Warcraft 5E Peoples of Pandaria

by Darkseid13

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Peoples of Pandaria

Credits

Contributors listed by community usernames.


Lead Designer: TheScottishFianna
Writing & Editing: TheScottishFianna


Contributors: Llamadom, Lorestalker Nemzal, Auvreannia
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Additional Contributors: --------


Cover Illustrator: WoW: Mists of Pandaria
Interior Illustrators: A.J. Nazzaro, WoW: Mists of Pandaria, Arthur Gimaldinov, James Ryman,
Zoltan Boros, Jim Nelson, A.J. Nazzaro,
Arthur Bozonnet, James Ryman
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Based on the original D&D game created by
E. Gary Gygax and Dave Arneson, as well as Brian
Blume, Rob Kuntz, James Ward and Don Kaye.


Based on the Warcraft franchise by
© Blizzard Entertainment


Huge credit to the Wowpedia wiki, as they provided text in some places for some racial lore.


Also a huge thank you to Fantasy Name Generators for providing names for the the name charts!

PART 1

RACES

Mogu

“Pandaria, her hills of gold
In dark and mournful times of old
Did once a hopeless horror hold
When from her sacred veil did spring
With storm and flash, a monstrous thing
His name Lei Shen, the Thunder King...”

— Lorewalker Cho  

The mogu are powerful, magical titan-forged who live in Pandaria. Proud, hateful, and powerful both physically and magically, the mogu are the foremost enemies of the pandaren. They have fought over the future of Pandaria since time immemorial. However, not all mogu are hostile, and some have even learned to work with other races, such as the Rajani.

Bastions of Stone and Steel

Male mogu stand between a head to a head and a half taller than most Zandalari women. They appear carved out of obsidian, with their hair usually being stark white like bone. Some even describe them as having a leonine cast to their features, a description that most mogu find insulting - they are the pinnacle of mortal form, after all.


Female mogu are lean and strong, standing only slightly shorter than the males, and are often lithe and agile looking, despite their strength. Regardless of gender, all mogu have wicked claws on the felinid legs, and can run faster than most could expect.


Stormborn

Imbued at their birth with the power of the Fist of Ra-den, some mogu have displayed an affinity for channeling this inner lightning into physical lightning. However, all mogu are naturally tempestous and feel emotions incredibly strongly, with the Rajani and other more peaceful clans having to work hard to smooth over tensions caused not only by their races history, but their people's tendency to start bar-room brawls.

Affiliation

Most mogu are truly neutral, although some Rajani have found a home among the Horde, although their is tension there with their former Pandaren slaves.

Mogu Names

Mogu names are in Mogu, and many will use elaborate titles earned through exceptional deeds:


Male Names: Xin the Headhunter, Shan Bu, Lei Zhao, Wu the Arrogant, Meng the Demented, Kuar, Chox-Kul,
    Haiyan, Dojan, Kuai, Lao-Fe


Female Names: Wei Ai the Huntress, Gao Zhi, Ren Hua, Maosh the Kind, Xeith, Jiat the Unnatural, Xonchaosh,
    Chein, Ma'nis, Siyut, Chimush, Huet

MOGU

Mogu Traits

While it is hard to make generalizations about the mogu, you have the following traits as a mogu.

Ability Score Increase. Your Strength score increases by 2.

Creature Type. You are a Construct.

Age. Mogu grow to full adulthood at roughly half the speed of a human, though once they are fully grown, they do not seem to age, although they do not live forever. The oldest recorded mogu was almost 1,000 years old.

Alignment. Due to their love of power and desire for order, most mogu are lawful, with a majority being evil as well, although the Rajani and similar clans are neutral instead.

Size. While mogu have some variation in height and weight, they are usually from 9 to 11 feet tall. Your size is Medium. To set your height and weight randomly, start with rolling the size modifier:


    Size Modifier: 3d8
    Height: 6 feet + 8 inches + your size modifier in inches
    Weight in Pounds: 215 + (1d4 x your size modifier)


Speed. Your base walking speed is 30 feet.

Imperial Pride. As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.

Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.

