Professional Documents
Culture Documents
1st Edition
Credits DMs Guild Creator Resource – Undead Art 2
DMs Guild Creator Resource – Undead Art 3
DMs Guild Creator Resource – Undead Art 4
C&C Lead Designer: John Reilly DMs Guild Creator Resource – Weapons & Armor Art
Additional Writing: Daniel Chivers, Laura Stump Playtesting: Alejandro Briseño, Nate East, Luke Sullivan, Elias
Editing: Cathy Lopez Vernieri
Cover Art: Dexter Weeks
Interior Art: Jessica Trevino
Map Art: Stefan Olsén
DMs Guild Creator Resource Art Packs (with apologies that the
artists involved are not listed individually):
DMs Guild Creator Resource – Beast Art
DMs Guild Creator Resource – Celestial Art
DMs Guild Creator Resource – Construct Art
DMs Guild Creator Resource – Creatures Art
DMs Guild Creator Resource – Creatures Art 2
DMs Guild Creator Resource – Creatures Art 3
DMs Guild Creator Resource – Creatures Art 5
DMs Guild Creator Resource – Demon Art
DMs Guild Creator Resource – Dragons Art
DMs Guild Creator Resource – Dragons Art 2
DMs Guild Creator Resource – Eberron Heroes & Villains Art
Pack
DMs Guild Creator Resource – Eberron Maps Art Pack
DMs Guild Creator Resource – Eberron Scenes & Symbols Art
Pack
DMs Guild Creator Resource – Elemental Art
DMs Guild Creator Resource – Fey Art
DMs Guild Creator Resource – Fiend Art
DMs Guild Creator Resource – Giant Art
DMs Guild Creator Resource – Humanoid Art
DMs Guild Creator Resource – Locations Art
DMs Guild Creator Resource – Machina Art
DMs Guild Creator Resource – Map Pack
DMs Guild Creator Resource – Maps Art 2
DMs Guild Creator Resource – Monstrosity Art
DMs Guild Creator Resource – Ooze Art
DMs Guild Creator Resource – Plant Art
DMs Guild Creator Resource – Treasure Art
DMs Guild Creator Resource – Undead Art
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual,
Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are proper ty of Wizards
of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of
the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-
Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11
1ET, UK.
CONTENTS
INTRODUCTION PART 2
CHAPTER 5: USING ATTRIBUTE SCORES
CHAPTER 2: RACES
CHAPTER 7: BATTLE
PART 3
CHAPTER 8: MAGIC & SPELLS
CHAPTER 9: SPELLS
CHAPTER 10: ARTIFACTS
REALM SHEET
INTRODUCTION
HOW TO PLAY
THE GAME
SOCIAL CONTRACT
NOTE
This is the first version, and while this system has many
similarities to 5th Edition, one way that it differs is that it hasn’t
been playtested by hundreds of thousands of people. We
encourage the DM to nudge the players’ experience toward
interesting outcomes and make adjustments, rule swaps, and
homebrew additions/deletions on the fly to keep a balanced,
but challenging environment.
SCENE FROM A GAME
CHAPTER : STEP-BY-STEP REALMS
T
LEVEL
PROFICIENCY BONUS
1. CHOOSE A RACE
2. CHOOSE A GOVERNMENT
A TTRIBUTE S CORES S UMMARY
Population
Measures: Growth potential, resiliency, military conscription
Important for: Tribal, dictatorship, nomadic
Racial Increases:
Duergar Dwarf (+1) Eladrin elf (+1)
Fallen aasimar (+1) Firbolg (+1)
Goliath (+1) Halfling (+2)
Human (+1) Lizardfolk (+2)
Orc (+2) Svirfneblin gnome (+1)
A TTRIBUTE S CORES AND M ODIFIERS Triton (+1)
Score Modifier Score Modifier Economy
1 -5 16-17 +3 Measures: Trade goods, natural resources, craftwork
2-3 -4 18-19 +4 Important for: Republic, kleptocracy
4-5 -3 20-21 +5 Racial Increases:
6-7 -2 22-23 +6 Dwarf (+2) Human (+1)
8-9 -1 24-25 +7 Kenku (+2) Orc (+1)
10-11 +0 26-27 +8 Rock gnome (+1) Tabaxi (+1)
12-13 +1 28-29 +9 Triton (+1) Wood elf (+1)
14-15 +2 30 +10
Order
Measures: Infrastructure, loyalty, public support
BUILDING THAY, STEP 3 Important for: Tribal, collective
Racial Increases:
Dragonborn (+1) Githyanki (+2)
Githzerai (+2) Gnome (+1)
Goliath (+2) Human (+1) (+1)
Mountain dwarf (+1) Scourge aasimar (+1)
Sea elf (+1) Svirfneblin gnome (+1)
Stout halfling Triton (+1)
Magic
Measures: Social prevalence, artifact creation, arcane power
Important for: Magocracy, theocracy
Racial Increases:
Drow elf (+1) Firbolg (+2)
Githyanki (+1) Gnome (+1)
Human (+1) Kenku (+1)
Protector aasimar (+1) Svirfneblin gnome (+1)
Tiefling (+2)
Culture
Measures: Artistic influence, national identity, unit cohesion
Important for: Gerontocracy, anarchy
Racial Increases:
Dragonborn (+1) Elf (+2)
Forest gnome (+1) Githzerai (+1)
Hill dwarf (+1) Human (+1)
Lizardfolk (+1) Shadar-Kai elf (+1)
Tiefling (+1)
Diplomacy
Measures: Negotiation, external trustworthiness, espionage
Important for: Republic, monarchy, collective
Racial Increases:
Aasimaar (+2) Dragonborn (+1)
High elf (+1) Human (+1)
Lightfoot halfling (+1) Tabaxi (+2)
Triton (+1)
4. CREATE YOUR GEOGRAPHY CAPITAL
VILLAGES
TOWNS
CASTLES
TOWERS
FORTS
T HE W IZARDS OF T HAY
Name Type GP Terrain Feature
Eltabbar Capital 20 Hills
Tyraturos Village 5 Grass
Lapendar Village 5 Hills
Priador Town 10 Coastal
Gauros Tower 0 Mount.
Pyrados Tower 0 Grass River
Thaymount Tower 0 Mount.
Surthay Fort 0 Coastal
Thazar Fort 0 Hills River
5. CHOOSE YOUR FOUNDING •
R EALM A DVANCEMENT
7. DESCRIBE YOUR REALM
Experience Points Level Proficiency Bonus
0 1 +2
30 2 +2
70 3 +2
120 4 +2
180 5 +3
250 6 +3
330 7 +3
•
420 8 +3
• 520 9 +4
• 630 10 +4
• 750 11 +4
880 12 +4
•
1,020 13 +5
• 1,170 14 +5
• 1,330 15 +5
• 1,500 16 +5
1,680 17 +6
•
1,870 18 +6
• 2,070 19 +6
• 2,280 20 +6
•
CHAPTER 2: RACES
T
UNIT STATISTICS
TYPE
On Race
This book uses extant D&D lore as a starting point to let you
develop military forces with unique playstyles and flavor.
Descriptions about these fantasy cultures are based on
archetypes that, even when unintentionally offensive, can
oversimplify real people and cause unintended insult. DMs are
encouraged to make space for players to create their own
unique and diverse cultures. Players should be free to buck
conventions, ignore the stock text if it doesn’t align with their
vision, and create their own types. The only hard and fast rule
is that everyone must respect each other while adhering to the
social contract to ensure everyone is having a good time.
On Alignment
Similarly, we have removed alignment as a descriptor. The sum
total of your realm’s moral and legal outlook will be
demonstrated though your actions and such a classification
has no bearing on any game mechanics.
RACIAL TRAITS
SUBRACES
BONUSES
BASE UNITS
ARMOR CLASS
RECRUIT DC
HIT POINTS
COST
SPEED
REQUIREMENTS
INITIATIVE
SIZE
MORALE
SPECIAL TRAITS
ACTIONS
WEIGHT
REACTION
AASIMAR
SCOURGE
AASIMAR TRAITS
FALLEN
AASIMAR UNITS
CRUSADERS
PROTECTOR
LIGHTBRINGERS
PEGASUS RIDERS
EXALTED
KI-RIN
PLANETAR
DRAGONBORN
SCOUTS
D RACONIC A NCESTRY
Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold
SOLDIERS
DRAGONBORN UNITS
GLADIATORS GUARD DRAKES
ARCHERS
ADULT DRAGON
DWARF
DUERGAR DWARF
FEMALE STEEDERS
HILL DWARF
DWARF UNITS
MOUNTAIN DWARF
MINERS
FIGHTERS
SLEDGEHANDS
CROSSGEARS IRON GOLEM
CANNONS
ELF
HIGH ELVES
ELADRIN ELVES
WOOD ELVES
DROW ELVES
SEA ELVES
SHADAR-KAI ELVES GLAIVEMASTERS
ELF UNITS
KIN
RANGERS
ARROWGUARD BALLISTA
STAG RIDERS
CENTAURS
FIRBOLG
TORTLES
FIRBOLG UNITS
FAMILY CLAN
BLIGHTS
DRUIDS SHAMBLING MOUNDS
AURUCH RIDERS
GUARDIAN NAGAS
GITH
GITHYANKI UNITS
WARRIORS
GITHYANKI
KNIGHTS
GISH GITHYANKI GENERAL
KITH’RAK
GITHZERAI MONKS
GITHZERAI UNITS
ACOLYTES
ZERTH
CHAOS DRAGONS ANARCH
ENLIGHTENED
GNOME
FOREST GNOME
ROCK GNOME
DEEP GNOME
GNOME UNITS OAKEN BOLTERS
BRONZE SCOUTS
IRON COBRAS
STONE DEFENDERS
STEEL PREDATORS
SHIELD GUARDIANS
GOLIATH
ADULTS
GOLIATH UNITS
ELDERS
YOUNG
GUARDIANS DRUMBOX
DREAMWALKERS
HALFLING
HALFLING UNITS
SHORTSTACKS
STOUT HALFLINGS
BURGLARS BUGGERBUS
BULLDOGGINS
TREANTS
HUMAN
PIKES
HUMAN UNITS
SWORDMASTERS
PEASANTS
BOWS CATAPULTS
CAVLARY
KENKU
TWIN HOOKS
BLUE BREATH
KENKU UNITS
VAGRANTS
PHASE SPIDER RIDERS
ROC
WAR RUMBLER
LIZARDFOLK
MACHETES
LIZARDFOLK UNITS
SWAMP
TENDERS
BULLYWUGS
SHAMAN FROGHEMOTH
HYDRA
CATOBLEPAS
ORC
EYES OF GRUUMSH
ORC UNITS
GOBLINS
BLADES OF ILNEVAL
FANGS OF SHARGAAS
OGRE HOWDAH
CLAWS OF LUTHIC
TROLLS
TABAXI
TROUBADOURS
GLOOMSTALKERS
TABAXI UNITS
CASTELESS
HUNTERS PHOENIX
DISPLACER BEASTS
TIEFLING
TWICE-CURSED
TIEFLING UNITS
KOBOLDS
MINOTAURS
BARBED DEVILS HELLFIRE ENGINE
CAMBIONS BALOR
TRITON
TAPALS
WATER MYRMIDONS
TRITON UNITS
MERFOLK
JAVELINEERS MORKOTH
NOBLES
DRAGON TURTLE
CHAPTER 3: GOVERNMENTS
G OVERNMENTS
Stability Primary Saving Throw
Government Description Die Attribute Proficiencies
Anarchy A group of individuals without any strong institutional or centralized d12 Culture Population &
authority Culture
Collective A group of indistinguishable people united by an ideology or force d8 Order & Order &
Diplomacy Diplomacy
Dictatorship A single ruler responsible for all decisions whose authority is never d6 Population Population &
questioned Order
Gerontocracy A revered set of wise elders who meet regularly to discuss and enact d8 Culture Magic &
decisions Culture
Kleptocracy A functionally corrupt government that maintains control over the population d6 Economy Economy &
through fear and occasional overtures that inspire loyalty Diplomacy
Magocracy A realm where only magic users are given citizenship or authority to govern d6 Magic Magic &
Diplomacy
Monarchy A royal head of state, usually installed as ruler by way of bloodlines, whose d10 Population Population &
authority is considered granted by divine right & Diplomacy
Diplomacy
Monastic An isolated group of religious converts dedicated to a cause d10 Culture Order &
Culture
Nomadic A common culture of itinerant people who maintain a balance with the land d12 Economy Economy &
Culture
