changed by this trait, and any equipment that the new form can't wear or hold falls to the ground in your space. You stay in the new form until you use an action to revert to your true form or until you die.

Starting at 3rd level, when you use this trait, you gain one of the following additional benefits, provided your new form has appropriate anatomy for it:

  • You gain a swimming speed equal to your walking speed, and can breathe both air and water.
  • You gain a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
  • Your unarmed strikes deal 1d6 + your Strength modifier bludgeoning damage.
  • Your natural armor provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). You can't wear light, medium, or heavy armor, but if your new form can wield a shield, you can apply the shield's bonus as normal.

False Object. If you are motionless at the start of combat while transformed into an object with your Shapechanger trait, you have advantage on your initiative roll. Moreover, if a creature hasn't observed you move or act, that creature must succeed on a Wisdom (Perception) check against a DC of 8 + your Charisma modifier + your proficiency bonus to discern that you are animate.

Chapter 2 | Races
Dave Allsop

Duergar

Dwarves only appear after the Great Aurora, and are small, twisted, gnome-like creatures called Duergar. The duergars live isolated lives deep beneath the surface in vast mines and tunnels where they constantly toil in search of riches. Duergars are prodigious workers with long memories. Some still fulfill intricately detailed orders given decades, if not centuries, before.

Duergars are very different in appearance from most other dwarves. They have gnarled bodies with spindly limbs and oversized heads with bulbous noses and drooping ears. Duergars are bald and have no beards, though some have stubbly chins or wispy sideburns.

The duergars live so far underground that some are not even aware of the surface world or dismiss it as a myth, becoming angry or violent when their illusions are shattered. Some duergar communities are further up and open out to the surface, though, and are guarded by duergars who have grown too fat to squeeze through the deeper tunnels.

Duergar Traits

You have the following racial traits.

Creature Type. You are a Humanoid. You are also considered a dwarf for any prerequisite or effect that requires you to be a dwarf.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Darkvision. You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.

Dwarven Resilience. You have resistance to poison damage, and you have advantage on saving throws you make to avoid or end the poisoned condition on yourself.

Stonecunning. As a bonus action, you gain tremorsense for 10 minutes. Using this tremorsense, you can pinpoint the location of creatures and moving objects within 60 feet, provided that you and anything you're detecting are both in contact with the same stone surface. The stone can be natural or worked. This tremorsense can't detect creatures or objects in the air, and doesn't count as a form of sight.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Tunneler. You have a burrowing speed of 10 feet. You can use this speed to move through sand, earth, mud, or ice. While wielding a miner's pick, you can use it to burrow through solid rock at half your burrow speed and leave a 5-foot diameter tunnel in your wake.

Chapter 2 | Races
Jesper Ejsing

Elf

The elves of Lorwyn are the dominant race of the plane. They are tall and thin, have ram-like horns, and cloven, deer-like hooves in place of feet. Lorwyn's elves are distinguished by their cultivation of a white flower called moonglove, from which can be derived a potent poison. Lorwyn's elves view nature as "something to be improved, cultivated, and if necessary, rearranged."

Unlike other elves, they are a brutal race of supremacists who hide their savagery behind a facade of beauty and sophistication. They are obsessed with physical attractiveness to the point of writing laws concerning it, and believe that those who do not meet their standards of perfection, including other races, deserve nothing but extermination. The elves call these others eyeblights and hunt them often.

The elves divide themselves into numerous tribes and castes. The most powerful tribe is the Gilt Leaf. There are four castes, determined by an elf's measure of beauty and cunning. Any elf who possesses the minimum threshold of beauty and grace is granted the rank of faultless. Dignitaries, VIPs, and higher-level functionaries among elves attain the rank of immaculate. Lords of elvish hunting packs, also known as Packmasters, and important courtiers are granted exquisite rank. They have the privilege of being able to speak directly to, the highest rank; perfects. The perfect are elves so beautiful and so shrewd that they rule all other elves. There are only a few of these in the world. Perfects can kill those of low rank with impunity.

Shadowmoor Elves

Physically, elves remain mostly the same after the Great Aurora, except their horns, which are covered in thorns. Shadowmoor's elves live in physically and magically fortified homesteads called safeholds. Safeholds are usually located in trees, and the oldest and largest safeholds are built into trees that stand on small hillocks called shee knolls. A shee knoll is an ancient gravesite, where the souls of elf warriors and druids lie slumbering. Rarely, the ghosts of elvish dead haunt these places.

Shadowmoor elves seek out examples of beauty in the world, including creatures, objects, and places. If the elves find a beautiful location, they establish a safehold there and attempt to protect it from harm. The elves also steal or capture creatures and objects to bring them to their safeholds to preserve them. Elves known as safewrights are dedicated to this endeavor.

Elf Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.

Elven Resilience. You have resistance to poison damage, and you have advantage on saving throws you make to avoid or end the poisoned condition on yourself.

Elven Talents. You have proficiency in two of the following skills of your choice: Acrobatics, Performance, Persuasion, or Stealth.

Ram. You have horns on your head you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.

Chapter 2 | Races
Jesper Ejsing

Faerie

No race on Lorwyn is more ubiquitous or mysterious than its faeries. They are diminutive humanoids with forms that vaguely resemble insects. The fae lead short, flitting lives in pursuit of gossip, diversions, and amusing intrigues. They love to have fun, revel in Lorwyn's eternal midsummer, and follow their whims. But faeries can also be carelessly cruel, capricious, and vindictive.

Faeries travel in small groups of three to six called cliques. They are led by Oona, the enigmatic Queen of the Fae, a flower-like being composed of thousands of petals, constantly budding tiny faerie children.

Lorwyn's faeries do not dream, instead harvesting the dreams of others and distilling these stolen dreams into sparkling energy they bring back to their queen, to both nourish and pollinate her.

Faeries are the only race of Lorwyn that is unaffected by the Great Aurora, retaining their nature, appearance, and devotion to their queen even in Shadowmoor.

Faerie Traits

You have the following racial traits.

Creature Type. You are a Fey.

Size. You are Small.

Speed. Your walking speed is 30 feet.

Dreamstuffs. As an action, you can distill the dream of a sleeping creature within 5 feet of you into sparkling dreamstuff, which is a Tiny weightless magic item that holds the memories of the dream. Casting identify or detect thoughts on the dreamstuff reveals the dream.

Glamer Magic. You know the minor illusion cantrip. Starting at 3rd level, you can cast the color spray spell with this trait. Once you cast color spray with this trait, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 1st level or higher.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Fairy Build. You count as one size smaller when determining your carrying capacity and the weight you can push, drag, or lift.