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

Languages. You can read, write, and speak Mogu and two languages of your choice.

Subrace. Some mogu can harness storm magic, while those who cannot are blessed with heartier forms. Choose one of the following subraces:

Storm-Child

As a storm-child mogu, you have learned how to harness the magical storms that were used to bring life to your people.

Ability Score Increase. Your Wisdom score increases
by 1.

Stormborn Magic. You know the lightning blast cantrip. When you reach 3rd level, you can cast the lightning shield spell once per long rest. Wisdom is your spellcasting ability for these spells. You can also cast either of those spells using any spell slots you have of the appropriate level.

Warrior

As a warrior mogu, you have harnessed the natural gifts of your people to fight as a deadly berserker in battle.

Ability Score Increase. Your Constitution score increases by 1.

Mogu Battle Ferocity. If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it has the frightened condition. A creature can only suffer this additional damage once per turn. You may use this trait a number of times equal to your proficiency bonus, and you regain all expended uses upon completing a long rest.

MOGU

Hozen

"There are many secrets both mysterious and divine, you have yours and I have mine."

— The Monkey King  

The hozen are a monkey-like race that live in Pandaria and various islands of the Great Sea. Short-lived and immature, they are a passionate and playful race, mischievous pranksters that "act like a group of 14 year old boys running around together in the jungle." The hozen are native to Pandaria, and are found all over the continent.

Jungle Menaces

Hozen love to hunt and fish, and often will assault anyone and anything in their hunting grounds. The other races of Pandaria are therefore careful to avoid these areas, but this is often not enough to avoid conflict.


The hozen's notoriously short tempers grow even shorter when their hunger pushes entire clans, including elderly and young hozen, to ravage food sources outside of their territory, either gathering enough food or seeing enough hozen die in the process to ensure the survivors’ continued health.

The Tragedy of Youth

The hozen are a short-lived race. Their elders are typically no more than twenty years old, usually fourteen or fifteen, and few hozen survive past their twentieth birthday. As a result, their relative maturity when compared to the other speaking races is quite minimal and their society lacks roots (and rules) as a result.


Uncouth and impulsive, hozen nonetheless play, live and squabble together... at least until their clans grow so large that they collapse into multiple smaller groups.


Affiliation

Mostly a wild and independent race, hostile to any who wander into their hunting grounds, one tribe of forest hozen were befriended by the Horde after adventurers earned their grudging respect.


Equipped with machine guns and weapons from the Horde, this hozen tribe were trained and recruited to join the battle against the Alliance and their new allies. After the Fourth War, Alliance envoys were dispatched to bring hozen into the Alliance, but they were met with universal rejection.

Hozen Names

Hozen names are in the Hozen language, and they have a rite of passage for their people that celebrates martial skill. Most hozen respect good fighters, or good "grookers" as they say. Those that have shown their strength in battle earn their "name name". Instead of being addressed by their name once, they are addressed by their name twice, and this is shown as a title of respect.


Male Namess: Torlo, Zorloha, Koma, Gremmuh, Gerle, Lokare, Ookoo, Jagba, Yaglir, Unk Unk, Yanga


Female Names: Groko, Tongkuk, Fuk-Fuk, Ya-Ya, Muk-Muk, Aka, Fummuku, Lake, Lanbu, Zoop-Zoop

HOZEN

Hozen Traits

While it is hard to make generalizations about the hozen, you have the following traits as a hozen.

Ability Score Increase. Your Dexterity score increases by 2.

Creature Type. You are a Humanoid.

Age. The hozen are a notoriously short lived race, rarely living more than 20 years. Hozen are considered "mature" by the age of 6.

Alignment. Hozen are nearly all chaotic, though certain clans may tend more neutrally, usually the majestic sky hozen.

Size. While hozen have some variation in height and weight, they are usually from 3 to 5 feet tall. Your size is Small. To set your height and weight randomly, start with rolling the size modifier:


    Size Modifier: 2d4
    Height: 3 feet + 6 inches + your size modifier in inches
    Weight in Pounds: 85 + (1d4 x your size modifier)


Speed. Your base walking speed is 30 feet.