Republic An elected minister and/or parliament aristocracy that represents the people d8 Economy & Economy &
as a whole or as part of a union of smaller but similarly-ruled states Diplomacy Order
Technocracy Artificer-class based realm, focused on building, science, tinkers d8 Economy Economy &
Magic
Theocracy A zealous religious organization whose authority and devotion to a deity or d6 Magic Order &
set of laws permeates every aspect of daily life Magic
Tribal A loosely connected and occasionally internally belligerent set of large d12 Population Population &
families that are tenuously joined by a common geography Economy
ANARCHY
NO RULES
A NARCHY
Proficiency Independence Magic Spells Concentration
Level Bonus Points Features Level Prepared Slots
1st +2 — Anarchy Origin — — —
2nd +2 2 Self-Sufficiency, Reckless Leader — — —
3rd +2 3 Liberty Growth, Spellcasting 1 2 1
4th +2 4 Attribute Score Improvement 1 3 1
5th +3 5 Blessed by Chaos 1 3 1
6th +3 6 Anarchy Origin Feature 1 4 2
7th +3 7 Channeler 2 4 2
8th +3 8 Attribute Score Improvement 2 5 2
9th +4 9 Sovereignty 2 5 2
10th +4 10 Moved by Coin 2 6 2
11th +4 11 Liberty Growth 2 6 3
12th +4 12 Attribute Score improvement 2 7 3
13th +5 13 Anarchy Origin Feature 3 7 3
14th +5 14 Fierce Independence 3 8 3
15th +5 15 Advanced Alchemy 3 8 3
16th +5 16 Attribute Score Improvement 3 8 4
17th +6 17 Liberty Growth 3 9 4
18th +6 18 Anarchy Origin Feature 4 9 4
19th +6 19 Attribute Score Improvement 4 10 4
20th +6 20 Raging Rebelliousness 4 10 5
MAGIC LEVEL
GOVERNMENT FEATURES
STABILITY POINTS
SPELLCASTING ABILITY
PROFICIENCIES
Spell save DC = 8 + your proficiency bonus + your Magic
modifier
Spell attack modifier =-your proficiency bonus + your
Magic modifier
STARTING BONUSES
COMMANDERS
SPELLCASTING
DETERMINED MARCH
ANARCHY ORIGIN
INNER FIRE
PIRATE ENCLAVE
WILDERNESS AFFINITY
SEAFARERS
SEA HAVEN
SEA LEGS
VICTORY REVERIES
NATURAL PLUNDER
WILD FOLK
SELF-SUFFICIENCY
INDEPENDENCE POINTS
RESOURCEFULNESS
RECKLESS LEADER
MUTUAL DESTRUCTION
ATTUNED POPULACE
WILD MAGICS
TEMPEST TOUCHED
HIDDEN ALLIES
FIERCE INDEPENDENCE
CHANNELER
HEART OF FIRE
SOVEREIGNTY
MOVED BY COIN
RAGING REBELLIOUSNESS
COLLECTIVE
GREATER GOOD
UNWAVERING COOPERATION
C OLLECTIVE
Proficiency Edicts Magic Spells Concentration
Level Bonus Features Issued Level Prepared Slots
1st +2 Collective Source, Source Feature, Spellcasting — 1 2 —
2nd +2 Issue Edict 1 1 3 1
3rd +2 Mutuality 1 1 4 1
4th +2 Attribute Score Improvement 2 2 5 1
5th +3 Catalogued Wisdom 2 2 6 2
6th +3 Source Feature 2 2 7 2
7th +3 Prime Purpose 3 2 8 2
8th +3 Attribute Score Improvement 3 3 9 3
9th +4 Intrinsic Arcana 3 3 10 3
10th +4 Source Feature 4 3 10 3
11th +4 Standing Army 4 4 11 3
12th +4 Attribute Score Improvement 4 4 11 4
13th +5 For the People 4 4 12 4
14th +5 Source Feature 5 5 12 4
15th +5 Standing Army Improvement 5 5 13 5
16th +5 Attribute Score Improvement 5 5 13 5
17th +6 Summonable Soldiers 5 5 14 5
18th +6 Common Strength 6 6 14 6
19th +6 Attribute Score Improvement 6 6 15 6
20th +6 Hive Mind 6 6 15 6
GOVERNMENT FEATURES
STABILITY POINTS
PROFICIENCIES
STARTING BONUSES
COMMANDERS
SPELLCASTING
MAGIC LEVEL
SPELLCASTING ABILITY
COLLECTIVE SOURCE
COMMONWEALTH
MUTUAL DEFENSE
SURPLUS LABOR
EXHAUSTIVE EFFORT
COLLECTIVE ACTION
BONDED
CATALOGUED WISDOM
SHARED DELUSION
PRIME PURPOSE
DEVOTED CHANTS
INTRINSIC ARCANA
EXPENDABLE THRALLS
STANDING ARMY
MUTUALITY
ISSUE EDICT PLANAR ALCHEMY
TRUE ACCOUNTABILITY
APPROVED LITERATURE
RIGID CONSCRIPTION
CHEST OF SEALS
SPECIALIST SPELL
HASTY RESOLUTION
UNION COALITION
PEACEFUL MINDS
OMNIPRESENT SOURCE
FOR THE PEOPLE
MUTUAL DESTRUCTION
SUMMONABLE SOLDIERS
FORCED MARCH
COMMON STRENGTH
INCREASED RATIONS
HIVE MIND
DICTATORSHIP
ABSOLUTE RULE
MILITARY CONTROL
D ICTATORSHIP TACTICAL POINTS
Proficiency Tactical Strategic
Level Bonus Features Points Dice
1st +2 Tactical Points 2 —
2nd +2 Efficient
Conquerors 2 —
3rd +2 Strategic Dice, FOCUS FIRE
Iron Fist 2 3
4th +2 Attribute Score
Improvement 2 3
5th +3 Forced March 3 3
6th +3 Attribute Score
FORTIFY
Improvement 3 3
7th +3 Martial Law 3 4
8th +3 Attribute Score
Improvement 3 4
9th +4 Extraordinary PRESS THE ADVANTAGE
Training 4 4
10th +4 Strategic Dice
Upgrade 4 4
11th +4 Rousing Speech 4 4
12th +4 Attribute Score FLANKING MANEUVER
Improvement 4 4
13th +5 Warrior Code 5 4
14th +5 Attribute Score
Improvement 5 4 FEINT
15th +5 Improvised
Strategy 5 5
16th +5 Attribute Score
Improvement 5 5
17th +6 Military PATRIOTISM
Integration 6 5
18th +6 Strategic Dice
Upgrade 6 5
19th +6 Attribute Score VENGEFUL BURST
Improvement 6 5
20th +6 Adaptive
Training 6 5
IDENTIFY WEAKNESS
PROFICIENCIES
FEINT
STARTING BONUSES
REDIRECT
•
SHOCK
•
COMMANDERS
CAMARADERIE EXTRAORDINARY TRAINING
WARRIOR CODE
REND ARMOR
ROUSING SPEECH
EFFICIENT CONQUERORS
MILITARY INTEGRATION
IRON FIST
FORCED MARCH
MARTIAL LAW
GERONTOCRACY
G ERONTOCRACY
Proficiency Magic Spells Concentration
Level Bonus Features Level Prepared Slots
1st +2 Council Deliberation, Spellcasting 1 2 —
2nd +2 Geomancy 1 3 1
3rd +2 Council Hall 2 4 1
4th +2 Attribute Score Improvement 2 5 2
5th +3 Charged Borders 2 6 2
6th +3 Geomancy 3 7 3
7th +3 Plentiful Bounty 3 8 3
8th +3 Attribute Score Improvement 3 9 4
9th +4 Natural Alliance 5 10 4
10th +4 Geomancy 5 10 5
11th +4 Attuned Armies 6 11 5
12th +4 Attribute Score Improvement 6 11 5
13th +5 Wild Shape 6 12 6
14th +5 Geomancy 7 12 6
15th +5 Fantastic Trainers 7 13 6
16th +5 Attribute Score Improvement 8 13 7
17th +6 Geopoiesis 8 14 7
18th +6 Geomancy 8 14 7
19th +6 Attribute Score Improvement 9 15 8
20th +6 Natural Order 9 15 8
GOVERNMENT FEATURES
STABILITY POINTS
GEOMANCY
PROFICIENCIES
•
DEEP ROOTS
COMMANDERS
HIDDEN WONDERS
SPELLCASTING
MAGIC LEVEL
LIVING LAND
SPELLCASTING ABILITY
COUNCIL DELIBERATION
ATTRIBUTE SCORE IMPROVEMENT
CHARGED BORDERS
PLENTIFUL BOUNTY
NATURAL ALLIANCE
ATTUNED ARMIES
WILD SHAPE
FANTASTIC TRAINERS
GEOPOIESIS
COUNCIL HALL
NATURAL ORDER
KLEPTOCRACY
K LEPTOCRACY
Proficiency Ambush
Level Bonus Features Weight
1st +2 Ambush, 1
Specialization
2nd +2 Underworld Contacts 1
3rd +2 Kleptocracy Feature 2
4th +2 Attribute Score 2
Improvement
5th +3 Shadow Government 3
6th +3 Specialization 3
7th +3 Weaponized 4
Corruption
8th +3 Attribute Score 4
Improvement
9th +4 Kleptocracy Feature 5
10th +4 Shadow Step 5
11th +4 Amoral Methods 6
12th +4 Attribute Score 6
Improvement
13th +5 Kleptocracy Feature 7
14th +5 Underworld Network 7
15th +5 Plutocratic Plunder 8
16th +5 Attribute Score 8
Improvement
17th +6 Kleptocracy Feature 9
18th +6 Bright Idea 9
19th +6 Attribute Score 10
Improvement
20th +6 Powerful Friends 10
GOVERNMENT FEATURES
STABILITY POINTS
PROFICIENCIES
ORGANIZED LAWLESSNESS
STARTING BONUSES
COMMANDERS
SPECIALIZATION RUTHLESS EFFICIENCY
SHADOW LEAGUE
AMBUSH
VOW OF SILENCE
EXTORTION
INFORMANTS
KLEPTOCRACY ARCHETYPE
WEAPONIZED RUMOR
BANDIT PARADISE
RESTLESS SPIRIT
SECRET SOCIETY
SUPERIOR INITIATIVE
DILIGENT RECONNAISSANCE
ARCANE TRADITIONS
TREASURE HUNTERS
S ECRET S OCIETY ATTRIBUTE SCORE IMPROVEMENT
Kleptocracy Magic Spells Concentration
Level Level Prepared Slots
3 1 2 —
4 1 3 1
5 1 3 1
6 1 3 2
7 2 4 2
8 2 4 2
9 2 4 3
10 2 5 3
11 3 5 3
12 3 5 3
13 3 6 4
14 3 6 4 SHADOW GOVERNMENT
15 3 6 4
16 4 6 4
17 4 7 5
18 4 7 5
19 4 8 5
20 4 8 5 WEAPONIZED CORRUPTION
MAGIC LEVEL
SPELLCASTING ABILITY
SHADOW STEP
CONNECTED ARTIFICERS
PLUTOCRATIC PLUNDER
PUPPET DIPLOMACY
BRIGHT IDEA
BLACKMAIL
POWERFUL FRIENDS
MAGOCRACY
MAGIC SUPREMACY
M AGOCRACY
Proficiency Magic Spells Concentration
Level Bonus Features Level Prepared Slots
1st +2 Spellcasting, Secluded Towers 1 4 1
2nd +2 Spell Mirror 2 5 1
3rd +2 School Mastery, Reinforced Towers 2 6 2
4th +2 Attribute Score Improvement 3 7 2
5th +3 School Mastery 3 8 3
6th +3 Nullify Magic 4 9 3
7th +3 School Mastery 4 10 4
8th +3 Attribute Score Improvement 5 10 4
9th +4 School Mastery 5 11 5
10th +4 Channeling Towers 6 11 5
11th +4 School Mastery 6 12 6
12th +4 Attribute Score Improvement 7 12 6
13th +5 School Mastery 7 13 7
14th +5 Magic Resistance 8 13 7
15th +5 School Mastery 8 14 8
16th +5 Attribute Score Improvement 8 14 8
17th +6 School Mastery 9 15 9
18th +6 Overpower 9 15 9
19th +6 Attribute Score Improvement 9 16 10
20th +6 Arcane Supremacy 9 16 10
GOVERNMENT FEATURES REINFORCED
TOWERS
STABILITY POINTS
PROFICIENCIES
SCHOOLS
OF MAGIC
STARTING BONUSES
•
ABJURATION
COMMANDERS
SPELLCASTING
CONJURATION
MAGIC LEVEL
DIVINATION
SPELLCASTING ABILITY
ENCHANTMENT
SECLUDED TOWERS
EVOCATION
SPELL MIRROR
ILLUSION
NECROMANCY CHANNELING TOWERS
TRANSMUTATION
MAGIC RESISTANCE
ATTRIBUTE SCORE IMPROVEMENT
OVERPOWER
ARCANE SUPREMACY
NULLIFY MAGIC
MONARCHY
BELOVED RULER
PRIMOGENITURE
SENSE OF IDENTITY
M ONARCHY
Proficiency Magic Spells Concentration
Level Bonus Features Level Prepared Slots
1st +2 Grace’s Benevolence — — —
2nd +2 Military Tradition, Crusade — — —
3rd +2 Spellcasting, Code of Laws 1 2 1
4th +2 Attribute Score Improvement 1 3 1
5th +3 Crown and Country 1 3 1
6th +3 Alliance of Protection 2 4 2
7th +3 Code of Law Feature 2 5 2
8th +3 Attribute Score Improvement 2 5 2
9th +4 Vassalage 3 6 3
10th +4 Alliance of Loyalty 3 6 3
11th +4 Titles of Nobility 3 7 3
12th +4 Attribute Score Improvement 3 7 4
13th +5 Mounted Gentry 4 8 4
14th +5 National Resilience 4 8 4
15th +5 Code of Law Feature 4 8 5
16th +5 Attribute Score Improvement 4 9 5
17th +6 Hierarchy of Title 5 9 5
18th +6 Improved Crusade 5 9 6
19th +6 Attribute Score Improvement 5 10 6
20th +6 Code of Law Feature 5 10 6
GOVERNMENT FEATURES
STARTING BONUSES
STABILITY POINTS
•
•
PROFICIENCIES
COMMANDERS
SPELLCASTING
MAGIC LEVEL