Fey Passage. You can squeeze through a space as narrow as 1 inch wide.

Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.

Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Chapter 2 | Races
Victor Adame Minguez

Flamekin

Flamekin are elementals similar in size and shape to humans. Living in the mountains of Lorwyn, they are a passionate race of warriors and shamans who focus their inner flames into weapon form for battle. Flamekin are sworn enemies of the elves, who use their treefolk servants to suppress the flamekin and confine them to their mountain homes.

Flamekin resemble humans made of smooth, living black stone; their inner fires blaze through their crowns, joints, and shoulders. The fire comprising a flamekin’s body normally burns merely warm to the touch, allowing them to wear textiles and safely interact with non-flamekin. However, a flamekin can burn very hot when infused with mana or strong emotion.

A group of flamekin called the Brighthearth serve as emissaries of flamekin goodwill to other races, performing useful tasks that require fire, such as smithing. Flamekin are semi-nomadic, born out of a desire to explore new lands and experience life to the fullest. Each Flamekin embarks on a quest for self-actualization known as the Path of Flame, a process of physical and spiritual self-discovery that revolves around the fires that constantly burn upon their bodies. The Path is very dangerous, and very few flamekin see it to the end, especially since that end involves a fiery death. Advanced walkers of the Path of Flame, called soulstokes, balance on a thin edge between emotional enlightenment and sudden combustion.

Cinders

After the Great Aurora, the flamekin become cinders, having lost their ability to hold a constant flame making them walking skeletal, smoky remains. According to their legend, the cinders' flames were taken long ago by a traitor known as the Extinguisher. Most cinders want the entire world to suffer as much as they do and thus they attempt to sow chaos and destruction until nothing good remains. Due to the loss of their fire, they are extremely jealous of species that still use it, and if a fire is spotted by a cinder it will attack ferociously in an attempt to claim the fire for its own.

Flamekin Traits

You have the following racial traits.

Creature Type. You are an Elemental.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Burn. As an action, you can cause your flames to burn hot for 1 minute. For the duration, whenever a creature touches you or hits you with a melee attack while within 5 feet of you, they take 1d6 fire damage. You can end this effect early by using an action to dismiss it.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Fire Resistance. You have resistance to fire damage.

Luminous. You emit dim light in a 5 foot radius.

Reach to the Flame. You know the produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Once you cast it with this trait, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 1st level or higher.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Chapter 2 | Races
Todd Lockwood

Gwyllion

Hags are twisted creatures of magic that appear only in Shadowmoor. Shadowmoor legends say that swamp hags were previously goddesses who had watched over the woodland marshes. Once they fell from grace, they were twisted and transformed into grotesque huntresses who stalk swamps and forests for prey.

Gwyllions, on the other hand, are witchy creatures who were otherwise quite civilized. Gwyllions preyed on travelers who would dare cross through the rotting farmlands and bogs they call their home.

Gwyllion Traits

You have the following racial traits.

Creature Type. You are a Fey.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.

Hex Magic. You can cast the disguise self and hex spells with this trait. Starting at 5th level, you can cast the bestow curse spell with this trait. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you gain this lineage).

Chapter 2 | Races
Matt Stewart

Kithkin

The kithkin of Lorwyn are a quick and agile race of small humanoids, with stout bodies and thick limbs. Their faces are round and almost pumpkin-like, with highly expressive features. Their society is based on a type of collective consciousness called the thoughtweft. The thoughtweft connects the kithkin by a kind of empathic web, allowing them to share their emotions and thoughts, making them very effective in battle cooperation. Thoughtweft-infused dances called "reels" are an elaborate affair among kithkin, serving to heighten and solidify the bonds of thoughtweft, and often practiced during holiday celebrations. The thoughtweft naturally binds kithkin together into tightly knit communities of villages and towns called clachans. The head of a clachan is called a cenn, or mayor. Known clachans include Kinsbaile, Burrenton, Goldmeadow, Cloverdell, and Dundoolin.

Kithkin are peaceful farmers but are fierce warriors when provoked. Kithkin knights and soldiers ride into battle on springjacks, which they also raise for their wool and meat. Kithkin ca also n be innovative builders and alchemists. Their magic is often powder-based.

Kithkin are generally quite superstitious. For example, a kithkin might wear a bit of silver on her knife hand when eating jackmutton, to prevent the rest of the herd from becoming nervous or irritable. Most of these superstitious practices fall somewhere between wise folk medicine and utter hogwash in terms of actual usefulness, but kithkin follow them faithfully. The kithkin also venerate the mysterious greater elementals of Lorwyn, beings that embody the abstract concepts and dreams. Everything that is of cultural importance, like stories and customs, are found in the Book of Kith and Kin.

Shadowmoor Kithkin

After the Great Aurora, the kithkin became furtive creatures with oversized white eyes or gold with no pupils. The thoughtweft that once bound them becomes the mindweft, and now links them all in a state of constant paranoia; they are obsessed with conformity and fear anyone not like themselves. Their rustic clachans became armed fortresses called douns where the kithkin huddled together like rats in a corner, barely keeping the horrors of Shadowmoor at bay.

Kithkin Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Small.

Speed. Your walking speed is 30 feet.

Kithkin Cunning. You have advantage on saving throws you make to avoid or end the charmed or frightened condition on yourself.

Thoughtweft Connection. You can sense the emotional state of any other kithkin within 30 feet of you.

Thoughtweft Boon. If you miss with an attack roll or fail an ability check or a saving throw, you can draw on the thoughtweft to gain a bonus to the roll equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Shadowmoor Kithkin Traits

In Shadowmoor, you replace your Thoughtweft Boon trait with the following trait.

Mindweft Boon. When you damage a creature that isn't a kithkin with an attack or a spell, you can cause the attack or spell to deal extra damage to the creature equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Chapter 2 | Races
Alex Horley-Orlandelli

Merrow

The fish-tailed merrows of Lorwyn control commerce and trade routes, which take place across the Merrow Lanes, the system of rivers that crisscrosses Lorwyn and connects its furthest-flung points. They are the couriers, intermediaries, and merchants of the plane.

Merrow society is organized into schools, and each school is led by a reejerey. Known schools include the Silvergill, the Stonybrook, the Paperfin, the Weirwinder, and the Inkfathom Schools. Merrows have many different occupations and avocations, and the system of terminology is very important to them. Merrow guides are called rudders. Tideshapers and aquitects are merrow mages adept in water magic. Troutherds and crawherds manage schools of river trout and beds of crawfish for food. A landspanner is a merrow able to leap from one waterway to another one nearby. A fallowsage is a wise elder merrow, while a wellgabber is an envoy who uses a well to communicate with members of other races.