Agile Climber. You have a climbing speed of 25 feet. You can't use your climbing speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your climbing speed if you are encumbered.)

Dexterous Feet. As a bonus action, you can use your feet to manipulate an object, open or close a door or container, or pick up or set down a Tiny object.

Sneaky Gits. You become proficient with the Stealth skill.

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

Subrace. Hozen from different clans in different parts of Pandaria exhibit unique traits. Choose one of the following subraces:

Jungle Hozen

As a jungle hozen, your home was the deadly jungles of Pandaria, and you learned quickly to keep your wits about you.

Ability Score Increase. Your Wisdom score increases
by 1.

Twitchy. Whenever you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you have advantage on the saving throw.

HOZEN

Mountain Hozen

As a mountain hozen, you grew up in the scenic mountains of Pandaria, and you are a deadly warrior among your kind, used to raiding and pillaging.

Ability Score Increase. Your Strength score increases
by 1.

Ravager's Skill. Once per turn, when you would fail to hit a creature with a weapon attack, you may roll 1d4 and add the result to your attack roll. You may use this trait a number of times equal to your proficiency bonus, and you regain all expended uses upon completing a long rest.

Forest Hozen

As a forest hozen, your relatively prosperous homelands left you passionate and full of energy in your youth.

Ability Score Increase. Your Constitution score increases by 1.

Happy Feet. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. 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.

Sky Hozen

As a sky hozen, you are a regal example to your people, intelligent and gifted with beautiful wings.

Ability Score Increase. Your Intelligence score increases by 1.

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 armor.

HOZEN

Jinyu

"It is said: Never swim upstream,
when downstream are the hozen."

— Elder Lusshan  

The jinyu are a race of humanoid fish-like creatures that live in Pandaria. They are an elder and wise race, looked up to even by the pandaren. Masters of the water, they have been known to stick their staffs in rivers and literally hear what the land is saying. The waterspeakers are their upper caste, spiritual leaders that use the river to listen to the future.

Sages of the Water

In the days before the Sundering, legend has it that all rivers flowed to Pandaria. Few were more aware of this than the clever jinyu. Over time the wisest of their people learned to commune with the waters of the river and listen for the future and news it would bring. These elders were respected by most races and earned their title of "Waterspeakers".


Pandaria is surrounded by and shot through with clear blue waters, and it is in these bodies of water that the amphibious jinyu flourish. In a sense, the jinyu maintain and cultivate natural water sources, even creating smaller streams with elemental magic. But the jinyu also exercise dominion over Pandaria's rivers and lakes that can bring them into conflict with other races. They regularly stop up rivers to create their homes and breeding pools, and the multifaceted dwellings they create aren't simple mud lodges – they are towns and camps that can extend beneath the water.


The Burden of Duty

Jinyu society is caste-based. Jinyu are chosen for their roles (such as warriors or priests) at a young age, and final say in all communal decisions is granted to the elder jinyu in a tribe. While this rigid structure can seem constricting, the elders' roles are often deserved: they can speak and listen to the waters that flow throughout Pandaria, making them extremely wise and terribly powerful.


Eggs are sorted early on based on the needs of the community. Many jinyu are cast as workers, diligently put to work building dams or other structures. Others are selected to be craftsmen and immediately undergo a rigid apprenticeship on hatching. Only warriors and priests are given access to the most food and finest shelters, and only the most successful of priests can ascend to the role of elder or waterspeaker. It is a taboo for the jinyu castes to intermingle.

Deadly Waters

Among the most feared Jinyu warriors are the Deadly Waters commandos, who exhibit the unique ability to conjure water from the very air. They use this ability to turn battlefields into watery graves for the enemies of their people.

Affiliation

In recent years, rebellious jinyu youth are leaving their villages to seek fortune in the greater world, and many of them are drawn to the Alliance, both for the Alliance's history of helping their people, and the comforting hierarchy it offers. However, a number of the truly rebellious jinyu have joined the Horde, seeking to earn true freedom away from all forms of oppression and caste.

