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Adverian’s Astral Annex

By Mitchell Cooper
Adverian’s Astral Annex
A collection of resorces for players and
dungeon masters from across the multiverse
Dear reader,

You have my thanks for acquiring this volume of my own personal observations and musings on
the multiverse and those who inhabit it. These observations come from over a decade of first hand
experience, observation, and adventure, and it is my hope that what I have discovered will be of
use to you and yours in your own extra-dimensional endeavors.

-Your humble guide


Adverian Skyborne, Archivist and Adventurer

Special thanks to:


Gwen,
Petter,
Erik,
Bjorn,
Myles,
Kev,
Kevin,
Gabby,
Manuel,
& John
For being great players, and all the feedback.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft,
Eberron, the dragon ampersand, Ravnica and 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.

This work contains material that is copyright Wizards of the Coast and/or other authors.
Such material is used with permission under the Community Content Agreement for
Dungeon Masters Guild.

All other original material in this work is copyright 2019 by Mitchell Cooper and pub-
lished under the Community Content Agreement for Dungeon Masters Guild.

1
Contents
Extra-Planar Peoples. Universal Feats.
The Misbegotten p.3 Metamagic Dabbler p.20
The Nephilim p.5 Weapon Expertise p.20
Weapon Mastery p.21
Extra-Planar Archetypes. Obsessive Invention p.21
The Myrmidon p.7
The Spell-Rager p.8 Skill Encoutners.
The Archivist p.10 Skill Encounters p.21
The Outrider p.11 Setting up an encounter p.22
Spells in Skill Encounters p.22
Extra-Planar Spells. Roll Dificulty and p.22
Player creativity
Spell list p.13 Skill Encounter Difficulty p.22

Table
Racial Feats. Skill Encounter Xp Table p.22
Airborn Skirmisher p.15 Optional Rule: Pure RP p.23
Mortal Transendance p.15
Inherit Brutality p.15
Trampler p.15 Extended Backgrounds.
Ambush Predator p.16 Extended backgrounds p.23
Extreme Transformation p.16 Mannaging Investments p.32
Natural Attunement p.16
Djinn’s Fortitude p.16
Elemental Bleed. p.16 Extra-Planar Adversaries.
Greater Gith Psionics p.17 Animated Swordsman p.33
Cunning Cowardice p.17 Cavalier p.33
Mountain’s Strenght p.17 Commander p.34
Martial Expertise p.17 Footman p.35
Born Commander p.17 Combined Creatures p.35
Natrual Trickery p.17 Iron Rider p.36
Draconic Heritage p.17 Greater Mimic p.37
Crushing Charge p.18 Killer Column p.38
Carnivorus Glutting p.18 Mistral p.38
Unshakable Willpower p.18 Muck-Minder p.39
Fiendish Might p.18 Pyroclast p.39
Cosmic Fumble p.18 Ungrounded p.40
Greater Transformation p.19 Quagmire Maw p.40
Flexible Shifting p.19
Preserved Progress p.19 Magic Items.
Extended Tampering p.19 Template Weapons p.41-43
Improved Claws p.19 Bag of Hens p.43
Master of the Sea p.20 Horn of Plenty p.43
Reasoned Resoursefulness p.20 Potion of Vitality p.43
Yuan-Ti Sorcery p.20 Wand of Elements p.44
Serpentine Transformation p.20 Rod of Returning p.44
Passing Pouches p.44
Broach of Whispers p.44

2
Extra-Planar Peoples
While I am certain that many of you readers are well Cosmic Orphans
awate of Tieflings, Aasamar, and Genasi, these races It is rare for a misbegotten to know who exactly their
are not the only peoples results of affairs between the fiendish ancestor is, and even rarer for one to have met
peoples of the Upper and Inner Plains. The union of a them. This is often for the best, as the misbegotten’s
mortal and a feind or celestial can sometimes feindish parent would indefinitely seek to control,
create strange results, mortals with features and transform, or destroy their offspring for some
powers strongly resembling that of their Upper or nefarious purpose. As such, Misbegotten are usually
Lower Planar parantage that goes far beyond the skin born orphans and urchins, their strange features
tones and horns of a Tiefling or the uncanny perfection confused as signs that they were born of some other
of an Aasamar. These hybreds are hardly what I would race, or not manifesting until the end of the
call a race, as their distinctive features quickly fade or adolescence. The truly lucky misbegotten are born to
intencify with further breeding to the point of cults escapees, or rescued from dark forces shortly
vanishing into their parent races after a few after their births by adventurers or foes of the fiend
generations. Still, I have encountered enough with kind hearts, raised far from their progenitors
people who fit into these patterns to put a name to influences. The acceptation to these rules are the
their groups: The Misbegotten and The Nephilim second or third generation misbegotten, those who
are born as grandchildren to the denizens of the hells,
The Misbegotten though such lines only typically last a few generations
before the becoming a line of Tieflings.
The misbegotten are the children of fiends and other
such beings from the lower planes, born with more
potent or closely related fiendish blood than found Misbegotten Traits
in most Tieflings. Misbegotten often refer to them- Your misbegotten character has the following traits in
selves as Misfires, as a sign of rebellion or attempt to common with all misbegotten:
size their heritage and identity form their ancestry.
While no two Misbegotten look exactly alike, due to a Ability Score Increase. Your Constitution score
wide range of potential sires, their infernal ancestry is increased by 1
unmistakable to those with the knowledge to recognize Age. A Misbegotten’s life span can vary by a great
the signs. deal, however their feindish blood affords them a life
much longer than a normal humans, coming to age at
about 16, and living between 300 to 500 years.