SPELLCASTING ABILITY
CODE OF LAWS
GRACE’S BENEVOLENCE
CODE OF JUSTICE
MILITARY TRADITIONS
MILITIA
RANGED
CRUSADE
ALLIANCE OF TRUST
ARCANE RESISTANCE
CODE OF HARMONY RELENTLESS PURSUIT
SPHERE OF INFLUENCE
SCORCHED EARTH
BALANCED FORCES
ALLIANCE OF PROTECTION
COORDINATED EFFORT
VASSALAGE
CODE OF DOMINANCE
ALLIANCE OF LOYALTY
INTIMIDATING INFLUENCE
TITLES OF NOBILITY
MOUNTED GENTRY
HIERARCHY OF TITLE
NATIONAL RESILIENCE
MONASTIC
THE WAY
SECLUSION
M ONASTIC
Proficiency Magic Spells Concentration
Level Bonus Features Level Prepared Slots
1st +2 Reduced Threat, Spellcasting 1 1 1
2nd +2 Aesthete Armies, Meditative Sense 1 2 1
3rd +2 Monastery Leadership, Dispassionate Thinkers 1 3 1
4th +2 Attribute Score Improvement 2 3 2
5th +3 Thousand Fists, Meditative Peace 2 4 2
6th +3 Focused Breathing, Shadow Charge 2 5 2
7th +3 Sideslip Flank 3 6 3
8th +3 Attribute Score Improvement 3 6 3
9th +4 Reincarnation 3 7 3
10th +4 Perfected Breath, Path of Assassination 3 8 4
11th +4 Vow of Poverty 3 9 4
12th +4 Attribute Score Improvement 4 9 4
13th +5 Neutral Mediation 4 10 5
14th +5 Specialized Luxury 4 11 5
15th +5 Meditative Sustenance 4 12 5
16th +5 Attribute Score Improvement 5 12 6
17th +6 Silent March 5 13 6
18th +6 Quivering Palm of Death 5 14 6
19th +6 Attribute Score Improvement 5 14 7
20th +6 Meditative Barrier 5 14 8
GOVERNMENT FEATURES AESTHETE ARMIES
STABILITY POINTS
MEDITATIVE SENSE
DISPASSIONATE THINKERS
PROFICIENCIES
MONASTERY LEADERSHIP
STARTING BONUSES
COMMANDERS
SPELLCASTING
MEDITATIVE PEACE
MAGIC LEVEL
THOUSAND FISTS
SHADOW CHARGE
SPELLCASTING ABILITY
REDUCED THREAT
SIDESLIP FLANK
REINCARNATION VOW OF POVERTY
NEUTRAL MEDIATION
PATH OF ASSASSINATION
MEDITATIVE SUSTENANCE
SILENT MARCH
MEDITATIVE BARRIER
NOMADIC
BASICALLY THE FREMEN
ON THE MOVE
N OMADIC
Proficiency Magic Spells Concentration
Level Bonus Features Level Prepared Slots
1st +2 Lasting Grudge, Wandering Developments — — —
2nd +2 Martial Tradition, Spellcasting 1 2 1
3rd +2 Nomadic Archetype, Pack Animals 1 3 1
4th +2 Attribute Score Improvement 1 3 1
5th +3 Curious Explorers 2 4 2
6th +3 Trained Pack, Lasting Grudge Improvement 2 4 2
7th +3 Nomadic Archetype 2 5 2
8th +3 Attribute Score Improvement 2 5 2
9th +4 Practiced Tradition 3 6 3
10th +4 Trained Pack, Unending Grudge 3 6 3
11th +4 Nomadic Archetype 3 7 3
12th +4 Attribute Score Improvement 3 7 3
13th +5 Traceless Marching 4 8 4
14th +5 Trained Pack, Lasting Grudge Improvement 4 8 4
15th +5 Nomadic Archetype 4 9 4
16th +5 Attribute Score Improvement 4 9 4
17th +6 Trapped Terrain 5 9 5
18th +6 Caravansary 5 10 5
19th +6 Attribute Score Improvement 5 10 5
20th +6 Expert Pack 5 10 5
•
GOVERNMENT FEATURES
•
COMMANDERS
STABILITY POINTS
LASTING GRUDGE
PROFICIENCIES
STARTING BONUSES
WANDERING DEVELOPMENTS
•
•
PERIPATETIC PASTORALIST
•
CULTURAL CRAFTS
•
SHEPHERD’S FLOCK
MARTIAL TRADITION
ITINERANT ARMIES
•
MOUNTED PATHFINDERS
SPELLCASTING
OTHERWORLDLY
MAGIC LEVEL
HOME SUPPORT
SPELLCASTING ABILITY
PLANAR CONJURING
Spell save DC = 8 + your proficiency bonus + your Magic
modifier
Spell attack modifier =-your proficiency bonus + your
Magic modifier
•
PLANAR RESISTANCE •
PACK ANIMALS
CURIOUS EXPLORERS
•
TRAINED PACK
•
•
PRACTICED TRADITION
•
•
UNENDING GRUDGE
TRACELESS MARCHING CARAVANSARY
TRAPPED TERRAIN
EXPERT PACK
REPUBLIC
REPRESENTATIVE RULE
R EPUBLIC
Proficiency Magic Spells Concentration
Level Bonus Features Level Prepared Slots
1st +2 Spellcasting, Skilled Ambassadors (d6) 1 2 —
2nd +2 Liberal Society, Emergency Measures (d8) 1 3 1
3rd +2 Guild Investments, Realm Focus 1 4 1
4th +2 Attribute Score Improvement 2 4 1
5th +3 Diplomatic Corps, Daggered Whispers 2 5 2
6th +3 Focus Feature 2 5 2
7th +3 Hedged Bets 2 6 2
8th +3 Attribute Score Improvement 3 6 3
9th +4 Arcane Diplomats 3 7 3
10th +4 Focus Feature, Daggered Whispers Improvement 3 7 3
11th +4 Magical Alliance 4 7 4
12th +4 Attribute Score Improvement 4 8 4
13th +5 Shrewd Leverage 4 8 4
14th +5 Focus feature 5 8 4
15th +5 Magical Alliance 5 9 5
16th +5 Attribute Score Improvement 5 9 5
17th +6 Trusted Partner 5 9 5
18th +6 Magical Alliance 6 10 5
19th +6 Attribute Score Improvement 6 10 6
20th +6 Overwhelming Influence 6 10 6
GOVERNMENT FEATURES
STABILITY POINTS
LIBERAL SOCIETY
PROFICIENCIES
MILITARY
EMERGENCY MEASURES
•
•
•
•
GUILD INVESTMENTS
COMMANDERS
SPELLCASTING
TRADE EMPIRE
SPELLCASTING ABILITY
FRONTIER BONANZA
MERCHANT PRINCES
CULTURAL BEACON
CRAFTSMANSHIP
PEACE KEEPERS
FAST TALKERS
DIPLOMATIC CORPS
DAGGERED WHISPERS
HEDGED BETS
ARCANE DIPLOMATS
SHREWD LEVERAGE
MAGICAL ALLIANCE
TRUSTED PARTNER
OVERWHELMING INFLUENCE
TECHNOCRACY
SCIENTIFIC SUPREMACY
T ECHNOCRACY
Proficiency Magic Spells Concentration
Level Bonus Features Level Prepared Slots
1st +2 Spellcasting 1 1 1
2nd +2 Backup Generators, Esoteric Analogs 1 2 1
3rd +2 Traditional Alchemy, Technocratic Specialization 1 3 1
4th +2 Attribute Score Improvement 1 4 1
5th +3 Specialization Improvement 2 5 2
6th +3 Urban Planning 2 6 2
7th +3 Interchangeable Parts 2 7 2
8th +3 Attribute Score Improvement 2 8 2
9th +4 Specialization Improvement 3 8 3
10th +4 Document Management 3 9 3
11th +4 Advanced Designs 3 9 3
12th +4 Attribute Score Improvement 3 9 3
13th +5 Networked Infrastructure 4 10 4
14th +5 Reverse Engineering 4 10 4
15th +5 Specialization Improvement 4 10 4
16th +5 Attribute Score Improvement 4 11 4
17th +6 Consumer Goods 5 11 5
18th +6 Craftwork Arcana 5 11 5
19th +6 Attribute Score Improvement 5 12 5
20th +6 Industrial Efficiency 5 12 5
STABILITY POINTS
MAGIC LEVEL
PROFICIENCIES
SPELLCASTING ABILITY
STARTING BONUSES
Spell save DC = 8 + your proficiency bonus + your Magic
modifier
•
Spell attack modifier =-your proficiency bonus + your
Magic modifier
•
• BACKUP GENERATORS
COMMANDERS
ESOTERIC ANALOGS
REVERSE
ENGINEERING
TRADITIONAL ALCHEMY
CONSUMER GOODS
PHILOSOPHER’S STONE
ADVANCED DESIGNS
TINKER INFUSIONS
NETWORKED INFRASTRUCTURE
MECHANIZED ARMOR ARCANOTECH
REUSABLE BATTERIES
ALCHEMICAL EXPERIMENTATION
A LCHEMICAL E XPERIMENT
Roll Effect
1 For this turn only, you have an untradeable
resource of any type you currently don’t have.
2 For this turn only, you have a tradeable resource of
any type that you currently have.
3 You gain one research point toward a spell you
could normally research.
4 You regain d6 stability points
5 An artifact you control regains 1 charge.
6 You gain d4 gold for each of your armies that is in
supply.
EXPERIENCED ALCHEMISTS
IMPROVED TINKER INFUSIONS
RECYCLED ARTIFACTS
SALVAGED PARTS
THEOCRACY
GODS ABOVE ALL
T ECHNOCRACY
Proficiency Magic Spells Concentration
Level Bonus Features Level Prepared Slots
1st +2 Spellcasting, Domain Focus 1 1 2
2nd +2 Divine Intervention, Devotional Prayer 1 2 2
3rd +2 Pantheon Feature 2 3 2
4th +2 Attribute Score Improvement 2 3 3
5th +3 Steadfast Faith 3 4 3
6th +3 Pantheon Focus 3 5 4
7th +3 Godly Conduit 4 6 4
8th +3 Attribute Score Improvement 4 6 4
9th +4 Pantheon Focus 5 7 5
10th +4 Plenary Indulgence 5 8 5
11th +4 Tithe 6 9 5
12th +4 Attribute Score Improvement 6 9 6
13th +5 Supplicant Blessing 7 10 6
14th +5 National Devotion 7 11 6
15th +5 Holy War 8 12 7
16th +5 Attribute Score Improvement 8 12 7
17th +6 Pantheon Focus 9 13 7
18th +6 Plenary Indulgence Improvement 9 14 8
19th +6 Attribute Score Improvement 9 14 8
20th +6 Divine Intervention Improvement 9 14 8
COMMANDERS
GOVERNMENT FEATURES
SPELLCASTING
STABILITY POINTS
MAGIC LEVEL
PROFICIENCIES
SPELLCASTING ABILITY
STARTING BONUSES
DOMAIN FOCUS PLENARY INDULGENCE
• TITHE
•
SUPPLICANT BLESSING
DIVINE INTERVENTION
NATIONAL DEVOTION
HOLY WAR
PILGRIM MISSION
STEADFAST FAITH
PROSELYTIZATION
GODLY CONDUIT
DOMAIN BLESSING
DEEP POCKETS SUSTAINABLE ARCHITECTURE
UNHOLY RESILIENCE
DIVINE CALLING
REBOUND DISASTER
JOINT PARTNERSHIP
UNDEAD ARMY
HOLY PURPOSE
DOMAIN BLESSING
DOMAIN BLESSING
UNDEAD MASTERY
DIVINE SMITE
EARTHLY AFFINITY
MARTIAL MACHINES
CYCLICAL EMANATIONS
WAR SPIRIT
DOMAIN BLESSING
DOMAIN BLESSING
RECLAMATION
TRIBAL
T RIBAL
Proficiency
Level Bonus Features Homeland Defense
1st +2 Homeland 1 militia
Defense, Tribal
Bickering
2nd +2 Reckless Attack, 1 militia, 1 ranged
Animal Affinity
3rd +2 Tribal Unity 2 militia
4th +2 Attribute Score 2 militia, 1 ranged
Improvement
5th +3 Extra Attack 2 ranged
6th +3 Tribal Unity 1 ranged, 1 light
feature infantry
7th +3 Feral Instinct 2 light infantry, 1
heavy infantry
8th +3 Attribute Score 2 heavy infantry, 1
Improvement mounted
9th +4 Relentless Fervor 2 ranged, 1 heavy
infantry
10th +4 Tribal Unity 2 ranged, 2 heavy
feature infantry
11th +4 Brutal Critical 2 ranged, 2 mounted
12th +4 Attribute Score 2 ranged, 1 ranged, 1
Improvement light infantry
FAMILY OF 13th +5 Unbreakable 2 mounted, 2 ranged,
FAMILIES Resolve 1 light infantry
14th +5 Tribal Unity 2 mounted, 2 ranged,
feature 1 heavy infantry
15th +5 Community 2 ranged, 3 mounted
Structures
16th +5 Attribute Score 2 light infantry, 1
Improvement ranged, 2 mounted
17th +6 Martial Life 1 fantastic, 2 light
infantry, 2 mounted
18th +6 Common Cause 1 fantastic, 2 ranged,
2 mounted
19th +6 Attribute Score 1 fantastic, 1 ranged,
Improvement 3 mounted
20th +6 One Banner 1 fantastic, 2 ranged,
3 mounted
GOVERNMENT FEATURES
STABILITY POINTS
PROFICIENCIES
EXTRA ATTACK
STARTING BONUSES
• FERAL INSTINCT
•
BRUTAL CRITICAL
ANIMAL AFFINITY
RECKLESS ATTACK
TRIBAL UNITY
COMMUNITY STRUCTURES UNRELENTING STAMINA
RETALIATION
MARTIAL LIFE
TOTEM TRIBE
COMMON CAUSE
ONE BANNER
SCENT OF THE WOLF
TRIBAL UNITY
WAR CRY
CHAPTER 4: FOUNDING
C d6
1
Virtue
Injustice must be defeated at any cost, even if that
cost is paid for in blood.