JINYU

Jinyu Names

Jinyu names are in the Jinyu language, and they often sound similar to Pandaren names, to the point that many think Jinyu was a precursor tongue to modern Pandaren. Most Jinyu names also have some appelation or title applied to them.


Male Namess: Helpful Gohl, Sincere Te, Mellow Tumessong, Observant Puguhl, Adventurous Wa


Female Names: Bright Shoth, Thirsty Atuting, Helpful Lussimuhn, Radiant Raiji, Little Gu

Jinyu Traits

While it is hard to make generalizations about the Jinyu, you have the following traits as a jinyu.

Ability Score Increase. Your Wisdom score increases by 2, and one other Ability Score of your choice increase by 1.

Creature Type. You are a Humanoid.

Age. Jinyu live to be roughly the same age as elves, although they reproduce somewhat faster than elves do.

Alignment. Due to the structure of their society, most jinyu are lawful, although a growing minority of the youth are increasingly chaotic.

Size. While jinyu have some variation in height and weight, they are usually from 4 to 6 feet tall. Your size is Medium. To set your height and weight randomly, start with rolling the size modifier:


    Size Modifier: 3d6
    Height: 4 feet + 6 inches + your size modifier in inches
    Weight in Pounds: 125 + (1d4 x your size modifier)


Speed. Your base walking speed is 30 feet.

Amphibious. You breathe air and water.

Swim Speed. You have a swimming speed of 30 feet.

Tidespeaker Tutelage. A child of the waters of misty Pandaria, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.

Caste Training. You become proficient with one skill of your choice.

Languages. You can read, write, and speak Jinyu and three languages of your choice.

JINYU

Mantids

""Ten thousand swarmed the wall, and a hundred survived.
That hundred trained the next ten thousand. When they came, a hundred-and-one survived. We delay the inevitable."."

— Blackguard Nem Zhao of the Shado-Pan  

The mantid are a race of insectoid creatures native to Pandaria, originally descended from a group of aqir — insect-like spawn of the Old Gods — that settled in the southern parts of ancient Kalimdor.

Warriors, Not Servants

The mantid have menaced the people of Pandaria since prehistoric times, as a scourge of powerful, veteran warriors and swarming spawn. While their society has a queen, they don't operate as a hive mind- they are one and all sentient beings, capable of constructing tall buildings and mastering weapons like any Jinyu or Pandaren.

A Cycle of War

Mantid act with individual cunning, making them formidable in single combat and unstoppable when their numbers converge. Every mantid generation, the young hatch in incredible numbers and then swarm toward the rest of Pandaria, devouring anything in their path. Only the strongest return.


Although the ancient mogu managed to protect their lands by building a gigantic wall between themselves and the mantid, the generational swarms require an all-hands defense of the wall or the very heart of Pandaria will be lost


Kypari Lifeblood

Amber is the cornerstone of mantid society. Harvested from the great kypari amber trees, they use this material in their architecture, their art, and their technology. Such amber is fashioned by ambersmiths into sharpened blades and weapons that are used by the greatest heros of the mantid. Some heroes among the mantid are even preserved in amber for a time when their people are in need of their skills.


The kypari trees are sacred to the mantid and are regarded as living shrines steeped in their culture. They are the foundation of mantid society and each tree carries with it a name bestowed upon it by the mantid empress. The mantid who live at that tree, be it in the roots, in the branches, in the nooks and crannies, share a name with that tree, known as their "Amber Name".

Seekers of Knowledge

The mantid view other races such as pandaren as "lesser creatures", and take pleasure in slaughtering them by the thousand. However, they do not consider these lesser creatures to be entirely without purpose, nor is their defeat the mantid's true aim. Rather, the mantid make use of their enemies' defenses to cull the weak from their numbers and hone the skills of the strong.


As the mantid say: "Battle is an efficient mentor." The purpose of the cycle is not death. It is knowledge that has driven the surviving mantid swarms to send out newly returned swarming survivors to mingle with other cultures, learn from them, and grow, in order to strengthen a dying race.