3
Feindish appearance
No two misbegotten look alike, they are born with a normal human body adorned or warped into a reflection of
their mixed heritage. A young misbegotten woman may have the brown skin and soft features of their mother,
but green scales growing from their shoulders down to the back of their arms and barbs jutting from their
elbows and knees. That same girl’s twin brother might have a single smoking cyclopian eye, the legs of a goat, and
the horns of a green dragon. Such is the unpredictable nature of the feindish blood manifesting in their bodies.
The table below has several common destinctive features for you to use on your misbegotten character.
Common Devilish Heratige Demonic Heratige Yugolothic Heratige
Clawed Hands Dragon Like Horns Goat Like Horns Reptilians Eyes
Animal Like Snout Bony Spines Glowing Eyes Anamalistic Ears
Tails Scaled Skin Patches or Full Body Fur Bony Talons
Vestigial Wings Smoldering Features Bestial or Goat like Legs Neelde Teeth

Alignment. Contrary to popular belife, the feindish Devil’s Tongue: you can communicate telepathically
blood posessed by misbegotten has no bearing on their to any number of target creatures within 30 feet of you,
good or evil potential, however, their devil, demon, or but may only communicate through languages you
Yugoloth parantage does tend to have an influence on understand.
their chaotic or lawful nature. Devil’s Sight: your dark vision is unaffected by
Size. Misbegotten can vary wildly in size, with magical darkness
heights between 4 and 8 feet tall. However all
Misbegotten are Medium creatures. Demon spawn
Darkvision. Your feindish heratiage allows you to Your feindish parantage hails from the Abyss itself,
see even with the slightest light. You can seedim light their blood has made you stronger, more vigorus,
within 60ft. of you as if it were bright light, and in larger than most of your peers, and perhaps a bit blunt
darkness as if it were dim light. when dealing with others.
Skills. Your heratage has left you predisposed Ability Score Increase. Your Strenght score
to certain skills, pick two of the following: increases by 2
intimidation, persuasion, religion, arcana Damage resistance. You gain a resitance to
Damage resistance. You have advantage on saving Lightning damage
throws against poison, and you have resistance against Natural Weapons. You have retractable claws that
poison damage deal slashing damage equal to 1d4 + your Strength
Languages. You know common, and your choice of modifier.
infernal or abyssal. Demonic Vigor: You can tap into your demonic
Subrace. There are three main subraces of blood, granting it further influnce over your body.
Misbegotten, each based off of the character’s Feindish Once per long rest, you may spend a bonus action and
heratage. transform your body, growing slightly in size and
Choose one of these subraces. enlarging your claws. You gain your curent level in
temporary hit points and deal and aditional 1d6
Devil spawn necrotic or fire damage when you make an attack with
Your feindish parantage hails from the nine hells, a your claws. This tranformation ends after 10 rounds,
wicked and laweful being no doubt, its blood has made after wich you loose all remaining temporary hit points
you naturally more inclined to manipulation, cunning, gained from this feature.
and clear sightedness.
Ability Score Increase. Your Charisma score
increases by 2
Damage resistance. You gain a resitance to Cold
damage

4
Yugoloth spawn
Your feindish parantage comes from the the blood rift.
Their blood has the least influence over you compaired
to your fellow Misfires, though it has left you with a
greater wit and intelligence, and perhaps some more
mercantile urges than your peers.
Ability Score Increase. Your Intelligence score
increases by 2
Damage resistance. You gain a resitance to Acid
damage
Feindish Slip: You share in a limited version of your
parent’s teleportation ability; as a bonus action, you
may teleport to any unoccupied location you can see
within 30 feet of you along with any equipment you are
wearing or carrying. This does not invoke an attack of
opportunity. Once you use this action, you may only use
it again after a long or short rest.

The Nephilim

Often confused for Aasimar, the Nephilim are the direct


result of a union between a celestial being and a mortal.
Where the aasimar is a mortal touched with the
power of Mount Celestia, gifted a divine guide, and
some sort of pre-ordained destiny; a Nephilim is a
mistake, an accident, and often one that the heavens
seek to have swept under the rug. They are strange
beings to behold, with their celestial ancestry
manifesting in what some would say monstrous ways, to
whit some would confuse the heavenly born beings as
the feindish spawns of hell.

Celestial Mistakes
According to cosmic designs: a nephilim should never
come into being. It is a rare thing indeed for a Nephilim
to be created on purpose. Young nephilim are usually
vaguely aware of their parentage, ether through the
awestruck stories of their mortal mother or father, the
ramblings of local holy authorities, or perhaps a direct
meeting with them during their youth. All nephilim
meet their celstial parantage around the time they reach
psyical maturity and their abilties manifest. This is
rarely a good thing; as the nephilim is the result of a
celestial’s indiscretion. The fate of the nephilim is often
left to the design of that celestial; and such beings take
the existence of their volatile unrestricted-prodgeny
with a seed of their own vast power very seriously.

5
Otherworldly Features
Outward apperainces are by far the easiest way to tell an aasimar and nephilim appart from one and other.
Aasimar are born as beautiful radiant-beings that could easily be mistaken for a human or a half elf, a nephilim
on the other hand is a creature of awe, that can at times be confused for a teifling or a misbegotten. While no two
nephilim look exactly alike, they tend to be slightly taller than humans, and about the same weight, with a
number of strange and striking characteristics inherited from their inhuman parentage. Nephilim commonly
have regular mortal skin tones, hair, and eye colors, though it is not uncommong for one to be born with skin or
eyes the color of gold, silver, jade, or marble, or any number of exotic hair coloratioms.
Celestial Features. Most Nephilim will exhibit two or three of these quirks, you may roll on it as many times as
you like, or create further celestial traits for your own Nephilim.
1 Vestigial feathered wings, pure white, gold, or like that of a tropical bird
2 The tail of a lion, bull, or feathered serpent
3 Pupilless Eyes that seem to be made of fire or shifting colored light
4 A lion like mane that grows around the neck to just above the shoulder
5 Hair with the color and movement of an open flame
6 The legs of a bird of prey or bull
7 A face like that of a lions
8 The horns of a bull
9 Golden scales that grows up along the back and shoulders, and down the back of the arms
10 Roll on this table again using 1d3, you have two sets of that quirk, 4 wings, 2 tails, 4 eyes
Forced Heroics Alignment. Your celestial ancestory has no real
As beings that are typically good and often lawful, the bearing on your alignment, though interferance from
parents of nephilim look upon their children and their your divine parent often pushes nephilim to good, or
descendants in one of two ways: as a problem to solve, chaotic alignments
or an opportunity. This scrutiny tends to fade and fall Size. You have the same height and weight range as a
off as generations of nephilim pass, but it never truly normal human.
vanishes. The closest thing to a normal life a nephilim Darkvision. Your celestial nature means that natural
can hope for is that within the service of a church darkness means little to you. You can see in dim light
dedicated to their parent’s master; and even then they within 60 of you as if it were bright light, and in
will be beset by trials and tribulations. Most likely, a darkness as if it was dim light.
nephlim will find themselves forced out into the life Innate Spellcasting. You know the spare the dying
style of an adventurer, as their parent will beset them cantrip, at 2nd level you learn the cure wounds spell;
with misfortune, trials, and disaster; pitting their which you may cast once a day as a level 1 spell, and
descendants against the monsters and the wicked of at 3rd level you learn the flame blade spell; which you
the world in an attempt to have the nephilim die, or may cast once a day as a level 2 spell. Your charisma is
some how prove themselves worthy of life. the spellcasting modifier for these spells. You may cast
these spells without material components.
Nephilm Traits Celestial resistance. You have advantage on saving
Your Nephilim character has the following traits in throws against fear, exauhstion, and charm effects, and
common with all nephilim: you have resistance against radiant damage
Ability Score Increase. Your Chaisma and wisdom Languages. You know common, and celestial
score are increased by 2, and you increace your choice Divine Interference. Whenever you roll a natural
of Strenght or Constitution by +1 20 on an attack roll, saving throw, or ability check;
Age. Your celestial blood has made death a stranger roll 1d10, on a 1, this ability activates and you replace
to you. You mature at the same rate as a human, but the result on the d20 with a 1, if you roll a 2 or higher
once you reach adulthood you will never show any nothing happens. This ability can only activate once
further signs of aging, but will die of natural causes per long rest.
around when you reach 700.