2 Strength of will is the determining factor of a nation’s
success.
3 Our ways may seem harsh to outsiders, but we are, in
fact, following a noble code of behavior.
4 We bear a strict loyalty toward our own but we tolerate
VIRTUES AND VICES no transgressions if that loyalty is broken.
5 Our people are resourceful and are capable of turning
bad fortune into a rousing success.
6 Our people may seem untrusting, but we can sniff out
liars well before they begin speaking.
D6 Vice
1 Our people believe morality is for the weak.
2 It is up to those who want power to take it and only
those who deserve power will keep it.
3 Objects, wealth, and treasure have no owner; things
ASSASSINATION 4
are only possessed through the use of force.
A person is only worth their last victory. If they fail,
there is no leniency for past success.
5 Corruption is a normal part of life and we may as well
learn to live with it.
6 Dishonesty is not a moral failing, it is simply a different
flavor of communication.
CHAMPION OF THE PEOPLE
d6 Virtue
1 We do not instigate conflict without a strong and
articulatable casus belli.
2 It is important to protect those weaker than ourselves.
Doing so is its own reward.
3 What our people do is a better indicator of their spirit
than in the flowery speeches others make.
4 We have no patience for pomp and ceremony; a
simple life is a virtuous life.
5 We believe hard work and perseverance is the
cornerstone of happiness.
6 We take great interest in our history and as a means of
preserving who we are as a people.
D6 Vice
1 Our people often arrogantly believe themselves to be
better than neighboring realms.
2 Our realm often gets involved in the business of
others, even if doing so causes more problems.
3 Once our people get an idea in their heads, it’s nearly
impossible to get them to move on.
4 Our realm often puts as much effort into ignoring its
shortcomings as it does extoling its successes.
5 Our people and government are slow to trust
outsiders.
6 Our people value quick fixes to problems over well-
thought out long-term solutions.
COLONIAL DIVESTMENT
d6 Virtue CULT OF PERSONALITY
1 Absolutely no one tells us what to do.
2 When anyone is similarly oppressed, our realm feels a
deep obligation to make things right.
3 Our people are self-reliant.
4 Our realm solves its problems with simple, clear, and
reasonable solutions.
5 The vast, untouched reaches of our realm are teeming
with unexplored diversity that we are eager to explore.
6 Our people have a supernatural patience and their
decisions are based on maximizing the fortunes of
three or four generations down the line.
D6 Vice
1 We have a strong inclination to isolationism,
potentially ignoring injustices and tragedies. d6 Virtue
2 We have a tendency to view neighboring realms as 1 Our people share a strong bond with strangers and
uncivilized. commiserate as though they were family.
3 We give no thought to exploiting the natural resources 2 Our culture values storytelling and oral traditions and
of the land. is always eager to hear a new tale.
4 We have difficulty trusting benevolent motives. 3 Our people appreciate beauty in all its forms.
5 Despite being a former colony, we have no 4 Most people in our realm have a hidden artistic talent,
compunctions toward colonialization and unfettered whether it be drama, poetry, dance, painting, or music.
expansion for ourselves. 5 We are known for spending an inordinate amount of
6 The old traditions of our colonizers are still stubbornly time to perfect a project.
held as sacrosanct. 6 We tend to be an optimistic people who are always
searching for the best light to view motivations.
D6 Vice
1 Those who do not subscribe to our particular brand of
populism are immediately cast out of institutions and
shunned from society.
2 The leader’s word is never questions, and all manner of
excuses will be made when they make mistakes.
3 We are quick to gossip and spread rumor.
4 When art deviates from a standard pattern, we are
quick to dismiss it.
5 Our culture rewards quick rich schemes and easy paths
to fame, such that the commoners rebuke hearty work.
6 The average citizen of our realm easily succumb to a
wild tale and believes the craziest nonsense almost
unquestioningly.
PEOPLE’S REVOLT
d6 Virtue D6 Vice
1 Egalitarianism is everyone’s goal. 1 The wisest should not be questioned.
2 We are accustomed to speaking truth to power, even if 2 People are generally epicurean meat puppets and
doing so places us at terrible risk. those in authority should care for them as pets.
3 We never shy away from fighting for what we believe is 3 The more educated classes deserve more political
right. power.
4 We resist any outside influences and demonstrate a 4 Mathematical probability is the best determinant of
fiery, occasionally stubborn level of independence. actions regardless of mitigating contexts.
5 We often make choices by considering how it will 5 Once the educated have made a decision, those
affect three or four generations in the future instead of choices must be acknowledged as inviolable truth.
how it immediately benefits us. 6 A person’s intelligence determines their outcome and
6 Our culture values results and manages to effectively any external factors can easily be overcome.
reward those who deliver success.
RELIGIOUS APPOINTMENT
D6 Vice
1 Those who do not share the dominant party view are
shunned or worse.
2 The desire for power is ingrained in us and there’s little
doubt that what lead to the revolution will happen
again.
3 We may overreact in our efforts to expunge the old
ways, treating anything from before the revolution as a
lingering attack on the culture.
4 Our people often take the law into their own hands,
leading to disastrous results.
5 We see violence as a perfectly acceptable means to an
end.
6 We are prone to long bouts of apathy and tend to
reinforce the status quo, even when doing so is clearly
against our self interest.
D6 Vice
1 Unbelievers are not to be respected, treated with
honesty, or protected.
d6 Virtue 2 As long as we continue to spread the faith, our
1 Without intelligence, all other virtues are wielded methods are secondary to any successful results.
without purpose. 3 We are a superstitious people and often see omens
2 Compassion is the root of proper moral choices. and signs in tiny details that others might overlook.
3 The best life is a simple life. 4 We find that our own desires are precisely what the
4 Knowledge is the root of all competent authority. god(s) would want, and we have no wish to question
5 Freedom to act is always secondary when considering that coincidence.
the efficiency and effect of that action. 5 We have a singular purpose that we believe was given
6 Stoicism in decision-making is preferable to any to us by the god(s) and we will never stop until that
emotion. goal is achieved.
6 We are judgmental toward other cultures and have
difficult cooperating with our neighbors.
4 Our independence leads to the pursuit of many
ROYAL BLOODLINE creative and artistic endeavors.
5 No offense is ever taken lightly and all debts, both
financial and personal, are eventually repaid.
6 The mantle of leadership comes and goes, but what
matters is survival.
D6 Vice
1 The only claim to authority that counts comes from
whoever is holding the blade.
2 The people are easily persuaded by the thinnest of
rumor.
3 Those working behind the scenes have the will and the
means to enact dangerous conspiracies.
4 Crime and sin from the realm’s leadership is often
ignored because the people have become exhausted
by continued corruption.
d6 Virtue 5 We believe a crime only exists if the person is caught,
1 We regard honor and justice as the highest ideals. otherwise, it’s the victim’s fault for being vulnerable.
2 Our people go to great lengths to protect those in 6 Truth is considered fluid and subject to constant
need. change.
3 Our people have a strong sense of cultural identity and
sense of community.
4 Our people show an uncommon resilience in the face
WEALTH BEYOND MEASURE
of hardship and always seem to remain calm.
5 Our people show a great love of art and ensure that
even the most practical tools, food, and utilitarian
objects are crafted with superb beauty.
6 We make great sacrifices of ourselves to maintain the
stability of the realm.
D6 Vice
1 Anyone who questions tradition is clearly an upstart
looking to make trouble.
2 Our class stratification is extreme and those without
means are barely considered citizens.
3 We are an exceptionally arrogant people.
4 A person’s profession in life is almost entirely
determined by their parents’ profession.
5 We prefer to ignore misdeeds by the Crown instead of
facing national embarrassment.
6 Legal decisions are made automatically based on d6 Virtue
tradition with little room for mitigating context. 1 We work hard but never to exhaustion.
2 We encourage lateral thinking and innovation.
USURPER TO THE THRONE 3 Any commoner on the street can rattle off ten
interesting investment ideas.
4 We pay artists what they’re worth and never pay with
exposure.
5 We ensure that the money earned from our enterprises
is always reinvested back into the people.
6 We believe everyone has unlimited potential and thus
value education to unlock that potential.
D6 Vice
1 We equate wealth with morality.
2 Our pride prevents us from taking charity for any
reason.
3 We are interested exclusively in what is useful and
practical and we ignore most artistic endeavors.
4 The bottom line is the bottom line – the right and
d6 Virtue wrong of how we earn our wealth is beneath us.
1 We respect the effectiveness of the leader more than 5 We are loathe to give charity and instead lend money
the legality of that leader’s claim. at outrageous rates of interest.
2 Our people have a strong heart for justice and will one 6 We create and enforce our laws through exchange of
day rise up to undo this terrible wrong. coin; corruption is simply how things get done around
3 We are loyal to bonds of family and friendship we have here.
chosen to develop and not to any symbolic flag or idea
of a nation.