Shadowmoor Merrow

After the Aurora, merrows became more fishlike in appearance. Overcome by covetousness, Shadowmoor merrows became murderous cutthroats and thieves who steal from the other races of Shadowmoor who live along the rivers, particularly the kithkin. As enormous symbols of power, giants evoke the most envy in merrows, and some spend weeks concocting plans to bring one down. Merrows believe that the blood and tissue of giants bring them strength, and some merrows carve jewelry, weapons, or even lairs from giants’ bones. Shadowmoor merrows have abandoned shaping the tides, leaving some rivers to dry up and others to flood, in some cases even inhabiting entire flooded clachans.

Merrow Traits

You have the following racial traits.

Creature Type. You are a Monstrosity.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Amphibious. You can breathe air and water.

Claws. You have sharp claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Fins and Spines. A creature that hits you with a melee attack while within 5 feet of you takes piercing damage equal to your proficiency bonus. In addition, a creature grappling or grappled by you takes piercing damage equal to your proficiency bonus at the start of each of your turns.

Judge of Currents. You can effortlessly navigate the Merrow Lanes, and have advantage on Wisdom (Survival) checks you make to navigate or track in bodies of water.

Swim Speed. You have a swimming speed of 30 feet. You can't use this swimming speed if you're wearing heavy armor.

Shadowmoor Merrow Traits

In shadowmoor, you replace your Judge of Currents trait with the following trait.

Inject Poison. As an action, you can make a special attack with your Claws. When you hit with it, the attack deals its normal damage, and the target must succeed on a Constitution saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus or be poisoned until the start of your next turn.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Chapter 2 | Races
Thomas Denmark

Noggle

A noggle is a small humanoid creature, about the size of a dwarf or kithkin, with a hunched gait and an oversized head like a donkey's. Noggles have large, floppy ears; hooved feet; and a coat of short, coarse hair. They only appeared after the Great Aurora.

The noggles believe themselves to be the oldest race native to Shadowmoor and that the other tribes stole the plane from them. This has made many noggles bitter and given them a kleptomaniac streak, as they believe that everything in the world belongs to them and that they have the right to steal anything they find by any means.

Noggles as a people have no crafts or industries, stealing everything they need from others. Many noggles also have a cruel sense of humor and enjoy playing harmful tricks on others.

Noggle Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Small.

Speed. Your walking speed is 35 feet.

Hooves. You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Sticky Fingers. You have proficiency in the Sleight of Hand skill.

Chapter 2 | Races
Christopher Moeller

Selkie

Present only in Shadowmoor, selkies are unusual merrows. Rather than fish, selkies' lower bodies resemble seals, giving them an appearance similar to centaurs. Selkies have six limbs: Two pairs of seal-like flippers on their lower bodies and two arms on their torso with flipper-like hands. Selkies' faces combine human and seal features; they have white eyes with no pupils and long, stringy black hair.

Selkies live in the network of rivers and ponds that stretch across Shadowmoor, but they feel as though they belong in more open waters like the oceans of other worlds, a feeling that gives them a wistful and tragic side. This makes some selkies cold and spiteful towards the land-dwellers who can travel as they please throughout the plane.

Selkies are masters of magic and divination. They are believed to have even seen Shadowmoor's destiny.

Selkie Traits

You have the following racial traits.

Creature Type. You are a Monstrosity.

Size. You are Medium.

Speed. Your walking speed is 25 feet.

Amphibious. You can breathe air and water.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Piscine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag.

In addition, any climb that requires hands and feet is especially difficult for you because of your piscine tail. When you make such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot.

Selkie Magic. You know the guidance cantrip. Starting at 3rd level, you can cast the augury spell as a ritual with this trait. Once you cast augury with this trait, you can't cast it with this trait again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Swim Speed. You have a swimming speed of 35 feet.

Chapter 2 | Races
Rob Alexander

Treefolk

The treefolk are the oldest beings native to Lorwyn, having existed long before the first elves, kithkin, or giants, as well as the longest-lived. Treefolk are born from seeds and grow into mundane trees, but through a process known as The Rising some of these trees awaken into sentient, mobile treefolk. In their youth, treefolk stay in their birth groves, absorbing the wisdom and oral history of their elders. When they mature, they wander the world alone, seeking those worthy of their knowledge or shelter.

Since they can give birth to thousands of seedlings, sentient and mundane, over their lifetimes, treefolk do not have the same concept of immediate family as humanoid races; instead, their nurturing instinct is directed over entire groves. This instinct sometimes leads treefolk to adopt communities of kithkin in much the same way, acting as guardians. The kithkin clachan of Cloverdell has at least one such protector.

Treefolk come in a variety of species. Ash treefolk are steadfast warriors and protectors of treefolk groves. Black poplars are the healers of treefolk kind, using shamanic magic to absorb the pain of other treefolk. They are often considered evil, and have been hunted nearly to extinction. Treefolk born from elder trees are among the longest-lived of their kind, and the oldest are the greatest leaders of all treefolk kind. Elders sometimes grant their flowers to kithkin for use in healing herbal teas. The oaks are the largest and strongest of all treefolk and are the greatest warriors of their kind. The tallest oak treefolk are called cloudcrowns, and kithkin prefer to build their homes near their domiciles. Treefolk born from rowans are among the most likely to study magic, including curses and hexes. An organization of mostly rowan treefolk known as the Sunrise Brake is devoted sniffing out and destroying the unnatural or artificial. They are nearly fanatics in their opposition to metal, and their larger goal is discovering the location of the Faerie Queen, Oona.

Treefolk Traits

You have the following racial traits.

Creature Type. You are a Plant.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Life Span. Over 1,000 years on average.

Natural Armor. Your bark-like skin provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). You can't wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield's bonus as normal.

Plant Camouflage. You have advantage on Dexterity (Stealth) checks you make to hide in forest terrain.

Speech of Leaf. You can communicate in a limited manner with trees. They can understand the meaning of your words, and you can empathically understand their emotions.

Tree Stride. As an action, you can use 10 feet of movement to magically step into a tree within 5 feet of you and emerge from a second tree you can see within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be at least the same size as you.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Treefolk Magic. You know the druidcraft cantrip. Starting at 3rd level, you can cast the detect poison and disease spell with this trait without requiring a material component. Starting at 5th level, you can cast the speak with plants spell with this trait. Once you cast detect poison and disease or speak with plants with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Weakness to Fire. You have disadvantage on ability checks you make to avoid fire damage.