MANTID

Voice of the Empress

The empress of the mantid is a force to be feared throughout Pandaria. From her, the nearly endless hosts of the mantid are spawned. The empress sings to her swarm, giving them purpose, her words filling their minds. Her desires are their desires, and they do not hesitate to obey.


Young mantid "swarmborn" are extremely dependent on the voice of the empress. Without her constant communication, they are left in a fugue, milling aimlessly around, and will not even act to defend themselves or their empress. Indeed, the swarmborn are unable even to recognize the empress without her voice speaking from within their minds.

Affiliation

With the recent change of seemingly friendly mantid appearing in greater and greater numbers, both the Horde and the Alliance have been courting the newly emerged warriors. The mantids themselves choose however they wish, for their empress desires knowledge of both major factions of Azeroth.

Mantid Traits

While it is hard to make generalizations about the mogu, you have the following traits as a mogu.

Ability Score Increase. Your Constitution score increases by 2.

Creature Type. You are a Abberation.

Age. Mantid are born with little on their mind but a lust for battle. Participation in a swarm is not only a cultural rite of passage - it is the catalyst for their physical maturation. Only those who return from battle can develop from a swarmborn into a fully-aware, individual citizen. Once this process is done, the mantid survivors can live to be upwards of 800 years old.

Alignment. Mantid tend towards lawful alignments due to their society's workings, although newly hatched mantid are naturally chaotic.

Size. While mmantid have some variation in height and weight, they are usually from 5 to 7 feet tall. Your size is Medium. To set your height and weight randomly, start with rolling the size modifier:


    Size Modifier: 3d6
    Height: 5 feet + 6 inches + your size modifier in inches
    Weight in Pounds: 180 + (1d4 x your size modifier)


Speed. Your base walking speed is 30 feet.

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.

Darkvision. You can see in dim light within 60 feet of yourself 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.

Toxic Bite. Your maw is a natural weapon, which you can use to make unarmed strikes. If you hit with your bite, you deal acid damage equal to 1d6 + your Constitution modifier, instead of the bludgeoning damage normal for an unarmed strike.

MANTID

Secondary Arms. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.

Languages. You can read, write, and speak Mantid and two languages of your choice.

Caste. All mantid are in some way shaped to fit the mold of their caste, granting them special advantages. Choose one of the following subraces:

Vizier

As a vizier, you have learned how to administer your people's cities, and cast powerful spells in service of your empress.

Ability Score Increase. Your Intelligence score increases by 1.

Old God Magic. You know the arcane blast cantrip. When you reach 3rd level, you can cast the mage armor spell once per long rest. When you reach 5th level, you can cast the swarm spell once per long rest. Intelligence is your spellcasting ability for these spells.


You can also cast any of those spells using any spell slots you have of the appropriate level. Whenever you cast a spell that deals damage with this trait, that spell deals psychic damage instead of it's normal damage type.

Warrior

As a warrior, you have harnessed the hidden blade techniques of your people to fight as a fearsome swordmaster.

Ability Score Increase. Your Strength score increases by 1.

Mantid Blade Techniques. If you hit a creature with an attack roll, the creature has disadvantage on saving throws until the start of it's turn. You may use this trait a number of times equal to your proficiency bonus, and you regain all expended uses upon completing a long rest.

Infiltrator

As a member of the newly created infiltrator caste, you serve your empress by convincing the lesser races that the mantid are harmless, and weak.

Ability Score Increase. Your Charisma score increases by 1.

Ambassador Training. You become proficient with the Persuasion and Deception skills.

MANTID

PART 2

CUSTOMIZATION

Feats

Below are a selection of new feats that may be taken by members of the races in this book.

Deadly Waters Commando Training

Prerequisite: Jinyu


You were trained by the most powerful and skilled waterspeakers in your community, and been bestowed the coveted title of Deadly Waters Commando. Their tutelage has granted you the following benefits:

  • Your Strength or Wisdom increases by 1, to a maximum of 20.
  • You gain resistance to cold damage.
  • As an action, you may manifest a 30 foot sphere of water around yourself. This sphere moves with you, and creatures inside are treated as if they were underwater. This sphere lasts for 1 minute, and once you have used this feature, you must complete a long rest before you may use it again.