CHAPTER 5: USING ATTRIBUTE SCORES
T
—
CONTESTS
TASKS
P RIMARY A TTRIBUTE
Government Primary Attribute
Anarchy Culture
Collective Order or Diplomacy
Dictatorship Population
Gerontocracy Culture
Kleptocracy Economy
Magocracy Magic
Monarchy
Monastic
Population or Diplomacy
Culture
SKILLS
Nomadic Economy
Republic Economy or Diplomacy
Technocracy Economy
Theocracy Magic
Tribal Population
POPULATION MAGIC
ECONOMY CULTURE
INSPIRATION
ORDER DIPLOMACY
POPULATION C OMMANDER T ABLE
Roll Commander Rating Weight Limit
0-9 No Commander found n/a
10 +0 10
15 +1 15
20 +2 20
25 +3 25
ECONOMY CHECKS
•
•
• •
• •
MAGIC
MAGIC CHECKS
ORDER
•
ORDER CHECKS
• DIPLOMACY
•
DIPLOMACY CHECKS
CULTURE •
CULTURE CHECKS
•
•
•
CHAPTER 6: TURNS
G
DIGITAL PLAY
TABLE PLAY
RESOURCES
RESOURCE DESCRIPTIONS
R ESOURCES T ABLE
Name Type Rarity (DC) Name Type Rarity (DC)
Adamantium Metal Exceptional (30) Marble Strategic Rare (20)
Alpaca Livestock Very Rare (25) Mithril Metal Very Rare (25)
Bananas Food Rare (20) Monsters Luxury Very Rare (25)
Bison Livestock Very Rare (25) Mushrooms Food Common (15)
Camels Livestock Rare (20) Nightshade Spice Exceptional (30)
Cattle Livestock Common (15) Nutmeg Spice Common (15)
Cinnamon Spice Very Rare (25) Obsidian Strategic Very Rare (25)
Citrus Food Rare (20) Oil Luxury Rare (20)
Clay Luxury Common (15) Olives Food Very Rare (25)
Cloves Spice Very Rare (25) Pearls Luxury Very Rare (25)
Coal Strategic Common (15) Pepper Spice Common (15)
Cocoa Spice Very Rare (25) Pigs Livestock Common (15)
Coffee Spice Rare (20) Platinum Metal Exceptional (30)
Copper Metal Common (15) Porcelain Luxury Very Rare (25)
Cotton Luxury Common (15) Quartz Strategic Rare (20)
Crabs Food Rare (20) Reindeer Livestock Rare (20)
Craftwork Luxury Rare (20) Resin Luxury Common (15)
Crystals Luxury Exceptional (30) Rice Food Common (15)
Diamond Luxury Exceptional (30) Saffron Spice Very Rare (25)
Dye Luxury Common (15) Salt Spice Rare (20)
Fish Food Common (15) Sheep Livestock Common (15)
Flax Luxury Common (15) Silk Luxury Very Rare (25)
Fur Luxury Common (15) Silver Metal Rare (20)
Gems Luxury Very Rare (25) Stone Strategic Common (15)
Ginger Spice Rare (20) Sugar Spice Rare (20)
Goats Livestock Rare (20) Sulfur Strategic Rare (20)
Gold Luxury Rare (20) Tea Spice Very Rare (25)
Grapes Food Very Rare (25) Tin Metal Common (15)
Gypsum Strategic Common (15) Tobacco Spice Rare (20)
Horses Livestock Common (15) Trinkets Luxury Rare (20)
Incense Spice Rare (20) Vegetables Food Common (15)
Iron Metal Common (15) Wax Luxury Rare (20)
Ivory Luxury Very Rare (25) Whales Food Very Rare (25)
Jade Luxury Rare (20) Wheat Food Common (15)
Lead Strategic Common (15) Wild Game Livestock Rare (20)
Lumber Strategic Common (15)
BUILDINGS
B UILDINGS
Name Requirement Gold DC Time Name Requirement Gold DC Time
Abbey 40 15 3 Herbalist 30 10 2
Academy Barracks 150 20 6 Inn 30 10 2
Alchemist 50 10 3 Library 60 15 4
Arena 80 15 4 Magic Shop 30 15 3
Armory 50 15 2 Market 50 15 3
Bank Market 120 20 5 Mine 50 10 3
Bard College 60 15 5 Monastery Shrine 80 20 5
Barracks 50 10 2 Monument Town Square 120 20 8
Black Market Thieves’ Guild 50 15 3 Quarry 40 10 3
Blacksmith 30 10 2 Road 50 10 5
Bowyer 40 10 2 Sawmill 40 10 2
Brewery 40 15 2 Shipyard Fishery 100 20 6
Bridge 30 10 4 Shrine 30 10 3
Canal 50 10 3 Spring 40 15 3
Cathedral Chapel 150 20 6 Stable 50 15 3
Chapel 30 10 2 Summoning Circle 60 15 4
Elder Stones Graveyard 90 20 3 Temple 60 15 4
Embassy 40 15 3 Thieves’ Guild 50 15 3
Exotic Artisan Magic Shop 70 20 4 Town Square 40 15 5
Farm 20 10 2 University Library 120 20 6
Fishery 20 10 2 Walls Quarry 90 15 6
Foundry Blacksmith 90 20 5 Warehouse 40 10 2
Granary 20 10 2 Watchtower Sawmill 30 10 3
Graveyard 20 10 2 Weaver 60 15 2
Grove Herbalist 50 20 5 Workshop 110 15 3
Guard Watch 40 10 3
ARMIES OUT OF SUPPLY
WEATHER
CREATING NEW ARMIES
ARMY MOVEMENT
SUPPLY
W EATHER
Roll Weather Effect
1-13 Clear No effect
14-15 Fog The range of ranged attacks is cut in half
16-17 Heat Melee attack rolls are -1
18-19 Rain Ranged attack rolls are -2
20 Extreme Determined by battle’s climate:
Hurricane. No flying, ranged attack rolls
are -2, all movement -100 feet
Sandstorm. No flying, melee attack rolls
are -1
Blizzard. All terrain is difficult, melee
attack rolls are -1
OPTIONAL RULE: SEASONS
S EASON AL C HANGES
Season Rule Changes
Spring Livestock resources, which include sheep, cattle,
horses, pigs, wild game, goats, reindeer, camels,
bison, and alpaca provide +1 supply.
Summer Trade routes provide +1 gold per unique resource
traded to your realm.
Autumn Food resources worked by a farm, which can
include wheat, rice, mushrooms, bananas, citrus,
olives, and grapes provide +1 supply.
Winter Armies outside your realm require 2 supply
instead of 1. Unfed armies double their upkeep
costs.
TREATIES
BREAKING A TREATY
•
•
B REACH OF T RUST
Treaty Broken Stability Point Loss
Alliance Xd10, where X = broken ally’s realm
•
level
Declaration of War Xd6, where X = target realm’s level
Enforced Peace Xd20, where X= the number of •
enforced peace turns remaining
Non-Aggression Pact Xd10, where X = number of turns
•
remaining on the pact
Open Borders 1d10 per turn of breach
Reparations 1d6 per turn of breach •
Research Agreement Equal to the chosen spell’s level
Subterfuge Cessation 3d6 if caught in violation
Trade Route Equal to the gold value of the route
War Pact Xd10, where X = cooperating
realm’s level
Enforced Peace Xd20, where X = number of turns •
left of the enforced peace
•
DECLARATION OF WAR
•
SURRENDER
•
•
DROPPING TO 0 STABILITY
•
POINTS
•
•
STATE OF CRISIS
WHILE IN CRISIS
•
• •
MINOR REALMS •
STABILITY DICE
CHAPTER 7: BATTLE
I
INITIATIVE
’
YOUR TURN
’
SETUP
MOVEMENT
ROTATION
ACTIONS IN BATTLE
ATTACK
FLANKING
ROLLING A 20
RANGED ATTACKS
OPPORTUNITY ATTACKS
DISENGAGE
RALLY DEFEND
READY
SUPPORT
COMMANDERS COMMANDER’S CLASS
UNIT ATTACHMENT
C OMMANDER T ABLE
Rating Weight Limit
+0 10
+1 15
+2 20 VETERAN UNITS
+3 25
COMMANDER PROMOTION
PRISONERS OF WAR
•
SIEGE BATTLES
G ARRISON T ABLE
Development Garrison Forces
•
Capital 2 heavy infantry
Village 1 militia
Town 2 light infantry
Castle 1 heavy infantry and 1 ranged •
Tower None
City 1 heavy infantry
Fort 2 light infantry, 2 heavy infantry, and 2 ranged
•
STARVING A DEFENDER
SIEGE ATTACKER
S TARVATI ON T ABLE
Level Defending Army Units’ Effect
1 Initiative is -1
2 Morale modifiers are -1
3 Units lose -50 feet of movement
4 Commander’s rating is -1 (minimum -3) •
5+ All units are -1 HP
SIEGE DEFENDER
•
•
CHAPTER 8: MAGIC
M
RESEARCHING A SPELL
SPELL PREPARATION
M AGIC B UILDINGS
Building Effect
Abbey stores 1 mana
Alchemist stores 1 mana
Cathedral generates 1 mana per season
Chapel stores 1 mana
Grove generates 1 mana per season
Elder Stones generates 1 mana per season
Graveyard stores 1 mana
Herbalist +1 spells prepared
Library +1 spells prepared
Monastery generates 1 mana per season
Shrine +1 spells prepared
Spring stores 1 mana
CASTING A SPELL
Summoning Circle +1 spells prepared
Temple +1 spells prepared
Tower generates 1 mana per season
University generates 1 mana per season
BATTLE
WORLD
CONCENTRATION SLOTS ATTACK ROLLS
ARTIFACT CREATION
DURATION
SAVING THROWS
CHAPTER 9: SPELLS
T
BATTLE SPELLS
Strategic Retreat Mists of Misfiring Disrupt Concentration
1 ST L EVEL Stymie Speed Reaching Limbs Entropic Rearrangement
Absorb Elements Third Wind Sanctification of Flesh Frenzied Zeal
Binding Tentacles Titania’s Entangling Brambles Summon Tornado Kanoa’s Theatrical
Burst of Wind Seeping Wounds Transformation
Fire Lance 3 RD L EVEL Wave of Fear Orsik’s Regenerative Blessing
Frost Layer Armored Air Pillars of Ice
Healing Miracle Compelling Charge 5 TH L EVEL Poisonous Withering
Knull’s Fungal Cloud Conjure Dragon Curse of Hopelessness Protective Gale
Lasting Frost Devon’s Mini-Mountain Demoralizing Headmites Shield of Rebuke
Littlefoot Luck Disrupt Magic Enlarge Unit Warped Wood
Magliore’s Massive Mending Earthen Spire Guardian Force
Return to Camp Enchant Orders Immolation 7 TH L EVEL
Rot Wood Inspiring Aura Macravita Envigoratus Crown of Stars
Thunder of the Gods Khenbish’s Font of Life Mass Haste Devon’s Interplanar Prison
Tornado Shove Lightning Field Mystic Tomb Divine Word
Wave of Acid Negative Plane Sphere Radiant Aura Power Rune Agony
Wave of Doubt Portal of Peril Raise Skeletons Summon Fortifications
Roc’s Flight River of Lava Time Skip
2 ND L EVEL Sandstorm Stone to Mud Vex’s Compelling Command
Anti-Magic Shell Scorching Weapons Shadow March
Adamantine Shell Steelskin Summon Storm 8 TH L EVEL
Astral Disc Tidal Wave Un/Holy Armaments Defiler of the Land
Conjure Barricade Vampiric Geas Maddening Darkness
Curse of the Shadow 4 TH L EVEL Simulated Soldiers
Devon’s Withering Wounds Apathy 6 TH L EVEL
Din of Chaos Curse of Clumsiness Ancestral Nullification 9 TH L EVEL
Draconic Breath Etherealness Call of the Earth
Green Flame Myrkul’s Final Blessing
Great Ball of Fire Cloud of Arrows Power Rune Erasure
Heroism Jinx’s Improbable Crippling Blast
Mental Salve Summon Marut
Imperviousness Crusade Taste of Immortality
Remove Pain Jinx’s Risky Proposition Dispel Good or Evil Wonderous Miasma
WORLD SPELLS
Strained Communications
1 ST L EVEL 3 RD L EVEL Truthful Aura 6 TH L EVEL
Cornucopia Charm Nation Earthquake
Encoded Runes Disrupt Magic 5 TH L EVEL Elemental Armor
Prosperity Epic Lore Cancel Magic Hallucinatory Terrain
Rogue’s Infusion Hunger of Nalfeshnee Control Weather
Irredeemable Offense Destroy Artifact 7 TH L EVEL
2 ND L EVEL Perpetual Transmutation Enthrall Cathedral of the Gods
Cloud Construction Piety’s Perfidious Plague Fabricate Seeds of Evil
Disguise Army Raise Zombies Forbidden Barrier Spring of Discontent
Find the Path Tempest of the Djinn Foresight
Illusory Seal Winds of Husam Al-Balil Hallow 8 TH L EVEL
Mind Anchor Living Land
Productivity 4 TH L EVEL Monument to the Realm End of Days
Psionic Blades Nature’s Sanctum Mass Polymorph
Bountiful Harvest Mass Suggestion
Ring the Bells Direct Divination Necromortis
Sensory Fibers Pestilence
Shadow Web
Feel Magic
Planar Portals 9 TH L EVEL
Globes of Invulnerability
Transmute Mass Invisibility Tsunami Create Lore
Wall of Fire Shape Earth, Metal, and Wood Wish Upon Day
ABSORB ELEMENTS ASTRAL DISC
ANCESTRAL NULLIFICATION
BOUNTIFUL HARVEST
BURST OF WIND
ANTI-MAGIC SHELL
APATHY
CALL OF THE EARTH
CATHEDRAL OF THE GODS
CHARM NATION
CLOUD CONSTRUCTION
CONJURE DRAGON
CLOUD OF ARROWS
COMPELLING CHARGE
CONJURE BARRICADE
CONTROL WEATHER CURSE OF HOPELESSNESS
CREATE LORE
CORNUCOPIA
CRIPPLING BLAST
CROWN OF STARS
CRUSADE DEVON’S INTERPLANAR PRISON
CURSE OF CLUMSINESS
DEMORALIZING HEADMITES
DIN OF CHAOS
DESTROY ARTIFACT
DIVINE AUDIENCE
DISGUISE ARMY DRACONIC BREATH
EARTHEN SPIRE
DISRUPT CONCENTRATION
EARTHQUAKE
DISRUPT MAGIC
ENCODED RUNES
DIVINE WORD
END OF DAYS
ELEMENTAL ARMOR
ENCHANT ORDERS
ETHEREALNESS
ENLARGE UNIT
FABRICATE
ENTHRALL
FEEL MAGIC
ENTROPIC REARRANGEMENT
FIRE LANCE GREAT BALL OF FIRE
FORESIGHT
FRENZIED ZEAL
FROST LAYER
GLOBES OF INVULNERABILITY
GUARDIAN FORCE
HALLOW
HALLUCINATORY TERRAIN
HUNGER OF NALFESHNEE
HEALING MIRACLE
ILLUSIORY SEAL
HEROISM
INSPIRING AURA KHENBISH’S FONT OF LIFE
IMMOLATION
IRREDEEMABLE OFFENSE
LASTING FROST
LIGHTNING FIELD
LITTLEFOOT LUCK MASS BLESSING
LIVING LAND
MASS HASTE
MASS INVISIBILITY
L IVING L AND T ABLE
Terrain Modification
Arctic Unit’s attacks and abilities do cold damage
Coastal Add +100 feet to unit’s movement
Desert Add the Fly trait