Chapter 3 | Spells
Dan Scott

Spells

Magic functions on Lorwyn-Shadowmoor as it does in most other D&D settings. The following chapter presents spells unique to this plane that can be used by characters in a Lorwyn-Shadowmoor campaign or adventure. The New Spells table shows which class spell lists the spells appear on, as well as that spell's level and school of magic. With your DM's permission, these spells might be available to you even if they aren't on your class spell list. (The Artificer class is presented in Tasha's Cauldron of Everything.)

New Spells
Level Spell School Classes
1st Fertilid's Favor Abjuration all
1st Plague of Vermin Conjuration Artificer, Bard, Sorcerer, Warlock, Wizard
2nd Firespout Transmutation Druid, Ranger, Sorcerer, Wizard
2nd Fistful of Force Transmutation Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard
2nd Gloomlance Illusion Cleric, Paladin, Sorcerer, Warlock, Wizard
2nd Nova Glyph Abjuration Artificer, Bard, Cleric, Paladin, Warlock
2nd Rite of Consumption Necromancy Artificer, Warlock, Wizard
2nd Syphon Life Abjuration Warlock, Wizard
3rd Puca's Mischief Conjuration Artificer, Sorcerer, Warlock, Wizard
4th Battle Mastery Abjuration Bard, Cleric
4th Oblivion Ring Abjuration Artificer, Cleric, Paladin, Sorcerer, Warlock, Wizard
4th Thoughtseize Enchantment Bard, Sorcerer, Warlock, Wizard
8th Ego Erasure Enchantment Bard, Druid, Warlock, Wizard
9th Mass Calcify Transmutation Warlock, Wizard
Chapter 3 | Spells

Spell Descriptions

The spells are presented in alphabetical order.

Battle Mastery

4th-level Abjuration


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You imbue a creature you touch with masterful combat expertise for the duration. Until the spell ends, the target can make one attack as a bonus action on each of its turns.

Ego Erasure

8th-level Enchantment


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (a gemstone from the caverns of Velis Vel, which the spell consumes)
  • Duration: Until dispelled

You attempt to magically erase a creature's identity and sense of self. One creature that you touch throughout the casting must make an Intelligence saving throw. If the creature is hostile to you, it has advantage on the saving throw. On a failed save, the creature loses its memories of itself and its relationships to other creatures, places, objects, and events. It still remembers those individual things, but has no memory of interacting with them. The creature retains its knowledge of language and general information about its home plane and its basic workings. Furthermore, the creature's natural inclinations and alignment aren't changed by this spell.

A remove curse or greater restoration spell cast on the target restores the creature's memory.

Fertilid's Favor

1st-level Abjuration


  • Casting Time: 1 Action
  • Range: Self (10-foot radius)
  • Components: V, S, M (a fertilid leg)
  • Duration: Concentration, up to 1 hour

You emit bright light in a radius of 10 feet for the duration, and dim light for an additional 10 feet. Within the spell's bright light, the terrain of Shadowmoor reverts to its appearance on Lorwyn.

If a creature of Shadowmoor (other than you) starts its turn in the spell's bright light, it reverts its appearance to its Lorwyn counterpart. This spell doesn't change the creature's personality or alignment, and doesn't affect creatures with no Lorwyn counterpart.

Firespout

2nd-level Transmutation


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. The flame becomes a whirling tornado of fire that lasts for the duration.

When a creature enters the spell's area for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or take 1d8 fire damage. As a bonus action, you can move the firespout up to 30 feet in any direction.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Fistful of Force

2nd-level Transmutation


  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You touch a willing creature whose hands or natural weapons glow with energy for the duration. Until the spell ends, the creature gets a +1 bonus to attack rolls and damage rolls made with unarmed strikes or natural weapons.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Gloomlance

2nd-level Illusion


  • Casting Time: 1 Bonus Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You pull on the threads of shadow to create a lance of solidified gloom at a point you can see within range, which you then pull into your hand in a straight line, pulling the lance through creatures and objects. Each creature that line must succeed on a Dexterity saving throw or take 1d12 psychic damage.

The lance lasts for the duration. It has the statistics of a normal lance, except it deals 1d12 psychic damage on a hit. If you drop the lance, throw it, or are disarmed of it, the spell ends.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the lance's damage increases to 2d12. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 3d12. When you cast it using a spell slot of 7th level or higher, the damage increases to 4d12.

Chapter 3 | Spells

Mass Calcify

9th-level Transmutation


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a chip carved from a gravestone or the eye of a gorgon)
  • Duration: Concentration, up to 1 minute

You attempt to turn up to ten creatures of your choice that you can see within range to stone. Each of those creatures whose body is made of flesh must succeed on a Constitution saving throw or be turned to stone and have the petrified condition for the duration.

If a creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

Nova Glyph

2nd-level Abjuration


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (ink made from crushed noggle hoof)
  • Duration: 24 hours

You inscribe an ancient kithkin glyph of protection into one shield or set of armor. Until the spell ends, a creature that wields the shield or wears the armor gets a +1 bonus to AC.

A creature can only benefit from this spell once at a time. Using both a shield and armor under the effect of this spell grants only a +1 bonus.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Oblivion Ring

4th-level Abjuration


  • Casting Time: 1 Action
  • Range: 10 feet
  • Components: V, S, M (1lb. of maple sugar worth 1sp, which the spell consumes)
  • Duration: Until dispelled or triggered

You pour the sugar into a circle on the ground with a radius no greater than 10 feet. The circle becomes a cylinder of invisible magical energy with a height of 20 feet and lasts for the duration. While casting the spell, you can attempt to hide the circle of sugar. A creature must succeed on an Intelligence (Investigation) check against your spell save DC to find a hidden circle.

When you cast this spell, you choose one or more of the following creature types: Celestial, Elemental, Fey, Fiend, or Undead. When a creature of the chosen type enters the spell's area, it must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target has the incapacitated condition. The target remains there for 1 minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished to its home plane and doesn't return.

Plague of Vermin

1st-level Conjuration


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S, M (a bit of cheese)
  • Duration: Concentration, up to 1 minute

You call forth a swarm of rats, which appears in an unoccupied space you can see within range. The swarm disappears when it drops to 0 hit points or when the spell ends.

The swarm is an ally to you and your companions. In combat, the swarm shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, the swarm does nothing on its turn and makes no effort to avoid danger.

Puca's Mischief

3rd-level Conjuration


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a puca hoof)
  • Duration: Instantaneous

You magically twist space around yourself and another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or you and the target are teleported to each other's space, switching places.

Steve Prescott
Chapter 3 | Spells
Kevin Sidharta

Rite of Consumptione

2nd-level Necromancy


  • Casting Time: 1 Action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: 1 hour

You invoke an ancient cinder rite, consuming the dying flame of one creature with 0 hit points within 10 feet of you. The creature takes 1 necrotic damage, and you gain temporary hit points equal to your spellcasting ability modifier + your proficiency bonus.