6
Extra-Planar Archetypes
During my travels across a myriad planes of existance I have ecnontered countless people who were truely
unique. However, as my travels continued I have found echos and patterns of these unique individuals in the
poeple I have continued to meet. Of these patterns and echos I have discovered, I present you four:
The Myrmidon, The Spell Rager, The Archivist, and The Outrider.
Myrmidon Features.
Fighter Level Feature
3rd Weapon Expertise (1), Work Fast
7th Put Them Down
10th Weapon Expertise (2)
15th Get It Done
18th Weapon Expertise (3), Master Your Art

Weapon Expertise:
As a Myrmidon grows in skill and experience, so to do
they develop a mastery over the weapons they use the
most. The Myrmidon pick up a small repertoire of
weapons which they have unparalleled skill with, gaining
such mastery of their chosen weapons that one could be
excused for mistaking it for magic.
The Myrmydon At third level, when you gain this feature, choose a
Fighter single type of weapon; you gain expertise in this
weapon and a gain +1 to attacks and damage rolls
During my travels across across the planes I have been made with this weapon. At 10th and 18th level, the
acompanied by a great number of warriors, and while it Myrmidon gains expertise in an additional weapon.
pains me to admit it, one of the strongest was a
boastful Half-Orc by the name Lorzab Nar. Nar, was Work Fast.
would regularly brag about the history and tenacity of Speed is just as important to the Myrmidon as brute
the of the warrior tradition he trained under; an ancient force or endurance; after all, the quicker you put the
order of mercenaries called the Myrmidons. According to enemy down, the quicker you can move on to the next
Nar, they had an unyielding tenacity and unparalleled job.
mastery the arts of battle. Having witnessed Mr. Nar’s At 3rd level when you gain this feature, you may use
prowess first hand; I would say he was exaggerating, a bonus action to make an attack with a weapon you
though not by much. have expertise in.

Myrmidons were origonally a profesional army who Put Them Down.


refused to give up arms after the fall of their home land, When a Myrmidon takes a contract, they are
and instead turned to mercinary work. After several committing themselves to its completion, regardless of
centuries, they developed a reputation for always what the world throws at them. To that end, they have
compleating their contracts, no matter what. Once the developed a brutal efficacy when cutting down any
contract was taken, the myrmidon would get the job obstacle in their way.
done. They earned this reputation mostly thanks to a At 7th level when a you wield a weapon which you
unique school of fighing. Where most fighters learn how have expertise in, roll one more of the weapon’s
to use a wide range of weapons and hoan their skills damage dice when you deal damage, and remove the
with a smaller sub-group of them, myrmidons select one lowest resulting die. If you roll a critical hit, roll two
or two weapons, then gain such an unparaleled mastery dice instead, and remove the lowest two dice.
of them, that some belive that they are empored by some
sort of battle magic when they fight

7
Get It Done. Spell Rager Features.
Those who have fought a Myrmidon before are well Barbarian Level Feature
aware of not only how hard it is to put one down;0 but 3rd Spell Casting, Focused Fury
how doggedly they pursue their task 6th Ritual Weapon
At 15th level, when you use your second wind feature,
10th Swift Casting
you may spend a number of hit dice to regain
additional hit points as if taking a short rest, you do 14th Spell Rage
not add your constitution bonus to hit dice spent this Spell Casting.
way. Additionally, the Myrmidon recovers an When you reach 3rd level, you gain the ability to cast
additional number of hit dice equal to half their spells, see chapter 10 of the player’s handbook for the
proficiency bonus during a long rest. general rules of spell casting and chapter 11 for the
druid spell list.
Master Your Art.
So complete is this Myrmidon’s mastery of their armory Cantrips.
that any weapon in their hands is as devastating as one You learn 3 cantrips of your choice from the druid spell
their peers spent years honing their skill in, while those casting list, you learn an additional cantrip of your
they have mastered become truly awe inspiring choice at level 10.
instruments of battle.
At 18th level, when you use a weapon you have Spell Slots.
expertise in, you may attack twice when using their The Spell Rager spell casting table shows how many
Work Fast feature, additonally, you no longer remove spell slots you have to cast your spells of 1st level or
the lowest damage die rolled from your Get it Done higher. To cast one of these spells, you must expend a
Feature. Finally, when weilding a weapon you do not slot of the spells level or higher, you regain all
have expertice in, you recive a +1 to damage and attack expended spell slots when you finish a long rest.
rolls made with that weapon.
Spell-Rager Spellcasting.
The Spell Rager Barbarian Cantrips Spells 1rst 2nd 3rd 4th
Barbarian Level Known Known
3rd 3 3 2 - - -
Often times when adventuring across worlds, the lines 4th 3 4 3 - - -
between established patterns blur and bleed together. 5th 3 4 3 - - -
Knights who fling arcane fire, warlocks who wield the 6th 3 4 3 - - -
power of the divine, monks with the countenance and 7th 3 5 4 2 - -
style of thugs, and barbarian warriors with a sagacious 8th 3 6 4 2 - -
calm and the power over nature like that of a druid. I
9th 3 6 4 2 - -
speak of specifically an encounter with a man calling
10th 4 7 4 3 - -
themselves a ‘Spell Rager’.
11th 4 8 4 3 - -
A Spell Rager is a barbarian who’s rage is more akin to 12th 4 8 4 3 - -
a spiritual trance; one’s strain, self, and pain melt away 13th 4 9 4 3 2 -
into a focused quiet fury. Some believe it is this 14th 4 10 4 3 2 -
distinction is what lets the Spell Rager retain their spell 15th 4 10 4 3 2 -
casting abilities while in the heat of battle. Others think 16th 4 11 4 3 3 -
it is a matter of how the Spell Rager prepares their spells, 17th 4 11 4 3 3 -
that their rituals allow them to eschew the portions of
18th 4 11 4 3 3 -
spell casting that are impossible when one is frothing at
19th 4 12 4 3 3 1
the mouth and swinging an axe. Regardless of how, the
20th 4 13 4 3 3 1
results are a devastating whirlwind of magic and might.