Forest Add the Shielded trait
Grassland Add the Lucky trait
Hill Add +1 to unit’s melee attack rolls
Jungle Add +4 to unit’s initiative
Mountain Add +1 to unit’s AC
Swamp Add +1 to unit’s HP MASS POLYMORPH
Underdark Unit’s attacks and abilities do necrotic damage
MACRAVITA ENVIGORATUS
MADDENING DARKNESS
MASS SUGGESTION
MENTAL SALVE MONUMENT TO THE REALM
MIND ANCHOR
MISTS OF MISFIRING
MYSTIC TOMB
NATURE’S SANCTUM
NECROMORTIS
NEGATIVE PLANE SPHERE PILLARS OF ICE
PLANAR PORTALS
PERPETUAL TRANSMUTATION
PROTECTIVE GALE
PESTILENCE
PSIONIC BLADES PROSPERITY
RADIANT AURA
POISONOUS WITHERING
RAISE SKELETONS
PORTAL OF PERIL
PRODUCTIVITY
RAISE ZOMBIES RIVER OF LAVA
ROC’S FLIGHT
ROGUE’S INFUSION
REACHING LIMBS
ROT WOOD
SANCTIFICATION OF FLESH
REMOVE PAIN
SANDSTORM
RETURN TO CAMP
SCORCHING WEAPONS
SEEDS OF EVIL
SHADOW MARCH
SHADOW WEB
SHIELD OF REBUKE
SEEPING WOUNDS
SIMULATED SOLDIERS
SENSORY FIBERS
SPRING OF DISCONTENT SUMMON FORTIFICATIONS
STEELSKIN
SUMMON MARUT
STONE TO MUD
STRAINED COMMUNICATIONS
STRATEGIC RETREAT
STYMIE SPEED
SUMMON STORM TIDAL WAVE
TIME SKIP
SUMMON TORNADO
TASTE OF IMMORTALITY
TORNADO SHOVE
TEMPEST OF THE DJINN
THIRD WIND
TRUTHFUL AURA
WARPED WOOD
TSUNAMI
WAVE OF ACID
UN/HOLY ARMAMENTS
WAVE OF DOUBT
VAMPIRIC GEAS
WAVE OF FEAR
WALL OF FIRE
WISH UPON DAY
WONDEROUS MIASMA
CHAPTER 10: ARTIFACTS
A
ARTIFACTS
Bottomless Coffers
1 ST L EVEL 3 RD L EVEL Cloud of Porcelain Fog 6 TH L EVEL
Ancient Armor Animated Armor Doppleganger Hide Emerald Eagle
Beholder’s horn Carbuncle Condor Dwarven Craftmaster Tools Rotating Orrery
Dracolich Dice Set Contract of Earth Elemental Floating Zaratan Pyrite Parrot
Mirror of Sight Contract of Air Elemental Fountain of Clarity
Opal Owl Crystal Cube Garland of Sterling Leadership 7 TH L EVEL
Palanquin of Gifts Imprisoning Cube Glasses of Truth Seeing
Printing Press of Prevarication Library on a Rope Airship Bomber
Glass Cell of Projection Armor of Kwalish
Servant Mirror Liar’s Lyre Mechanical Monocle
Turquoise Toucan Prophetic Texts of Thoth Contract of Fire Elemental
Mana Conduit Rod Horn of Ragnarok
Whisper Well Mana Orb Sack of Glitter
Scrying Mirror Robes of Royal Healing
Model Globe of Diabolism
2 ND L EVEL Pen of Perfect Forgery
5 TH L EVEL 8 TH L EVEL
Contract of Air Elemental Planar Gateway
Crate of Speed Boots Radiant Robes Alchemical Warehouse Balsa Model
Enchanted Octosphere Ruby Raven Candles of Teleportation Gond’s Blacksmith
Magnificent Menagerie Simulacrum Triad Courtroom of Mechanus Liquid Green Fire
Mithriltine Gauntlet Slip Clipped Slat Traps False Bell Charm Moradin’s Weaponsmith
Rings of Warning Staff of Conscription Goblet of Motivation Repeater Mechanisms
Peral Pigeon Stalwart Harness Reliquary of holding
PippleJam’s Café Warding Harpsichord Sapphire Sparrow 9 TH L EVEL
Pocket Bridge Wither Vein Tapestries of Truth Bottle of Wonder
Wagon of Plenty War Monolith Dragonchess Set
4 TH L EVEL Stonecrunch imp Fleet of Airships
Abacus of Hidden Numbers Ioun Block
Blending Library Sepulcher of Avarice
Terracota Army
ABACUS OF HIDDEN NUMBERS AIRSHIP BOMBER
ALCHEMICAL WAREHOUSE
ANCIENT ARMOR BALSA MODEL
ANIMATED ARMORS
BEHOLDER’S HORN
ARMOR OF KWALISH
BLENDING LIBRARY
BOTTLE OF WONDER CLOUD OF PORCELAIN FOG
B OTTLE OF W ONDER
Roll Effect
1-2 Commander’s unit takes 2 force damage
3 Hydra
4 Iron Golem
5 Roc
6 Phoenix
7 Balor
8 Planetar CONTRACT OF EARTH ELEMENTAL CONTROL
9 Dragon Turtle
10 Adult Dragon
BOTTOMLESS COFFERS
CANDLES OF TELEPORTATION
COURTROOM OF MECHANUS DRAGONCHESS SET
CRYSTAL CUBE •
DOPPLEGANGER HIDE
DWARVEN CRAFTMASTER TOOLS FLEET OF AIRSHIPS
ENCHANTED OCTOSPHERE
FLOATING ZARATAN
EMERALD EAGLE
FOUNTAIN OF CLARITY
GLASS CELL OF PROJECTION HORN OF RAGNAROK
IMPRISONING CUBE
GOND’S BLACKSMITH
I OUN B LOCKS
Block Type Benefit
Red rhomboid Population +1
HISTORICAL SLAB Cloudy red sphere Economy +1
Pink rhomboid Order +1
Marbled scarlet and blue Magic +1
Incandescent blue Culture +1
Marbled pink and green Diplomacy +1
LIAR’S LYRE MECHANICAL MONOCLE
LIBRARY ON A ROPE
MIRROR OF SIGHT
MITHRILTINE GAUNTLET
MAGNIFICENT MENAGERIE
MANA ORB
MODEL GLOBE OF DIABOLISM PEN OF PERFECT FORGERY
MORADIN’S WEAPONSMITH
PIPPLEJAM’S CAFE
OPAL OWL
PLANAR GATEWAY
PEARL PIGEON
PRINTING PRESS OF PREVARICATION REPEATER MECHANISMS
RINGS OF WARNING
PYRITE PARROT
ROTATING ORRERY
RADIANT ROBES
RUBY RAVEN
RELIQUARY OF HOLDING
SACK OF GLITTER SLIP CLIPPED SLAT TRAPS
SAPPHIRE SPARROW
STAFF OF CONSCRIPTION
SCRYING MIRROR
STALWART HARNESS
SEPULCHER OF AVARICE
STONECRUNCH IMP
SERVANT MIRROR
SIMULACRUM TRIAD
TAPESTRIES OF TRUTH WARDING HARPSICHORD
WAR MONOLITH
TERRACOTTA ARMY
WHISPER WELL
TURQUOISE TOUCAN
WITHER VEIN
WAGON OF PLENTY
CHAPTER 11: RUNNING THE GAME
T
A
BUILDERS
PREPARATION STRATEGISTS
STORYTELLERS
SESSION 0
PLAYER/GAME TYPES
ACTORS
TACTICIANS
MAP AND CALENDAR
COMBAT ENCOUNTERS
CUSTOM UNITS
• Siege 1.75
Fantastic 3
U NIT HP T ABLE
Unit Type HP Range
Militia
Light Infantry
2-4
3-5
EXPERIENCE POINT AWARDS
Heavy Infantry 3-6
Ranged 3-4
Mounted 3-6
Siege 4-6
Fantastic 5-9
• •
• •
•
•
•
•
STORYLINES
•
•
C OST T ABLE •
Unit Type Factor
Militia 0 •
Light Infantry .9
Ranged 1.1
Heavy Infantry 1.25 •
Mounted 1.5
•
INCITING INCIDENT
MAJOR REALMS
•
CONFLICT
•
RESOLUTION
•
•
•
•
•
someone’s realm, and that child has now come of age 42 Deep in the polar snows, a great worm stirs from its
18 The ruler of a minor realm has recently gone quite mad slumber and awaits the faithful to ask it questions of
and their behavior is equally violent, erratic, and the future
potentially profitable 43 An unscrupulous grave robber has unearthed the tomb
19 Some spice resources of have recently become tainted of an old god thought to have ascended eons ago, but
and unusable and those who profit from spice must has now reattached itself to its mortal frame
discover why or face revolt from the merchant class 44 While investigating a murder, a city guard discovers a
20 A realm’s leader has grown terribly ill with a spotted floating artifact that can merge 2 people into a stronger
plague and only a particular mushroom can restore version of either
them 45 The trunks, branches, and limbs of the trees in a hidden
21 A small gang of itinerant killers is roaming the forest in someone’s realm are discovered to be made of
countryside, taking small jobs for gold and while they magical incantations, runes, and potentially vital spell
are occasionally heroic, they often cause more trouble research
than the resolve 46 A pair of gods have decided to use neighboring realms
22 A rogue approaches a realm, offering to sell an artifact as a living board for a game of cosmic chess
that happened to belong to another realm last turn 47 A neighboring pair of minor realms with a long-
23 A displaced band of infantry and ranged units arrives to standing religious conflict are on the brink of war and
makes their services available for a considerably they ask a player’s realm to take a side or stop the
reduced mercenary rate conflict
24 One realm’s people are suddenly and intensely 48 A caravan of curiosities is seeking safe passage through
interested in who will succeed the current leadership three realms and is willing to pay substantially for
when they are gone, prompting questions of what they protection, but they refuse to explain from whom
know that this realm’s leaders do not 49 A literal mountain of gold is rising in the form of a
25 The ruins of an ancient city in a realm seem to be volcanic eruption far off the coast in unexplored ocean
slowly reconstituting itself waters
26 A close family relation of a member of someone’s 50 A wandering doomsayer’s predictions have become
ruling class has been abducted, leaving only a ransom increasingly specific and alarmingly accurate
note written in the kidnapped person’s hand 51 In an area relatively close to three or more realm’s
27 A traveling band of bards and theater types is travelling borders, two sources of diamonds, one source of
across someone’s realm performing a ballad that hints gemstones, and three sources of gold have appeared
at a top Commander’s personal indiscretions seemingly out of nowhere
28 Theft, assaults, and other petty crimes have increased in 52 All food resources for a realm disappear entirely for
someone’s more populated provinces with no three turns and on the 4th turn, they return with one
explanation extra food resource
29 A small but vocal contingent of detractors has 53 A Commander becomes cursed and now feels the
consolidated political power within someone’s by battle pains of the soldiers under their command
allying itself to other minority parties 54 A merchant in a poor realm begins uncontrollably
30 A portion of secluded terrain in a realm is slowly vomiting gold coins and begs for a cure or else this
turning to stone and at its current rate of expansion, condition may kill them
will swallow nearby arable land within a year 55 A meek tax collector (from Avernus) roams between
31 Scouts have found a lost unit of soldiers wandering the realms, demanding gold or mana payments as an
wilderness, cold and hungry, and with no memory of extortion threat against some future catastrophe
the preceding events 56 The commoners of a realm have grown anxious and
32 The people in a small, unmarked village have become weary from work and demand a grand festival to let off
frozen in time some steam
33 A minor realm is suspected of being in possession of 57 An impenetrable tangle of thickets and brambles
an Ioun block surrounds a tower development, preventing anyone
34 An extra-planar entity has offered the services of its from entering that province, leading many to question
military to someone’s realm on the condition that they just what kind of rogue research is being conducted
only be used during the coldest months 58
35 Minor nations have petitioned the leaders of the world
to sign a treaty promising to follow a strict code of laws
that bans declarations of war without a consensus
toward casus belli
36 An important building in someone’s realm has
mysteriously transformed into a breathing entity with
veins and bones
37 The treasury with the most gold is reduced by half due
to shady accounting practices and an enemy from
within
38 Forests, or other flammable terrain type, in multiple
realms, catch ablaze
39 The religion of a neighboring realm has made
substantial progress in a short time, causing the start of
unrest from village to city population
40 A floating island, large enough to be a city, has been
spotted by multiple realms as it circles between the
capitals of the major realms
41 One player’s realm enters a time loop, giving them an
additional 3 tasks to perform separate from the actions
of all other realms
BATTLE SCENARIOS •
• •
SCENARIO 1. RACE FOR THE SHARD
SCENARIO 2. BATTLE AT SHALLOW MOUNTAIN
APPENDIX A: PROVINCE CONDITIONS
P
•
PLAGUE
•
BANKRUPT
• •
CORRUPTION
• POVERTY
•
• •
REVOLT
HERESY •
•
INSURGENCE
•
•
•
•
•
• STARVATION
•
PANIC •
•
•
•
UNREST
POLITICKING •
•
APPENDIX B: UNIT TRAITS
APPENDIX C: NPC UNITS
NPC UNITS
CONTENTS
ANGELS
PLANETAR
ANIMATED ARMORS
ARMOR OF KWALISH
BEHOLDERS
BLIGHTS
BULLWUGS
CAMBIONS
CATOBLEPAS
CENTAURS
CLOCKWORKS
BRONZE SCOUTS
IRON COBRAS
OAKEN BOLTERS
SHIELD GUARDIANS
STONE DEFENDERS
DEMONS
BALOR
DEVILS
BARBED DEVILS
NEXT MONSTER
Abberation, heavy infantry
Armor Class 15 Initiative 15
Hit Points 5 Morale +4
Speed 300 feet Weight 3
Magic Resistance. Slaadi have advantage on saving throws
against spells and other magical effects.