Syphon Life

2nd-level Conjuration


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S, M (a leech)
  • Duration: Concentration, up to 1 minute

You call forth a swarm of leeches, which appears in an unoccupied space you can see within range and uses the swarm of insects stat block. The swarm disappears when it drops to 0 hit points or when the spell ends.

Until the spell ends, when the swarm deals piercing damage to a creature that isn't a Construct or Undead, you gain temporary hit points equal to the piercing damage dealt.

The swarm is an ally to you and your companions. In combat, the swarm shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, the swarm does nothing on its turn and makes no effort to avoid danger.

Thoughtseize

4th-level Enchantment


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You attempt to prevent a creature from casting a specific spell. One creature that you can see within range must make a Wisdom saving throw. A creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting it, it has advantage on the save. On a failed save, you learn what spells the creature knows and/or has prepared, and if the creature has spell slots or uses of those spells remaining. You can then choose one of those spells and erase its knowledge from the target's mind for the duration. Until the spell ends, the creature can't cast that spell.

Chapter 4 | Treasures

Treasures

This section describes magic items that are likely to be found while adventuring in Lorwyn-Shadowmoor. The items are presented in alphabetical order.

Blight Sickle

Weapon (Sickle), Uncommon

You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using it, the target takes an extra 1d8 necrotic damage. If you hit a Plant creature or magical plant, it takes maximum extra damage. If you hit a plant that isn't a creature, such as a tree or shrub, it withers and dies.

Cauldron of Souls

Wondrous Item, Very Rare

These cauldrons are used by Gwyllions to keep their minions alive and well. A typical cauldron of souls is made of iron and embossed on the outside with depictions of gaunt humanoid faces. It is roughly 3 feet in diameter, has a 2-foot-wide mouth, and stands on four clawed feet. It weighs 80 pounds, and can hold up to 30 gallons of liquid. When found, a cauldron of souls is typically full of water, in which ghostly images of the dead can be seen.

The cauldron has 3 charges, and regains all expended charges daily at dawn. While touching it, you can use an action and expend 1 or more of its charges to cast either revivify (1 charge) or raise dead 3 charges.

Colfenor's Urn

Wondrous Item, Artifact

Colfenor was one of the most ancient treefolk of Lorwyn, and widely regarded as the wisest. Aside from his sapling, he was the last treefolk of the red yew species. While his sapling would live on to play a pivotal role in the events of the Great Aurora, Colfenor would sadly perish in a blaze before seeing it. His urn collects the ashes that remained, which are rumored to have power over life and death.

The urn has 3 charges. While holding it, you can use an action and expend 1 charge to cast true ressurection. To cast this spell this way, you must sprinkle some of the ash onto the corpse (or into the air if the original body no longer exists). When the last charge is expended, the urn shatters and the ash is scattered to the winds.

Dawnglow

Potion, Common

When you drinking this potion, it neutralizes any poisons and cures nonmagical diseases affecting you. It also closes all mortal wounds, but it doesn't restore missing body parts.

Deathrender

Weapon (Greatsword), Rare (Requires Attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon. Additionally, if you die while attuned to this magic weapon, the weapon casts reincarnate on you, fashioning a new body holding the weapon.

Diviner's Wand

Wand, Uncommon (Requires Attunement by a Wizard)

When you cast a divination spell using this wand as your spellcasting focus, you can fly up to a number of feet up to your speed. If you are in the air at the end of this movement, you fall if nothing is holding you aloft.

Elsewhere Flask

Wondrous Item, Artifact

The Elsewhere Flask is an item of powerful magic made by Oona, Queen of the Fae. It appears as a glass flask with a brass bottom stand, decorated with a red tassel tied around it, and stopped with a rough-hewn purple gemstone. According to legend, one night, Oona bottled the sky. The next night, she aligned the stars and released it.

While you are holding this flask at night, you can use your action to capture the stars of the night sky. Celestial bodies aren't actually affected, but they are magically invisible while captured in the flask. The stars remain in the flask until you use your action to release them back into the night sky.

While the stars are captured, you can use your action to re-align them, changing the season of Lorwyn-Shadowmoor, or affecting the aurora to force a transition between the two sides of the plane. The change takes affect once the stars are released back into the sky. This effect doesn't affect time, but rather the environment of the plane.

Using this magic item has a cumulative 10% chance to cause a Great Aurora (read more in chapter 1).

Merrow Spinebow

Weapon (Heavy Crossbow), Uncommon

This unique weapon can be used only by a Medium or larger creature that has a Strength of 18 or higher. The crossbow shoots bolts made of the bones of the whiskergill fish that deal piercing damage equal to 2d6 + the wielder's Strength modifier.

Steve Prescott
Chapter 4 | Treasures

Moonglove Extract

Potion, Rare

Moonglove extract is harvested from a poisonous flower with magical properties. Diluted, it is used in the creation of tattoos, both mundane and magical. The raw extract acts as a poison when ingested or applied to an injury.

You can use this poison to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature subjected to the poison must make a DC 20 Constitution saving throw. On a failed save, a creature takes 49 (14d6) poison damage and is poisoned for 1 hour. On a successful save, a creature takes half as much damage and isn't poisoned.

Obsidian Battleaxe

Weapon (Battleaxe), Uncommon (Requires Attunement by a Barbarian)

This blackened battleaxe sparks whenever it strikes a solid surface. While you are holding it, you can rage 1 additional time before finishing a long rest.

Rings of Brighthearth

Ring, Rare (Requires Attunement by a Spellcaster)

These interlocking rings were forged by the brighthearth flamekin, and represent their goodwill toward the other races.

The rings have 7 charges, and regains 1d6 + 1 expended charges daily at dawn. While holding them, when you cast a spell that targets only one creature and doesn't have a range of self, you can expend a number of charges equal to 1 + the spell's level to target a second creature in range with the same spell.

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

Runed Halo

Wondrous Item, Rare (Requires Attunement by a Spellcaster)

When you attune to this iron band, it glows dimly with magic and floats above your head like a halo.

During a long rest, you can inscribe runes into the halo that represent a spell you know or have prepared. The halo can have three such spells inscribed this way.

While attuned to the halo, you can't cast the spells inscribed on it, but likewise can't be affected or detected by those spells.

Springleaf Drum

Wondrous Item, Uncommon (Requires Attunement by a Bard)

While you are holding this drum, you gain a +1 bonus to spell attack rolls, and other creatures have a -1 penalty on saving throws against your bard spells.