8
Spells known of 1st-level or higher.
You know three 1st-level level druid spells of
your choice. The spells known column of the Spell
Rager Spellcasting table shows when you learn more
druid spells of 1st-level or higher. Whenever you gain
a level in this class, you can replace one of the druid
spells you know with another spell of your choice from
the druid spell list. The new spell must be of a level for
which you have spell slots.

Spellcasting Ability.
Wisdom is your spell casting ability for your Druid At 6th level, the Spell Rager learns a powerful ritual to
spells, since your magic draws upon your ability to bond themselves and their magic to their weapon of
maintain some semblance of a level headed calm choice. You may perfom this ritual any time during a
under extreme circumstances. In addition you use long or short rest that you have your weapon of choice
your wisdom modifier when setting the saving throw in your posession.
DC for a druid spell you cast and when making an
attack roll with one. Once the ritual is completed, the you and the weapon
share a mystical bond. This bond allows the you to use
Spell save DC = 8 + your proficiency bonus + your the weapon as a spell casting focus. While weilding this
wisdom modifier weapon you may ignore the verbal and somatic com-
Spell attack modifier = your proficiency bonus + your ponents of your spells. This weapon counts as magical
wisdom modifier for the purposes of overcoming resistances, and you
may summon it to your hand from anywhere on the
Focused Fury. same plane of existance as an action. You may have up
What sets the spell rager apart from other frothing to two ritual weapons at once, the binding ritual fades
barbarians is not only their spell casting talents, but from your oldest ritual weapon if you ever decide to
their ability to maintain something resembling a level perform the ritual on third weapon. Finaly, you may
head, even when whipped into a frenzy. substitute your strenght modifier for your wisdom
Starting at 3rd level when you choose this path, you modifier when making a spell attack roll, if you do so
enter a focused state when you rage. The Spell Rager while raging, you add your rage damage to the spell’s
does not loose the ability to cast or concentrate on damage roll.
spells while raging, additionally, your rage continues as
long as you are maintaining concentration on a spell. Swift Casting.
Eventually, a spell-rager’s quiet fury allows them to skip
Ritual Weapon. several otherwise vital steps in the spell casting process,
Part of what makes a spell rager so dangerous is their allowing them to hurl magic at in fractions of their
arcnae ties to their weapons. using a simple ritual they normal casting time.
some how mannage to imbune their weapon with the Starting at 10th level, while raging you may cast one
fury and magic that courses through them, making their spell a round with a casting time of one action as a
spells actually hit harder. bonus action, including spell attacks.

9
Spell Rage. The Archivist
Finally, a seasoned spell-rager’s quiet fury bleeds from a Wizard
simple state of mind, to an active magical force,
empowering the magical energies that the spell-rager On a number of planes, where magic has become
casts while under its effect through the sheer force of prevalent through the the existences of true collages of
their unbridled rage. magic and spellcaster’s guilds, there often appears a
Starting at 14th level, while raging, if you cast a spell curious specialization of magic that certain wizards,
that deals damage to any number of targets, or forces such as myself, choose to explore. I speak of the keepers
an number of targets to make a saving throw, you add of archives, records, and valuable tomes; The Archivists.
your rage bonus to the difficulty of that saving throw, While some scoff at such wizards, believing them to be
and to each damage die rolled by the spell. little more than librarians with incidental magical
ability, the power of the Archivists dose not just lie
between dusty shelves of ancient lore, but in their
ability to reproduce said knowledge, and the flexibility
that grants.

Archivist Features.
Wizard Level Feature

2nd Encyclopedia Magica, Archivists Caution


6th Insightful Casting
10th Perfected Transliteration
14th Boundless Insight

Encyclopedia Magica.
Arguably the most important tool in a wizard’s arsenal is
their spell book; for without these venerable tomes of lore
a wizard would be little more than any petty dabbler
in the arcane. Archivists are no different in this regard,
however we recognize the potential of our spellbooks
apply our knowledge to them in ways other wizards
would believe impossible. Through a series of
modifications, incantations, and enchantments we
transform our spell tome into a book of unique and
unparalleled utility: The Encyclopedia Magica, a spell
book capable of recording and imparting the spells of not
only wizards, but of all spell casters.
When adopting this arcane tradition, you modify your
spell book to record spells from outside of the wizard
spell list, turning it into an Encyclopedia Magica. You
may record any spell within your tome the same way
you would with a wizard spell, spending 2 hours and
50 gold pieces per level of spell being recorded into the
book. You can learn these spells from spellscrolls, spell
books, and from the tutelage of your fellow
adventurers. When learning from an adventuer, they
must actively teach your charcter the spell as you
record it in your spellbook