Regeneration. The slaadi double its morale bonus when it
takes the Rally action.
ACTIONS
Claw. Melee Weapon Attack: +4 to hit, one target touching
front. Hit: 1 slashing damage and the target must make a
magic save. On a failure, for the rest of the battle, the target
cannot regain hit points from the Rally action.
Dragon, fantastic
Fiend, siege
Armor Class 19 Initiative 9 Armor Class 20 Initiative 10
Hit Points 5 Morale +4 Hit Points 16 Morale +9
Speed 400 feet Weight 4 Speed 800 feet Weight 12
Fly. Bone devils ignore difficult terrain and can move over
other units. They must end their turn on the ground in an Fire Immunity. The dragon is immune fire damage.
empty area. Fly. The dragon ignores difficult terrain and can move over
Magic Resistance. Bone devils have advantage on saving other units. It must end its turn on the ground in an empty
throws against spells and other magical effects. area.
ACTIONS
Proud. Only one dragon can be in an army. Critical hits
Claw. Melee Weapon Attack: +5 to hit, one target touching
against the dragon count as normal hits.
front. Hit: 2 slashing damage.
ACTIONS
Claw. Melee Weapon Attack: +10 to hit, one target touching
front. Hit: 3 slashing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the
Undead, heavy infantry following breath weapons.
Armor Class 15 Initiative 5
Hit Points 3 Morale +3 Fire Breath. Ranged Weapon Attack: +10 to hit, range 150
feet in a straight line, make an attack roll for each unit
Speed 300 feet Weight 2
affected. Hit: 1 fire damage.
Unbreakable. Bone nagas do not break when they drop to 0
hit points. Sleep Breath. The dragon breathes sleep gas in a 100 feet by
ACTIONS 50 feet area. Each unit in that area makes a magic save. On a
failure, that unit cannot take actions or move on its next
Bite. Melee Weapon Attack: +3 to hit, one target touching
turn.
front. Hit: 1 poison damage.
Lightning Bolt (Recharge 6). Ranged Weapon Attack: +3 to
hit, range 100 feet, one target. Hit: 1 lightning damage.
Dragon, fantastic
Dragon, fantastic Dragon, fantastic
Lightning Immunity. The dragon is immune lightning Lightning Immunity. The dragon is immune lightning
damage. damage.
Fly. The dragon ignores difficult terrain and can move over Fly. The dragon ignores difficult terrain and can move over
other units. It must end its turn on the ground in an empty other units. It must end its turn on the ground in an empty
area. area.
Proud. Only one dragon can be in an army. Critical hits Proud. Only one dragon can be in an army. Critical hits
against the dragon count as normal hits. against the dragon count as normal hits.
ACTIONS ACTIONS
Claw. Melee Weapon Attack: +7 to hit, one target touching Claw. Melee Weapon Attack: +5 to hit, one target touching
front. Hit: 2 slashing damage. front. Hit: 2 slashing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the Breath Weapons (Recharge 5-6). The dragon uses one of the
following breath weapons. following breath weapons.
Lightning Breath. Ranged Weapon Attack: +7 to hit, range Lightning Breath. Ranged Weapon Attack: +5 to hit, range
150 feet in a straight line, make an attack roll for each unit 150 feet in a straight line, make an attack roll for each unit
affected. Hit: 1 lightning damage. affected. Hit: 1 lightning damage.
Repulsion Breath. The dragon breathes sleep gas in a 150 in Repulsion Breath. The dragon breathes sleep gas in a 150 in
a straight line. Each unit in that area makes a magic save. On a straight line. Each unit in that area makes a magic save. On
a failure, that unit is pushed 50 feet away from the dragon. a failure, that unit is pushed 50 feet away from the dragon.
Dragon, fantastic
Armor Class 20 Initiative 10 Fiend, heavy infantry
Hit Points 16 Morale +9
Speed 800 feet Weight 12 Armor Class 16 Initiative 10
Hit Points 3 Morale +3
Lightning Immunity. The dragon is immune lightning Speed 300 feet Weight 3
damage.
Magic Resistance. Cahain devils have advantage on saving
Fly. The dragon ignores difficult terrain and can move over throws against spells and other magical effects.
other units. It must end its turn on the ground in an empty
area. ACTIONS
Chain. Melee Weapon Attack: +5 to hit, one target touching
Proud. Only one dragon can be in an army. Critical hits front. Hit: 1 slashing damage.
against the dragon count as normal hits.
ACTIONS REACTIONS
Unnerving Mask. In response to an enemy making a melee
Claw. Melee Weapon Attack: +10 to hit, one target touching attack against the devils, that unit must make a Rally save.
front. Hit: 3 slashing damage.
On a failure, that unit cannot make that melee attack.
Breath Weapons (Recharge 5-6). The dragon uses one of the
following breath weapons.
Lightning Breath. Ranged Weapon Attack: +10 to hit, range
150 feet in a straight line, make an attack roll for each unit
affected. Hit: 1 lightning damage.
Repulsion Breath. The dragon breathes sleep gas in a 150 in
a straight line. Each unit in that area makes a magic save. On
a failure, that unit is pushed 50 feet away from the dragon.
Giant, siege Humanoid, heavy infantry
Crush. Once per turn, cloud giants can move through one Siege Monster. Earth Elementals deal double damage to
enemy larger than 1 square as if they were difficult terrain. structures and buildings.
That enemy takes 1 bludgeoning damage.
ACTIONS
ACTIONS Slam. Melee Weapon Attack: +4 to hit, one target touching
Morningstar. Melee Weapon Attack: +6 to hit, one target front. Hit: 1 bludgeoning.
touching front. Hit: 2 bludgeoning damage.
Rock. Ranged Weapon Attack: +6 to hit, 200 feet range, one
target. Hit: 2 bludgeoning damage.
Humanoid, heavy infantry
Elemental, fantastic
Armor Class 16 Initiative 17 Fly. The tempest ignores difficult terrain and can move over
other units. It must end its turn on the ground in an empty
Hit Points 5 Morale +4
area.
Speed 300 feet Weight 3
Living Storm. While the tempest is on the field, no units can
Kite. Driders can use their whole movement to move 150 fly. All ranged attack rolls are -2, and all units subtract -100
feet straight backwards. feet from their movement. Other weather effects are
ignored.
ACTIONS
Longsword. Melee Weapon Attack: +3 to hit, one target Magic Resistance. The tempest has advantage on saving
touching front. Hit: 1 slashing damage. throws against spells and other magical effects.
Fiend, mounted Giant, siege
Magic Resistance. Erinyes have advantage on saving throws Fire Immunity. Fire giants are immune to fire damage.
against spells and other magical effects.
ACTIONS
ACTIONS Greatsword. Melee Weapon Attack: +6 to hit, one target
Longsword. Melee Weapon Attack: +5 to hit, one target touching front. Hit: 2 slashing damage.
touching front. Hit: 2 slashing damage.
Rock. Ranged Weapon Attack: +6 to hit, 200 feet range, one
Longbow. Ranged Weapon Attack: +4 to hit, range 300 feet, target. Hit: 2 bludgeoning damage.
one target. Hit: 2 piercing damage.
REACTIONS
Parry. When knights take bludgeoning, slashing, or piercing
damage, they can use their reaction to gain immunity against
that instance of damage.
Giant, fantastic
Humanoid, heavy infantry Humanoid, heavy infantry
Fire Immunity. Fire elementals are immune to fire damage. Fire Immunity. Fire myrmidons are immune to fire damage.
Nimble. Fire elementals can Disengage as a bonus action and ACTIONS
move through allies as if they were normal terrain. Scimitar. Melee Weapon Attack: +4 to hit, one target
touching front. Hit: 1 slashing damage.
ACTIONS
Touch. Melee Weapon Attack: +3 to hit, one target touching Fiery Strikes (Recharge 6). The myrmidons make a scimitar
front. Hit: 1 fire damage. attack. On a hit, the target takes an additional 1 fire damage.
Humanoid, light infantry Elemental, light infantry
Fire Immunity. Firenewts are immune to fire damage. Fly. Gargoyles ignore difficult terrain and can move over
other units. They must end their turn on the ground in an
ACTIONS empty area.
Scimitar. Melee Weapon Attack: +2 to hit, one target
touching front. Hit: 1 slashing damage. ACTIONS
Bite. Melee Weapon Attack: +2 to hit, one target touching
front. Hit: 1 piercing damage.
Giant, siege
Armor Class 115 Initiative 13 Undead, heavy infantry
Hit Points 4 Morale +4
Speed 400 feet Weight 4 Armor Class 12 Initiative 14
Hit Points 5 Morale +0
Cold Immunity. Frost giants are immune to cold damage. Speed 400 feet Weight 2
ACTIONS
Slam. Melee Weapon Attack: +2 to hit, one target touching
front. Hit: 1 bludgeoning damage.
Giant, fantastic
Multiheaded. Enemy melee attacks against the everlasting do Armor Class 12 Initiative 17
not benefit from advantage. Hit Points 3 Morale +2
Speed 500 feet Weight 2
Regeneration. The everlasting doubles its morale bonus
when it takes the Rally action. Charge. If the striders move at least 50 feet toward a target
and then hit with a melee attack, the target takes an extra 1
ACTIONS piercing damage. The target is then pushed back 50 feet
Battleaxe. Melee Weapon Attack: +2 to hit, one target away.
touching front. Hit: 2 slashing damage.
Fire Absorption. Whenever striders are subjected to fire
Rock. Ranged Weapon Attack: +5 to hit, 200 feet range, one damage, they take no damage and instead regain a number
target. Hit: 2 bludgeoning damage. of hit points equal to the fire damage dealt.
ACTIONS
Lance. Melee Weapon Attack: + to hit, one target touching
front. Hit: 1 piercing damage.
Humanoid, heavy infantry Fiend, fantastic
Charge. If the giff move at least 50 feet toward a target and Fly. Green abishai ignores difficult terrain and can move over
then hit with a melee attack, the target takes an extra 1 other units. It must end its turn on the ground in an empty
piercing damage. The target is then pushed back 50 feet area.
away.
Magic Resistance. Green abishai have advantage on saving
ACTIONS throws against spells and other magical effects.
Longsword. Melee Weapon Attack: + to hit, one target ACTIONS
touching front. Hit: 1 slashing damage.
Longsword. Melee Weapon Attack: +5 to hit, one target
Musket. Ranged Weapon Attack: +3 o hit, 150 feet range, touching front. Hit: 1 bludgeoning damage.
one target. Hit: 1 piercing damage.
Fragmentation Grenade (Recharge 6). The giff throws a
grenade against an adjacent unit. That unit must pass a Rally
save or take 2 piercing damage.
Humanoid, militia
ACTIONS
Spear. Melee Weapon Attack: +3 to hit, one target touching
front. Hit: 1 bludgeoning damage. Monstrosity, light infantry
Spear. Ranged Weapon Attack: +2 to hit, one target, 100 Armor Class 11 Initiative 18
feet range, one target. Hit: 1 piercing damage Hit Points 3 Morale +2
Speed 400 feet Weight 1
Fly. Chimeras ignores difficult terrain and can move over
other units. It must end its turn on the ground in an empty
area.
Undead, militia ACTIONS
Claw. Melee Weapon Attack: +2 to hit, one target touching
Armor Class 10 Initiative 10
front. Hit: 1 slashing damage.