Thorn of Amethyst

Wondrous Item, Legendary

This 1-foot diameter teardrop-shaped amethyst is mined from a cave in the Dark Meander, and shines brightest when no one is looking.

Creatures within 60 feet of the amethyst can't cast spells unless they expend a spell slot of one level higher than the spell's level. For example, a creature who wants to cast fireball, a 3rd level spell, must expend a 4th level spell slot to cast it. If the creature doesn't have a 4th level spell slot, the spell can't be cast. Creatures must expend a 1st level spell slot to cast a cantrip, and 9th level spells can't be cast within the amethyst's range.

Twinning Glass

Wondrous Item, Very Rare

The twinning glass is a polished steel mirror, rumored to be crafted by both a metalsmith and his reflection.

While you are holding the mirror, you can use your action to create a reflection of an object or creature you can see in the mirror's glass. The reflection appears in an unoccupied space within 5 feet of the mirror. If you choose an object, it must be no larger than a 5-foot cube, and the refelection is created as with the creation spell. If you choose a creature, the reflection is created as with the simulacrum spell, except the simulacrum only lasts 24 hours.

Once you use the twinning glass, you can't use it again for 7 days.

Veteran's Armaments

Medium Armor (Any), Very Rare (Attunement)

While wearing this armor, you have a +1 bonus to AC.

The armor has 7 charges, and regains 1d6 + 1 expended charges daily at dawn. While attuned to it and within 60 feet of it, you can use a reaction and expend 1 charge to cause the armor to disassemble, doffing from the creature wearing it, and cause it to reassemble around a creature of your choice, who dons it.

Ward of Bones

Rod, Legendary

The ward of bones is a 3 foot long wooden rod, on one end of which is attached various objects of death, including animal bones and the carcasses of small game animals. Mages of Lowryn-Shadowmoor know not to attempt magic in its grotesque presence.

The rod is surrounded by a 10-foot radius sphere of antimagic, as with the antimagic field spell. As an action, you can plant the rod into the ground, causing the radius of antimagic to increase to 60 feet. Destroying the rod ends the effect. It has AC 15, 10 hit points, and immunity to psychic and poison damage.

Chapter 5 | Friends & Foes
Lius Lasahido

Friends and Foes

This chapter provides a number of monsters and NPCs who can be found in Lorwyn-Shadowmoor. The Lorwyn Creatures table below lists every creature in this chapter, along with that creature's type and challenge rating (CR). It also includes creatures from the Monster Manual (MM) that might be found in Lorwyn-Shadowmoor. The creatures in this bestiary are organized alphabetically.

Lorwyn Creatures
Creature Creature Type CR
Boggart Humanoid 1/4
Boggart Auntie Humanoid 1
Changeling of Lorwyn Monstrosity 3
Duergar of Shadowmoor Humanoid 1/4
Elf Vinebreeder Humanoid 12
Faerie of Glen Elendra Fey aaa
Flamekin Elemental aaa
Hob Humanoid 1/4
Kithkin Humanoid aaa
Noggle Humanoid 1/2
Lorwyn Creatures (contd.)
Creature Creature Type CR
Ouphe Fey 1/4
Selkie Monstrosity 4
Spriggan Humanoid 1
Treefolk Warrior Plant 6

Using a Stat Block

This chapter is a companion to the Monster Manual and adopts a similar presentation. Please read the introduction of the Monster Manual to familiarize yourself with how to read a stat block before proceeding.

Unusual Attacks and Magic

In this section you will find some weapons and spellcasting that function in atypical ways. These exceptions are features of a stat block and represent how a particular creature uses weapons and casts spells; these exceptions have no effect for how weapons and spells function for someone else.

Meeting Prerequisites

If a stat block contains the name of a class in the creature's name or in parentheses under the name, the creature is considered a member of that class for the purpose of meeting prerequisites for magic items.

Chapter 5 | Friends & Foes
Warren Mahy

Boggarts

Boggarts are Lorwyn-Shadowmoor's goblins (read more about boggarts in chapter 2). They often attack in groups; smart enough to set an ambush, but not nearly smart enough for more decisive tactics. As boggarts revel in sensations, pain means very little to them, and their belief in reincarnation means they don't fear death.

Boggart warrens and gangs are led by Aunties, who usually have some measure of magic at their disposal, despite not fully understanding how it works.


Boggart

Small Humanoid (Goblinoid), Typically Chaotic Neutral


  • Armor Class 14 (hide armor)
  • Hit Points 7 (2d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 8 (-1) 10 (+0) 8 (-1)

  • Skills Perception +2, Stealth +6
  • Senses passive Perception 12
  • Languages Common, Goblin
  • Challenge 1/4 (50 XP)
  • Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) piercing damage, and the target must succeed on DC 12 Wisdom saving throw or be cursed for 1 minute. While cursed, the target has disadvantage on saving throws made using an ability score of the boggart's choice.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Chapter 5 | Friends & Foes
Steve Prescott

Boggart Auntie



Boggart Auntie

Small Humanoid (Goblinoid), Typically Chaotic Neutral


  • Armor Class 14 (hide armor)
  • Hit Points 7 (2d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 15 (+2) 8 (-1)

  • Skills Perception +4, Stealth +6
  • Senses passive Perception 14
  • Languages Common, Goblin
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Magic Resistance. The boggart has advantage on saving throws against spells and other magical effects.

Special Equipment. The boggart wields a staff of the adder. The snake head can be attacked while it is animate (AC 15, 20 hit points). If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form.

Actions

Snake Head (Animated Staff Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage.

Adder Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) piercing damage, and the target must succeed on DC 12 Wisdom saving throw or be cursed for 1 minute. While cursed, the target has disadvantage on saving throws made using an ability score of the boggart's choice.

Spellcasting. The boggart casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):

At will: create bonfire, lightning lure, infestation, spare the dying
1/day each: burning hands

Bonus Actions

Animate Staff. The boggart animates its staff of the adder for 1 minute, or reverts it to its inanimate form.

Reactions

Frenzy. One ally of the boggart's choice within 30 feet of it can make one weapon attack as a reaction and gains advantage on the attack roll.

Chapter 5 | Friends & Foes
Zoltan Boros & Gabor Szikszai

Changeling of Lorwyn

Unlike the changelings and shapeshifters of other planes, Lorwyn's changelings always retain their opalescent sheen, which prevents them from fully bleding in. Still, faeries have been known to kidnap kithkin children and replace them with changelings as a harmful prank.

Changelings are typically strange and curious creatures, more prone to mimic a new creature they meet than try to speak with it (read more about changelings in chapter 2).