10
You may only memorizing a handful of these non At 10th level you may spend an insight point when
wizard spells each day, and having to expend extra casting a spell in order to raise the effective level of that
arcane energy to conjure these spells. When you spell by one. You may use this feature on a spell that
prepare your spells each day, you may prepare a you have already used an insight point to cast, or cast
number of non wizard spells recorded in your at its listed spell level. You may not use this feature to
Encyclopedia Magica equal to your proficiency bonus. cast a spell at a 10th level spell slot.
These spells count toward the number of spells you can
prepare for the day. Boundless Insight.
When you cast your non wizard spells, these spells A master archivist has studied the secrets of the arcane,
count as one spell level higher than their listed spell divine, natural, and mythic to the point in which their
level. insight in the arts of spellcasting seems boundless.
At 14th level your insight pool increaces to your
Scribe’s Caution. proficiency bonus + your intelligence bonus,
Copying and perserving spells, scrolls, and artifiacts additionally, you now regain your spent insight points
instills a delicate touch in archivists when handling on a long or short rest.
limited use magic items. This caution eventually allows
an practiced archivist to quaff a potion or use evoke a The Outrider
spell-scroll more than once. Ranger
At 2nd level you may activate a spell scroll or a potion
once and gain its full effects without exhausting the When exploring new lands, it is good practice to
item, however, once you use the item, you are the only employ an expert in the local terrain. When traveling the
person capable of making use of it’s second charge. planes this is often vital, and your best option is to seak
out the services of a ranger. Of the rangers I that have
Insightful Casting. been my guides, Outriders have always been my perfered
Soon after creating an Encylopedia Magica, archivists choice. These rangers come from no one singular order,
develop a keen insight into the nature of spells and their but all have one thing in common; a remakable kinship
encyclopedia magica. This insight allows the archivist to with their remarkable mounts. Together, the skilled rider
brake through the inherit limitations of casting outsider and the impecable steed create a flexable and
spells, and even enhance their ability to memorize and powerful unit, which can protect and guide you through
recall spells from their tomes. any terrain.
At 6th level,you gain a pool of Insight points equal
to your proficiency bonus. You regain these Insight Outrider Features.
points when you finish a long rest. When you cast a Ranger Level Feature
non wizard spell from your Encyclopedia Magica, you 3nd Outrider Magic, Faithful Steed, Forward Scout
may spend an insight point to cast it at its listed spell
7th Transfigured Steed
level instead of expending a spell slot that was one
level higher. You may also expend an insight point to 11th Crushing Charge
cast a Wizard spell you have not prepared as if you had 15th Versatile Cavalry
prepaired it, spending your spell slots as normal. Your
isnight pool regains all expended points when you Outrider Magic.
finish a long rest. Starting at 3rd level, you lean an additional spell when
you reach certain levels in this class, as shown in the
Perfected Transliteration. outrider magic table. The spells count as ranger spells
Eventually an archivist’s ability to transcribe spells goes for you, but do not count against the number of spells
beyond that of a regular wizard’s, allowing them to in- you know.
scribe and memorize perfected versions of a spell. These
perfectly transcribed spells can be cast with far greater
power than normal.

11
Outrider Magic Spells. Forward Scout.
Ranger Level spell When traveling with an outrider you should only expect
3rd Expeditious Retreat to get to know them while camping for the night. That is
7th Enhance Ability because, as their name would imply, they ride out, ahead
of the group by some distance to expertly guide their
10th Elemental Weapon
charges and scout out dangers ahead of time, free of any
14th Polymorph and all distractions.
17th Mislead At 2nd level you gain the ability to ride ahead of your
allies by at least 120 feet, freeing yourself from their
Faithful Steed. distractions while staying close enough to shout
The one thing that sets an outrider apart from their directions back toward them. While doing so, you gain
peers is their steed. The one thing that sets that steed the benefits of one of the bonuses from the Natural
apart from its peers is their outrider. As the outrider and Explorer feature as if you were traveling in your
their steed train, travel, and battle together, their favored terrain. If you are traveling within your favored
connection deepens and both grow in strength together. terrain and still choose to travel ahead of your allies,
At 2nd level you gain the ability to cast the Find Steed you are able to find the best possible path and
spell once per long rest without the use of a spell slot. several shortcuts each day; doubling your
The creature summoned this way gains an additional group’s travel speed.
number of hit dice equal to your level, and uses your
proficiency bonus when it rolls ability checks, saving
throws, or attacks that it is proficient with.
Additionally, when you gain an ability score
improvement you may raise any of your steeds ability
scores as if it had also gained an ability score
improvement. As a bonus action, you may have your
mount spend its reaction to take the attack action.