Divine Prankster

Prerequisite: Hozen


You have focused on following the Monkey King's example, and become a paragon of youthful tricksyness. You gain the following benefits:

  • Your Dexterity increases by 1, to a maximum of 20.
  • You may add 1d6 to any Stealth check you make, when you are attempting to steal an item from a creature that is aware of you, or to play a prank on another creature.
  • You can take the Dodge action even when Surprised, as your self-preservation instincts kick in, and make you dodge and caper without thought.

Klaxxi'va Knowledge

Prerequisite: Mantid


You have been blessed with the knowledge and skills of the ancient paragons of the mantid people. You gain the following benefits:

  • You may increase any ability score by 1, to a maximum of 20.
  • You may use your bonus action to gain proficiency with any skill, saving throw or item for the duration of one roll. You may declare that you are using this feature after you have rolled, but before the result of the roll is determined. You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses upon completing a long rest.

Spirit-Binding

Prerequisite: Mogu


You have learned the ancient soul-transfer spells of your people, and you can use them as you see fit. You gain the following benefits:

  • Your Wisdom or Charisma increases by 1, to a maximum of 20.
  • Whenever a creature dies within 30 feet of you, you may use your reaction to capture the creature's soul and store it in any item of Tiny size. You may only store a single soul at a time.
  • You may spend 6 hours and 2400 GP worth of ingredients in an elaborate ritual to transfer a soul you have stored into a specially prepared body. This functions as a reincarnate spell, with you being able to choose any race as the result, instead of rolling. The ingredients used in the ritual are consumed by it.

Stormblade

Prerequisite: Mogu


You have learned to blend the two halves of your heritage together, forming a cohesive, and deadly, whole. You gain the following benefits:

  • Your Strength increases by 1, to a maximum of 20.
  • You may use your bonus action to wreath a weapon you are holding in lightning and thunder. It gains the benefit of the booming blade spell for 1 minute, not requiring your concentration. You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses upon completing a long rest.

Vileblood Bite

Prerequisite: Mantid


You have an incredibly deadly bite even for a Mantid, granting you the following benefits:

  • You increase your Constitution by 1, to a maximum of 20.
  • Your Toxic Bite trait deals 2d6 acid damage, plus your Constitution modifier instead of it's normal damage.
  • Whenever a creature takes damage from your Toxic Bite trait, it must succeed on a Constitution Saving Throw with a DC equal to 12 + your proficiency bonus, gaining the Poisioned condition on a failed save.

Water-forger

Prerequisite: Jinyu


You have studied under the great water-smiths of the jinyu, and can replicate their techniques. You gain the following benefits:

  • Your Intelligence increases by 1, to a maximum of 20.
  • You can spend 8 hours and 1000 GP worth of
    materials to make a weapon or a piece of armor using waterforging, which grants it the waterforged trait.

Equipment and Magic Items

Below is a selection of equipment that may be found wielded by members of the races in this book.

New Material: Waterforged

Unlike the fire and heat forges of the pandaren and mogu, the jinyu have mastered the art of water forging. They shape stone and metal by using the pressures and currents of water.


A piece of equipment that has been waterforged will never rust if used underwater. Additionally, weapons that are waterforged add 1d4 cold damage to their damage when used underwater, as the magic used in their creation empowers them.


Armor that has been waterforged allows creatures wearing it to hold their breath for three times as long as normal, and they do not suffer disadvantage on attack rolls while underwater.


Waterforged equipment is always magical.

New Material: Kypari

The semi-magical amber that is sacred to the mantid, kypari can be used to make powerful weaponry and magical items alike. Weapons made out of kypari always roll an additional damage dice on a critical hit.

Magical Items

Memory Pearls

wondrous item, uncommon


The small pearls can store memories inside of them for later viewing. As an action while holding the pearl, a creature can store up to 1 minutes worth of memories inside of the pearl.


A creature holding the pearl can access and view the memories stored inside as if they were experiencing the memory by using a bonus action. A memory pearl can only hold one memory at a time.

 

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