Hit Points 4 Morale +0
Speed 250 feet Weight 1
ACTIONS
Shortsword. Melee Weapon Attack: +1 to hit, one target
touching front. Hit: 1 slashing damage.
Demons, heavy infantry Undead, militia
Stench. The first melee attack made against hezrous each Unbreakable. Skeletons do not break when they drop to 0 hit
turn has disadvantage. points.
ACTIONS Undead. When skeletons start a turn with 0 hit points, they
Bite. Melee Weapon Attack: +5 to hit, one target touching regain 1 hit point. If radiant damage drops them to 0 hit
front. Hit: 1 poison damage. points, they are destroyed.
ACTIONS
Shortsword. Melee Weapon Attack: +1 to hit, one target
touching front. Hit: 1 slashing damage.
Humanoid, ranged
Armor Class 14
Hit Points 3
Initiative 11
Morale +2
Speed 300 feet Weight 2 Humanoid, light infantry
Forester. Hobgoblins treat forest as normal terrain. If any Armor Class 15 Initiative 13
portion of them are in forest, they add +2 to their AC against Hit Points 4 Morale +2
ranged attacks. Speed 300 feet Weight 2
Undead, militia
Undead. When skeletons start a turn with 0 hit points, they Pin. Enemies cannot take the Disengage action when
regain 1 hit point. If radiant damage drops them to 0 hit adjacent to the korreds’ front.
points, they are destroyed.
ACTIONS
ACTIONS Greatclub. Melee Weapon Attack: +4 to hit, one target
Shortsword. Melee Weapon Attack: +1 to hit, one target touching front. Hit: 2 slashing damage.
touching front. Hit: 1 slashing damage.
Rock. Ranged Weapon Attack: +4 to hit, 150 feet range, one
target. Hit: 1 bludgeoning damage.
Elemental, fantastic Undead, light infantry
Crush. Once per turn, leviathan can move through one Unbreakable. Zombies do not break when they drop to 0 hit
enemy larger than 1 square as if they were difficult terrain. points.
That enemy takes 1 bludgeoning damage.
Undead. When zombies start a turn with 0 hit points, they
Magic Resistance. Leviathan has advantage on saving throws regain 1 hit point. If radiant damage drops them to 0 hit
against spells and other magical effects. points, they are destroyed.
ACTIONS ACTIONS
Slam. Melee Weapon Attack: +7 to hit, one target touching Slam. Melee Weapon Attack: +2 to hit, one target touching
front. Hit: 2 bludgeoning damage. front. Hit: 1 slashing damage.
Tidal Wave (Recharge 6). If leviathan starts its turn in water,
it can create a 250 feet by 250 feet wall of water centered
on itself. Any unit caught inside the wave must make a Rally
save. On a failure, that unit takes 1 bludgeoning damage.
Undead, light infantry
Armor Class 17 Initiative 7 Unbreakable. Zombies do not break when they drop to 0 hit
Hit Points 7 Morale +7 points.
Speed 300 feet Weight 8 Undead. When zombies start a turn with 0 hit points, they
regain 1 hit point. If radiant damage drops them to 0 hit
Unbreakable. Lich does not break when it drops to 0 hit points, they are destroyed.
points.
Undead. When lich starts a turn with 0 hit points, it regains 1 ACTIONS
hit point. If radiant damage drops it to 0 hit points, it is Slam. Melee Weapon Attack: +2 to hit, one target touching
destroyed. front. Hit: 1 slashing damage.
ACTIONS
Multiattack. Nalfeshnees make two bite attacks.
Bite. Melee Weapon Attack: +7 to hit, one target touching
front. Hit: 1 piercing damage.
Demons, siege Humanoid, heavy infantry
Magic Resistance. Nalfeshnees have advantage on saving Reckless. At the start of its turn, the ogres can gain
throws against spells and other magical effects. advantage on all melee attack rolls they makes during that
turn, but attack rolls against them have advantage until the
ACTIONS start of their next turn.
Multiattack. Nalfeshnees make two bite attacks.
ACTIONS
Bite. Melee Weapon Attack: +7 to hit, one target touching Greatclub. Melee Weapon Attack: +3 to hit, one target
front. Hit: 1 piercing damage. touching front. Hit: 2 bludgeoning damage.
Demons, siege Humanoid, heavy infantry
Armor Class 18 Initiative 12 Armor Class 14 Initiative 14
Hit Points 6 Morale +6 Hit Points 4 Morale +3
Speed 300 feet Weight 5 Speed 400 feet Weight 3
Magic Resistance. Nalfeshnees have advantage on saving Reckless. At the start of its turn, the ogres can gain
throws against spells and other magical effects. advantage on all melee attack rolls they makes during that
turn, but attack rolls against them have advantage until the
ACTIONS start of their next turn.
Multiattack. Nalfeshnees make two bite attacks.
Bite. Melee Weapon Attack: +7 to hit, one target touching ACTIONS
front. Hit: 1 piercing damage. Greatclub. Melee Weapon Attack: +3 to hit, one target
touching front. Hit: 2 bludgeoning damage.
Undead, siege
Humanoid, heavy infantry
Armor Class 14 Initiative 19
Hit Points 8 Morale +4 Armor Class 14 Initiative 14
Speed 400 feet Weight 7 Hit Points 4 Morale +3
Speed 400 feet Weight 3
Undead. When nightwalkers start a turn with 0 hit points,
they regain 1 hit point. If radiant damage drops them to 0 hit Reckless. At the start of its turn, the ogres can gain
points, they are destroyed. advantage on all melee attack rolls they makes during that
turn, but attack rolls against them have advantage until the
ACTIONS start of their next turn.
Enervating Focus. Melee Weapon Attack: +8 to hit, one
target touching front. Hit: 2 necrotic damage and the target
ACTIONS
cannot take the Rally action on its next turn. Greatclub. Melee Weapon Attack: +3 to hit, one target
touching front. Hit: 2 bludgeoning damage.
Finger of Doom (Recharge 6). Ranged Weapon Attack: +4 to
hit, 300 feet range, one target. Hit: 1 necrotic damage and
the target breaks.
Fiend, fantastic Celestial, fantastic
Fly. Red abishai ignores difficult terrain and can move over Fly. Deva ignores difficult terrain and can move over other
other units. It must end its turn on the ground in an empty units. It must end its turn on the ground in an empty area.
area.
Magic Resistance. Deva has advantage on saving throws
Magic Resistance. Red abishai have advantage on saving against spells and other magical effects.
throws against spells and other magical effects.
Proud. Only one solar can be in an army. Critical hits against
ACTIONS the solar count as normal hits.
Morningstar. Melee Weapon Attack: +7 to hit, one target ACTIONS
touching front. Hit: 1 bludgeoning damage and 1 fire
damage. Greatsword. Melee Weapon Attack: +6 to hit, one target
touching front. Hit: 1 slashing damage and 1 radiant damage.
Incite Fanaticism (Recharge 6). Choose up to 4 adjacent
allies. Those allies’ next attack rolls are made with advantage. Slaying Longbow (Recharge 6). Ranged Weapon Attack: +6
to hit, 450 feet range. Hit: 3 radiant damage.
Celestial, fantastic
Undead, fantastic
Armor Class 21 Initiative 20
Armor Class 18 Initiative 8 Hit Points 8 Morale +8
Hit Points 8 Morale +5 Speed 600 feet Weight 9
Speed 150 feet Weight 7
Fly. Deva ignores difficult terrain and can move over other
Unbreakable. Skull lord does not break when it drops to 0 hit units. It must end its turn on the ground in an empty area.
points.
Magic Resistance. Deva has advantage on saving throws
Undead. When skull lord starts a turn with 0 hit points, it against spells and other magical effects.
regains 1 hit point. If radiant damage drops them to 0 hit
points, they are destroyed. Proud. Only one solar can be in an army. Critical hits against
the solar count as normal hits.
ACTIONS
Slam. Melee Weapon Attack: +1 to hit, one target touching ACTIONS
front. Hit: 1 slashing damage. Greatsword. Melee Weapon Attack: +6 to hit, one target
touching front. Hit: 1 slashing damage and 1 radiant damage.
Bone Staff. Ranged Weapon Attack: +4 to hit, range 250
feet, one target. Hit: 2 necrotic damage. Slaying Longbow (Recharge 6). Ranged Weapon Attack: +6
to hit, 450 feet range. Hit: 3 radiant damage.
REACTIONS
Gravemaster. When an adjacent ally with the undead trait
takes damage, you can use your reaction to prevent that
damage.
Celestial, fantastic Monster, fantastic
Fly. Deva ignores difficult terrain and can move over other Magic Resistance. The terrasque has advantage on saving
units. It must end its turn on the ground in an empty area. throws against spells and other magical effects
Magic Resistance. Deva has advantage on saving throws Proud. Only one terrasque can be in an army. Critical hits
against spells and other magical effects. against the terrasque count as normal hits.
Proud. Only one solar can be in an army. Critical hits against Ravenous. Terrasque regains 1 hit point when it destroys an
the solar count as normal hits. enemy.
ACTIONS Unbreakable. The terrasque does not break when it drops to
Greatsword. Melee Weapon Attack: +6 to hit, one target 0 hit points.
touching front. Hit: 1 slashing damage and 1 radiant damage.
ACTIONS
Slaying Longbow (Recharge 6). Ranged Weapon Attack: +6 Multiattack. The terrasque makes a bite attack and then uses
to hit, 450 feet range. Hit: 3 radiant damage. its frightful presence.
Bite. Melee Weapon Attack: +12 to hit, one target touching
front. Hit: 3 piercing damage.
Frightful Presence. Units adjacent to the terrasque must
make a Rally save or they cannot attack or target the
terrasque on their next turn.
Celestial, fantastic
Fly. Deva ignores difficult terrain and can move over other
Humanoid, heavy infantry
units. It must end its turn on the ground in an empty area.
Magic Resistance. Deva has advantage on saving throws Armor Class 11 Initiative 14
against spells and other magical effects. Hit Points 3 Morale +4
Speed 300 feet Weight 3
Proud. Only one solar can be in an army. Critical hits against
the solar count as normal hits. Pivot. Thri-kreen can rotate for 50 feet of movement.
ACTIONS ACTIONS
Greatsword. Melee Weapon Attack: +6 to hit, one target Gythka. Melee Weapon Attack: +3 to hit, one target touching
touching front. Hit: 1 slashing damage and 1 radiant damage. front. Hit: 1 slashing damage.
Slaying Longbow (Recharge 6). Ranged Weapon Attack: +6 Chatkcha. Ranged Weapon Attack: +2 to hit, range 150 feet,
to hit, 450 feet range. Hit: 3 radiant damage. one target. Hit: 1 slashing damage
Humanoid, militia
ACTIONS
Spear. Melee Weapon Attack: +2 to hit, one target touching
front. Hit: 1 piercing damage.
Demons, mounted Monstrosity, heavy infantry
Fly. Vrocks ignore difficult terrain and can move over other Magic Resistance. Yuan-Ti have advantage on saving throws
units. They must end their turn on the ground in an empty against spells and other magical effects.
area.
ACTIONS
Plague. When vrocks deals poison damage to an enemy, that Multiattack. Yuan-Ti make two scimitar attacks or two
enemy’s adjacent allies take 1 poison damage. longbow attacks.
ACTIONS Scimitar. Melee Weapon Attack: +4 to hit, one target
Beak. Melee Weapon Attack: +5 to hit, one target touching touching front. Hit: 1 slashing damage.
front. Hit: 1 poison damage.
Longbow. Ranged Weapon Attack: +3 to hit, 350 feet range.
Hit: 1 piercing damage.
Humanoid, militia Elemental, fantastic
Armor Class 6 Initiative 11
Hit Points 2 Morale +0 Armor Class 21 Initiative 1
Speed 300 feet Weight 1 Hit Points 6 Morale +7
Speed 400 feet Weight 9
Horde. When an adjacent ally with the same name breaks or
is destroyed, xvarts can absorb that unit and gain 2
temporary hit points. Broken allies absorbed in this way are Crush. Once per turn, zaratan can move through one enemy
considered destroyed. You cannot deal critical hits. larger than 1 square as if they were difficult terrain. That
enemy takes 1 bludgeoning damage.
Nimble. Xvarts can disengage as a bonus action and move
through allies as if they were normal terrain. Earth Shake. As a bonus action after moving, the zaratan can
send a shockwave against all adjacent enemy units. Those
ACTIONS units must make a Rally save. On a failure, that unit takes 1
Shortsword. Melee Weapon Attack: +0 to hit, one target bludgeoning damage and cannot move on its next turn.
touching front. Hit: 1 slashing damage.
Magic Resistance. The tempest has advantage on saving
Sling. Ranged Weapon Attack: +0 to hit, 150 feet range, one throws against spells and other magical effects.
target. Hit: 1 piercing damage.
ACTIONS
Stomp. Melee Weapon Attack: +8 to hit, one target touching
front. Hit: 2 bludgeoning damage.
Demons, heavy infantry
LAST MONSTER
REALM SHEET