12
Extra-Planar Spells
Transfigured Steed.
An outrider’s bond with their steed is not just some Spell List
simple kinship like a boy and their dog. It is a real,
magical effect, that can alter the beast in strange and Thunderous Strike
magnificent ways. Druid, Bard, Sorcerer
At 7th level your bond with your steed has advanced evocation cantrip
to the point where you can magically modify its form. Casting Time: 1 action
You may choose to grant your mount one of the Range: 5 feet
following features, and an additional feature at level 11 Components: V, S
and a third at level 15. Duration: Instantaneous
• Your mount grows a pair of magnificent wings, You charge your hand with sonic energy, and lash out to
giving it a fly speed equal to its movement speed strike at a creature within range, your blow echoing with
• Your mount gains the power to shrink down in size, the boom of a lightning strike.
allowing it to traverse tigher spaces. As an action Make a melee spell attack against the target: if the
your steed may shrink down one size category and attack hits, the creature takes 1d10 thunder damage,
gain a +2 to its AC. and if it is large or smaller it is pushed away from you
• Your mount gains the ability to grow in size and by 10 feet. If the target collides with a solid surface, the
might. When grown your steed adds 1d6 to its creature takes 1d6 bludgeoning damage for every 10
damage when it hits with an attack. feet the target would have moved if it had not hit the
• Your steed grows gills and a webbed tail, it gains a surface.
swim speed equal to its movement speed and ig- At Higher Levels. The distance the spell pushes a target
nores all penalties for underwater combat increases by 10 feet when you reach 5th level (20 feet),
• Your steed has become far more intelligent, and 11th level (30 feet), and 17th level (40 feet).
capable of supporting you and your group. Increase
your steed’s intelligence to 10, it learns to understand Banish Filth
a language of your choice, and gains proficiency in Wizard, Bard, Cleric
the stealth, perception, or intimidation skill. 1rst Abjuration level spell
Casting Time: 1 action
Crushing Charge. Range: 5 feet
A skilled outrider’s mount is hardly just a companion or Components: V, M (feather duster)
means of transit, it is among their deadlist weapons. Duration: 1 minuet
At 11th level, as a bonus action, you may have your A common spell taught to neonates and initiates of some
steed may move up to it’s movement and make a single magical ability, this spell is used in situations where pres-
attack against another creature. If the Steed moved up tidigitation would fall short in cleaning power.
to 20 feet and succeeded in its attack, it deals an For the duration of the spell, you can remove all filth,
additional 2d6 damage and forces the creature it hit detritus, gore, bodies, and generally tidy up messes
to make a strength save (DC = 8 + the steeds strength with the flick of a wrist holding a feather duster in a 5
modifier +proficiency bonus) or be knocked prone. foot cube as an action. Disturbed and displaced items
are cleaned and returned to their last place they were
Versatile Cavalry. placed with purpose. All items, dirt, filth, bodies, and
Eventually an outrider and their steed become as one on gore removed by this spell will be teleported away to
the battlefield, capable of crashing through enemy lines the nearest trash heap or dumping ground within 10
and whipping away before they can receive any reprisal miles, or a single random location 1000 feet away if
as if they were riding on the wind itself. there is no such location.
You may spend your reaction to have yourself and your
steed take the disengage or dash actions.

13
Reconstruction transform into, any creature may make a wisdom
Bard, Cleric, Druid, Sorcerer, Wizard saving throw to try and see through your disguise, this
2rst Transmutation level spell wisdom save is done with advantage if they know you
Casting Time: 1 minuet personally.
Range: 5 feet At Hight Levels. You may effect an additional target
Components: V, S, M (Smiths tools, one pound silver per spell level spent beyond the 2nd.
bar worth 5gp consumed by the spell)
Duration: instantaneous Mystical Mimicry
This spell allows you to repair and restore damaged and Bard, Sorcerer, Warlock
even broken objects. You press the silver bar against the 1rst level Evocation spell
broken item before pounding it with a blacksmiths Casting Time: 1 action
hammer, pouring magical energy into the hammer Range: self
through into the silver and the object. Components: V, S
With a single casting of this spell, you repair up to 10 Duration: concentration 1 minuet
cubic feet of damage, restoring the object or structure by copying the movements and verbal components you
to a quality comparable to when it was first created. have witnessed used by another spell caster, you pour
Reconstruction can repair any single item or structure power into the wave to overcome your limitations in
that has not been completely destroyed, reduced to knowledge and domain.
rubble, or destroyed with a disintegration spell or For the duration of the spell you may cast any cantrip
having been submerged into lava. This spell can repair you have seen cast before as if you knew it as a first
damaged magic items, but will not restore their level caster. This cantrip uses your spell casting
enchantment. When cast on a construct this spell has modifier for attack, damage, and saving throws.
the same effects as a cure wounds spell cast at 2nd At Higher Levels. When casting this spell with a 3rd
level, or a lesser restoration spell. level spell slot the duration increaces to 1 hour and the
cantrip is cast as if you were a 5th level caster. When
Ludok’s Consistant Concealment casting this spell with a 6th level spell slot the duration
Bard, Warlock, Sorcerer, Ranger increaces to 8 hours and the cantrip is cast as if you
2rst Illusion level spell were an 11th level character. When cast at 9th level, the
Casting Time: 1 minuet duration increaces to 24 hours, and the cantrip is cast
Range: touch as if you were a 17th level character.
Components: V, S, M (a mask)
Duration: 8 hours Contingency Spell
This spell was created by the Ranger Ludok to blend in Cleric, Druid, Wizard
among populations that less welcoming to half elves, 3rd level Conjuration spell
transforming his features to appear as if he was simply Casting Time: reaction
born as another humanoid race. Range: self
This spell allows you to transform your apperance to Components: V, S
that of another humanoid race. You can appear one Duration: Instantaneous
size category larger or smaller, change the color and Life can be difficult for a spell caster at times, knowing
texture of your skin, appear to grow feathers, fur, tusks a spell for every situation is all well and good, but it
or scales, and change any other detail of your doesn’t matter if you don’t have them prepared when the
appearance to match the common features of your time comes.
chosen species. Your cloths and equipment will match When you cast this spell, you may prepare a new spell
your new form, but be of a similar cut, quality, and list for the remainder of the day as if you had taken a
style. Even when transformed, you will still be long rest. You do not recover any expended spell slots,
recognizable to those familiar with you. Regardless of and may still only prepare spells as your spell casting
what race you class permits. If you have mutli-classed, you may
prepare both classes spell lists.