Changeling of Lorwyn

Medium Monstrosity (Shapechanger), Typically Neutral


  • Armor Class 14
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2)

  • Skills Insight +3
  • Senses passive Perception 11
  • Languages Common
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Ambusher. In the first round of a combat, the changeling has advantage on attack rolls against any creature it surprised.

False Object (Object Form Only). If the changeling is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the changeling move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the changeling is animate.

Actions

Multiattack. The changeling makes two Slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. If the target is surprised, it takes an extra 10 (3d6) bludgeoning damage.

Shapechanger. The changeling polymorphs into a Small or Medium humanoid it has seen, an object it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Chapter 5 | Friends & Foes
Matt Cavotta

Duergar of Shadowmoor

Medium Humanoid (Dwarf), Typically Neutral


  • Armor Class 13 (hide armor)
  • Hit Points 30 (4d8 + 12)
  • Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 17 (+3) 10 (+0) 11 (+0) 10 (+0)

  • Skills Perception +2
  • Damage Resistances poison
  • Senses darkvision 120 ft., blindsight 30 ft., passive Perception 12
  • Languages
  • Challenge 1/4 (50 XP)
  • Proficiency Bonus +2

Dwarven Resilience. The duergar has advantage on saving throws it makes to avoid or end the poisoned condition on itself.

Tunneler. The duergar can burrow through solid rock at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake.

Actions

War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Duergar

Duregar appear only in Shadowmoor, and live deep beneath the surface in subterranean caverns. They are very reclusive, and quick to attack intruders into their domain (read more about duergar in chapter 2).

Duergar are typically found as miners who might use the commoner stat block. Some duergar also practice hedge magic; these duergar might use the duergar of shadowmoor stat block with the druid's Spellcasting trait.

Chapter 5 | Friends & Foes
Kimonas Theodossiou

Elves

The elves of Lorwyn-Shadowmoor are the dominant species with a society that emphasizes physical beauty to the extermination of all else (read more about elves in chapter 2). Most elves as hunters would use the bandit, spy, or assassin stat block. The elf vinebreeder represents an elf of exquisite or perfect caste who uses the nettlevine plant to create vinebred servants out of dominated lesser races.



Elf Vinebreeder

Medium Humanoid (Elf, Druid), Typically Lawful Evil


  • Armor Class 14 (leather armor)
  • Hit Points 154 (28d8 + 28)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 12 (+1) 20 (+5) 11 (+0)

  • Saving Throws Int +5, Wis +9
  • Skills Medicine +9, Nature +5, Perception +9
  • Damage Resistances poison
  • Senses darkvision 60 ft., passive Perception 19
  • Languages Elvish, Druidic, plus any one language
  • Challenge 12 (8,400 XP)
  • Proficiency Bonus +4

Elven Resilience. The elf has advantage on saving throws it makes to avoid or end the poisoned condition on itself.


Actions

Multiattack. The elf makes three Staff or Thorn Whip attacks. It can replace one attack with a use of Spellcasting.

Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 21 (6d6) necrotic damage. The elf gains 10 (3d6) temporary hit points.

Thorn Whip. Melee Spell Attack: +9 to hit, reach 30 ft., one target. Hit: 14 (4d6) piercing damage. If the target is a Large or smaller creature, it is pulled up to 10 feet toward the elf.

Spellcasting. The elf casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17):

At will: beast sense, entangle, poison spray
3/day each: grasping vine, spike growth, tree stride
1/day each: blight, wall of thorns

Bonus Actions

Vinebred Minion (2/Day). The elf magically conjures nettlevines to bind around a creature it can see within 120 feet of it, casting either crown of madness or dominate beast on the target.

Chapter 5 | Friends & Foes
Willian Murai

Faerie of Glen Elendra

Tiny Fey, Typically Chaotic Neutral


  • Armor Class 14
  • Hit Points 2 (1d4)
  • Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
3 (-4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)

  • Skills Perception +3, Stealth +8
  • Senses passive Perception 13
  • Languages Common, Elvish, Sylvan
  • Challenge 1/4 (50 XP)
  • Proficiency Bonus +2

Actions

Stinger Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 40/160 ft., one target. Hit: 5 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute.

Harvest Dream (2/day). The faerie casts the detect thoughts spell on an unconscious creature within 10 feet of it. At the start of each of the faerie's turns until the spell ends or the target wakes up, the faerie gains 5 temporary hit points.

Invisibility. The faerie casts the invisibility spell on itself.

Faeries

The faeries of Lorwyn-Shadowmoor appear as insect-like sprites full of mischief. Their home is the hidden Glen Elendra, from where they scour the plane looking for dreams with which to pollinate Oona the faerie queen (read more about faeries) in chapter 2).

Chapter 5 | Friends & Foes
Ralph Horsley

Flamekin

Flamekin are a race of fire elementals from the mountains around Lorwyn (read more about flamekin in chapter 2).


Flamekin

Medium Elemental, Typically Lawful Neutral


  • Armor Class 17 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 12 (+1) 13 (+1) 10 (+0)

  • Saving Throws Con +4
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses passive Perception 11
  • Languages Ignan
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Heated Body. A creature that touches the flamekin or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Illumination. The flamekin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Flaming Weapon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) fire damage.

Chapter 5 | Friends & Foes
Matt Cavotta

Hob

Small Humanoid (Goblinoid), Typically Neutral Evil


  • Armor Class 14 (leather armor)
  • Hit Points 10 (3d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 10 (+0) 10 (+0) 10 (+0) 8 (-1)

  • Skills Stealth +5
  • Senses passive Perception 10
  • Languages Common, Goblin
  • Challenge 1/4 (50 XP)
  • Proficiency Bonus +2

Actions

Pitchfork. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Hob

Hobs, or hobgoblins, are a type of boggart that only appears in Shadowmoor. They are similar to kithkin, or perhaps they mimic them, in their more organized society. They live in homes rather than bogs, and are known to farm fields and tend hearths. Despite this, their boggart nature shows true when intruders enter hob territories; the hobs are quick to take up arms against others.

Some hobs ride giant cicadas to get a better overview of their territories (use the stat block of giant wasp).

Chapter 5 | Friends & Foes
Zara Alfonso

Kithkin

The kithkin are a diminutive and generally peaceful race of humanoids, similar to halflings of other planes (read more about kithkin in chapter 2).

Most kithkin would be simple farmers or springjack herders with the commoner stat block. Kithkin Billyriders are those who are soldiers or guards of clachans and douns and who defend their kin from elves and other assailants. Their mount of choice is the goat.


Kithkin Billyrider

Small Humanoid (Kithkin), Any Alignment


  • Armor Class 17 (half plate armor)
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

  • Skills Animal Handling +3, Athletics +4, Perception +3
  • Senses passive Perception 13
  • Languages Common
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Kithkin Cunning. The kithkin has advantage on saving throws it makes to avoid or end the charmed or frightened condition on itself.