14
Racial Feats
Ludok’s Tilling Wave Racial Feats
Wizard, Druid, Ranger
2nd level evocation spell
Airborn Skirmisher.
Casting Time: 1 action
Aaricocra
Range: 25 feet
You have learned to make the most of your airborn
Components: V, S, M
abilities, striking out and fading back before an enemy
Duration: Instantaneous
can react. You gain the following traits:
Created by the Ranger Ludok, this spell was meant to
• You may wear medium armor, however, it reduces
aid those who had suffered losses to bandit and monster
your fly speed to 30 feet.
raids, while slaying those who would cause such
• When you use your action to dash, enemies may
suffering en-mass.
not use attacks of opportunity against you.
You Strike the earth with a hoe, shovel, or other iron
• Once per short rest, you may make a single attack
digging implement causes 5 waves of force to erupt
and immediately use your bonus action to disen-
evenly spaced 5 feet apart from each other, centered at
gage.
the caster. These waves shoot down directly away from
the caster for the spell’s range, tilling loose soil, and
leaving gouges in harder surfaces in a 25 square foot Mortal Transcendence.
area. If the wave passes through a space occupied by a Aasamar
creature, that creature makes a dexterity saving throw, The divine nature of your being grows in prominence,
taking 2d10 force damage or half as much on a failed and you find its might comes to you with greater ease
save. Creatures larger than medium may be struck by and regularity, you gain the following traits:
multiple waves, and have disadvantage against this • You may activate your Radiant Soul, Radiant
spell’s saving throw. Creatures struck by more than one • Consumption, or Necrotic Shroud as a bonus
wave, take all the damage from the spell at once, action, and may dismiss it at will.
making only a single saving throw. Soil tilled by this • You may activate your Radiant Soul, Radiant
spell is more fertile than normal, and will be Consumption, or Necrotic Shroud a number of
automatically seeded if the caster throws a fist full of times equal to your proficiency bonus each long
their chosen plant seed into the air before casting the rest.
spell.
At Higher Levels. For every spell level spent past the Inherit Brutality.
first the spell creates two more waves of force and ex- Bugbear or Orc
tends the spell’s range by 10 feet. Violence and brutality is in your blood.
When you make a melee weapon attack, you deal one
extra die of your weapon’s damage when you hit with it

Trampler.
Centaur
You put the skill of a knight and their war horse to
shame each time you crash into battle. The damage of
your hooves are increased to 1d6 + your strength
modifier, and when you hit with your hoof attack
granted from your charge feature, you may force an
opposed athletics check to knock that creature prone
or shove them up to 10 feet away from you as you
trample them.

15
• A number of times equal to your constitution
bonus per long rest; when using your change
appearance ability you may increase or decrease
your size category to small or large
• When you are a large creature you gain a number
of temporary hit points equal to your character lev-
el and gain 5 feet of reach on melee weapon attacks
• When you are a small creature you may move
through any space occupied by a creature larger
than you

Natural Attunement.
Firbolg
Your connection with nature and its magics go beyond
that of most of your kind. You may cast the speak with
animals spell at will, and may cast pass without a trace
and animal messenger once a day as a third level spell.

Djinn’s Fortitude.
Genasi
Your elemental heritage has come to impact your body
\ more so than it used to, overriding a number of your
mortal limitations. You gain the following traits:
• You gain resistance to poison damage, and roll with
Ambush predator. advantage against effects which cause the poisoned
Bugbear condition
Your kind are natural born sneaks, string out against • You no longer need to eat, drink, or breathe, gain
the unsuspecting and unprepared; you have taken this the benefits of a long rest with 4 hours of
natural tactic and perfected it, slipping away to play an meditative rest
enemy like a fool with a second or third surprise attack • You gain dark vision, you can see in dim tight
in a row. You gain the following traits: within 60 feet of you as if it were bright light. and
• Increase your dexterity by +1 in darkness as if it were dim light. You can’t
• As a bonus action, you may attempt a feint to discern color in darkness, only shades of gray. If
distract and put an enemy off guard; you force you already have dark vision, you increase it’s range
a single creature that is withing 10 feet of you to by 60 feet.
make a wisdom save with a difficulty equal to 8 +
your dexterity and your proficiency bonus, on a Elemental Bleed.
failed save, your next successful attack against this Genasi
creature deal an extra 2d6 damage. Through some strange quirk of fate or heritage new,
your nature has bled over into anther element. Select
Extreme Transformation. one of the other three Genasi sub-races; you gain the
Changling ability modifier and features of that sub race. You do
Through extensive practice and exploration of your not become that sub-race, you are still your original
natural abilities to shape shift and change your sub-race.
appearance, you have gained greater mastery of your
transforming abilities than you ever thought possible
before. You gain the following traits:
• increase your dexterity or constitution by +1

16
Greater Gith Psionics. Born commander.
Gith Hobgoblin
One of the things all Gith have in common are their For most, pointing and yelling at some one is a poor
Psionic abilities, though they manifest differently example of leadership; you know that they just haven’t
among Githzerai and Githyanki, some more powerful yelled or pointed hard enough. After hitting an
abilities are common among both sides of these bitter opponent with a successful attack roll, you bark orders
enemies. You can cast the Feather Fall, Blur, Non- at an ally as a bonus action; an allied creature of your
detection spells once per day as part of your Githyanki choice within 60 feet of you may move up to its speed,
or Gitzerai psionics trait. without provoking opportunity attacks.

Cunning Cowardice. Natural Trickery.


Goblin Kenku
One might call your people cowards, another might Trickery and underhanded tactics come naturally to
appreciate their low cunning, both know just how you, in ways that go beyond your kin’s mimicry and
damned hard it is to kill you when you put your mind stealth. You gain the following traits:
to it. You gain the following traits: • Increase your dexterity or charisma by 1
• Increase your Dexterity or Intelligence by 1 • Once per short rest you may use your mimicry in
• Once per short rest, when you take damage, make tandem with simple voice throwing tricks, fooling
dexterity saving throw equal to half the damage an enemy to loose their composure for just long
rounded down or 10, whichever is higher; on a enough to strike. Choose a target who can hear
success, you halve the damage and may use your you, that target must make a wisdom saving throw
reaction to use your nimble escape trait. with a Dc equal to 8 plus your charisma modifier
and your proficiency bonus. On a failed save, you
Mountain’s Strength. gain advantage on all attacks against that target
Goliath until the end of your turn.
You are especially well adapted to the rough terrain
of your home land, and carry the strength it has given Draconic Heritage.
you wherever you go. You gain the following traits: Kobald
You gain resistance to Cold damage Its not unusual for your people to recive gifts from the
You gain proficiency with unarmed strikes. When you dragons they often worship, though usually this results
hit an enemy with an unarmed strike you deal 1d6 in a pair of wings, you have been given much more.
bludgeoning damage plus your strength bonus. You gain the following traits:
• Increase your Dexterity or Constitution by 1
Marital Expertise. • Once per short rest, you may use your action to
Hobgoblin exhale a blast of deadly dragon’s breath. The type of
Your people come from a culture of war, and you were breath weapon is based off of the dragonic
likely trained for battle from the moment you could ancestry table on page 34 of the Player’s
walk. You gain the following traits: Handbook. The color of your breath weapon and
• Increase your Strength or Constitution by 1 scales do not have to match, though a kobald some
• Gain proficiency with shields times shifts in color once they discover this ability
• Once per long or short rest, while you are within 5 and exercise it repeatedly. Each creature hit by this
feet of an ally you may deal an additional 2d6 attack must make a dexterity saving throw with
damage on a successful melee attack. a DC of 8 + your constitution modifier and your
proficiency bonus. Targets take 2d6 damage on a
failed save, and half as much on a successful one.
The damage increases to 3d6 at 6th level, 4d6 on
11th level, and 5d6 at 16th level.