Thoughtweft Boon (2/day). If the kithkin misses an attack roll or fails an ability check or saving throw, it gives itself a +2 bonus to the roll.

Thoughtweft Connection. The kithkin can sense the emotional state of any other kithkin within 30 feet of it.

Actions

Lance. Melee Weapon Attack: +4 to hit (with disadvantage against a target within 5 ft.), reach 10 ft., one target. Hit: 8 (1d12 + 2) piercing damage, or 11 (1d12 + 5) piercing damage while mounted.

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Or Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Chapter 5 | Friends & Foes
Alex Horley-Orlandelli

Noggle

Small Humanoid, Typically Chaotic Evil


  • Armor Class 14 (leather armor)
  • Hit Points 31 (7d8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 11 (+0) 10 (+0) 12 (+1) 10 (+0)

  • Skills Perception +2, Sleight of Hand +5, Stealth +5
  • Senses passive Perception 12
  • Languages Common
  • Challenge 1/2 (100 XP)
  • Proficiency Bonus +2

Actions

Multiattack. The noggle makes two Dagger attacks.

Hooves. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Bonus Actions

Nimble Escape. The noggle takes the Disengage or Hide action.

Noggles

Noggles are small creature that resemble anthropomorphic donkeys. They exist only in Shadowmoor, and have a penchant for taking things that don't belong to them (read more about noggles in chapter 2).

Chapter 5 | Friends & Foes
Nils Hamm

Ouphe

Ouphes are fey creatures a connection to the natural world, and are related to faeries. Most ouphes are asocial, and many are hostile toward artifice. They have a reputation for being extremely annoying. Ouphes can be found in both Lorwyn and Shadowmoor, though they are rare.


Ouphe

Tiny Fey, Typically Chaotic Neutral


  • Armor Class 15
  • Hit Points 1 (1d4 - 1)
  • Speed 10 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
2 (-4) 20 (+5) 8 (-1) 12 (+1) 20 (+5) 15 (+2)

  • Skills Nature +5, Stealth +7, Survival +7
  • Senses passive Perception 15
  • Languages Sylvan
  • Challenge 1/4 (50 XP)
  • Proficiency Bonus +2

Magic Resistance. The ouphe has advantage on saving throws against spells and other magical effects.

Actions

Spellcasting. The ouphe casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12):

At will: druidcraft, speak with plants
1/day each: confusion, detect evil and good, dispel magic, entangle, fly, polymorph, sleep

Superior Invisibility. The ouphe magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the ouphe wears or carries is invisible with it.

Chapter 5 | Friends & Foes
Brandon Kitkouski

Selkie

Large Monstrosity, Typically Neutral Evil


  • Armor Class 15 (natural armor)
  • Hit Points 75 (10d10 + 20)
  • Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 11 (+0) 16 (+3) 9 (-1)

  • Senses darkvision 60 ft., passive Perception 13
  • Languages Abyssal, Aquan
  • Challenge 4 (1,100 XP)
  • Proficiency Bonus +2

Amphibious. The selkie can breathe air and water.

Actions

Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Medium or smaller creature, the selkie can pull it 10 feet closer.

Lightning Bolt (Recharge 6). The selkie unleashes a stroke of lightning in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.

Spellcasting. The selkie casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

At will: augury, fog cloud, guidance
3/day each: dispel magic, hold person
1/day: legend lore

Selkie

Selkies are a kind of merrow that appears only in Shadowmoor. They are seal-like creatures who excel at divination magic (read more about selkies in chapter 2).

Selkies are unlikely to be interested in adventurers to Shadowmoor, but others might encourage a part to seek the selkie out, hoping to glean from it secrets or answers.

Chapter 5 | Friends & Foes
Thomas M. Baxa

Spriggan

Spriggans are a type of boggart that appears only in Shadowmoor. They are small, yellow-skinned creatures that are constantly hungry and feeding. They are capable of using an innate magic to grow to enormous size.


Spriggan

Small Humanoid (Goblinoid), Typically Chaotic Evil


  • Armor Class 11 (16 while enlarged)
  • Hit Points 28 (8d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 10 (+0) 11 (+0) 10 (+0) 9 (-1)

  • Senses darkvision 60 ft., passive Perception 10
  • Languages Goblin
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the spriggan magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the spriggan lacks the room to become Large, it attains the maximum size possible in the space available.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.

Chapter 5 | Friends & Foes
Mark Zug

Treefolk Warrior

Large Plant, Typically Chaotic Good


  • Armor Class 16 (natural armor)
  • Hit Points 147 (14d10 + 70)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1)

  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing
  • Senses passive Perception 13
  • Languages Common, Druidic, Elvish, Sylvan
  • Challenge 6 (2,300 XP)
  • Proficiency Bonus +4

Plant Camouflage. The treefolk has advantage on Dexterity (Stealth) checks it makes in forest terrain.

Speak with Trees. The treefolk can communicate with trees as if they shared a language.

Tree Stride. Once on each of its turns, the treefolk can use 10 feet of its movement to step magically into one living tree within 5 feet of itself and emerge from a second living tree within 60 feet of itself that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be at least as large as the treefolk.

Actions

Multiattack. The treefolk makes two Wooden Sword attacks.

Wooden Sword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Nightshade Bolt. Ranged Weapon Attack: +10 to hit, range 60 ft., one target. Hit: 28 (4d10 + 6) poison damage.

Treefolk

The treefolk are a noble, ancient race of awakened trees. Most treefolk might use the stat block of a treant or treefolk (from Monstrous Compendium Vol. 4: Eldraine Creatures). Treefolk warriors are those who dedicate themselves to finding the faerie queen Oona and stomping out her wicked magic, or those who choose to defend the kithkin or other harmless races from the tyranny of the elves.

Treefolk Shamans

Some treefolk are shamans who use their magic to aid themselves and others, called shamans. A treefolk shaman has the following additional trait.

Spellcasting. The treefolk casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15).


At will: detect poison and disease, druidcraft
2/day each: speak with animals, plant growth (as an action)
1/day: commune with nature (as an action)

Johannes Voss

The Great Aurora Arrives

Huge thank you to all of my supporters and my personal play group, and to James Wyatt for his work on the original Plane Shift supplements.

This supplement is 100% free fan content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

If you'd like to help support more Magic: the Gathering planes homebrewed into D&D, consider supporting me on Patreon, or buying me a coffee.

For use with the fifth edition Player's Handbook, Monster Manual, and Dungeon Master's Guide

 

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