17
that most folk are blinded by. You gain the following
features:
• You are immune to the Maze spell
• You gain proficiency in the perception skill and
wisdom saving throws. If you already have
proficiency in wisdom saving throws you gain
advantage against spells which require saving
throws.

Fiendish Might.
Misbegotten
Your hellish ancestry can grant greater gifts than you
previously thought, with practice and experience you
have learned to tap into its true potential. You gain
resistance to fire damage and the following traits based
Crushing Charge. off of your subrace:
Loxodon • Devil spawn: your devil’s tongue feature now
While barbaric, and certainly beneath you in most extends to 60 feet, and no longer requires the use of
situations, your tusks and shier size are not for just a common language for communication.
impressing people, they’re for putting impressions into Additionally, your dark vision increases by 30 feet.
people. On your turn, after moving up to 20 feet in a • Demon spawn: double the temporary hit points
straight line and hitting a large or smaller creature with you gain from your demonic vigor feature. You no
a weapon attack, you may force that creature to make longer loose these temporary hit gained from this
a strength save with a Dc equal to 8 + your proficiency feature at the end of its turn limit, and keep the
bonus + your constitution bonus, or be knocked prone. damage bonus to your claw attack as long as you
If you knock an enemy prone this way, you may retain these temporary hit points. You still loose
immediately make an unarmed strike against them these temporary hit points after a long or short
dealing 1d6 + your strength modifier on a hit as you rest, or when replaced by a greater source of
stomp on them from above. temporary hit points.
• Yugoloth spawn: You may now use your fiendish
Carnivorous glutting. slip feature an additional number of times each
Lizardfolk short rest equal to your intelligence
Your hunger is as mighty as it is terrifying. Once a per modifier, gaining a minimum of one more
long rest, as part of a short rest; you may devour the activation. Additionally, you may spend an
dead body of an edible creature you slew before taking additional activation to take a number of willing
the rest, recovering a number of hit points based on creatures within 5 feet of you up to your
the size of the creature. A small creature recovers 2d6 intelligence modifier along with you when you
hit points, a medium creature recovers 3d6 hit points teleport as part of the same bonus action.
plus your constitution modifier, and while you cant
finish eating a large or larger creature, eating from one Cosmic fumble.
will recover you 4d6 plus your constitution modifier. Nephilim
You have learned to deal with the interference of your
Unshakable Willpower. celestial fore-bearer in a creative manner. Once per
Minotaur day as a reaction; when a creature that you are aware of
Where most see a Minotaur and see a brute or a rolls a natural 20 on an attack, saving throw, or
savage, you understand that there is a sage wisdom to ability check, you may make the roll count as a natural
your people to temper the raw power and aggression 1 instead. This counts as an activation of your Divine
Interference feature.

18
Preserved Progress.
Symic Hybrid
Often times when the Symic Combine gets their hands
on a willing volunteer for modification, the alterations
can bulldoze what made the volunteer’s base species
unique in the first place. Luckily enough, your own
modifications made room for your original stock’s
unique strenghts. You gain one of the following fea-
tures:
• Elven Base: You gain the Fey Ancestory and
Trance traits, gain proficiency in the perception
skill, and may take the Elven Accuracy feat as
described in Xanathar’s guide to Everything as if
you were an elf whenever you could gain an
additions feat.
• Human Base: Increase any one ability score by 1,
you learn any 1 additional language and skill and
tool proficiency of your choice, and you may take
the Prodigy feat as described in Xanathar’s guide
to Everything as if you were an elf whenever you
could gain an additions feat.
• Vedalcen Base: You gain the Vedalcen trait fea-
Greater Transformation. ture, and the Tireless Precision trait as described
Shifter in Guild Master’s Guide to Ravnica. You may also
Your transformation has matured and grown, harken- take the Reasoned Resourceful feat as described in
ing back to the transformations of your ancestry. You this book as if you were a Vedalcen.
gain the following traits based on your shifter subrace:
• Beasthide shifters gain an additional +1 ac and Extended Tampering.
1d6 hit points while shifted Symic Hybrid
• Longtooth shifters gain an unarmed strike with Either at your own insistence or the over zealous plans
their claws that does 2d6 plus strength or dexterity of your modifier, you have been made more than even
bonus in slashing damage while shifted your other peers in the guardian program would have
• Swiftstride shifters gain an additional 10 feet of expected. You gain one additional animal
moment while shifted. enhancement of your choice as if you were at 5th level.
• Wildhunt shifters imminently regain the use of You may not use this feat to gain a second instance of
their Mark the Scent feature when they shift, and the same animal enhancement.
may mark a number of creatures up to their
wisdom modifier when using their Mark the Scent
Improved Claws.
feature while shifted.
Tabaxi
You have honed your claws into tools that are truly
Flexible Shifting. something to behold. You gain the following traits:
Shifter • Increase your strength or dexterity by +1
For one reason or another your shifting abilities have • The climbing speed from your Cat’s Claws
begun to resemble that of other shifter bloodlines, and increases to match your walk speed
have embraced this quirk of fate to your benefit. You • Your unarmed strikes count as finesse weapons,
gain benefits of two other shifter subraces shifting and its damage die increases to 1d6.
feature.

19
Master of the Sea. Serpentine Transformation.
Trioton Yuan-Ti Pureblood
You are natural born leader, and can even train some- Once per long rest, as an action you may transform
one who has never seen the sea before to be at home into a man sized venomous snake. You choose if your
deep beneath the waves. You gain the following traits: armor and equipment meld into your body as you
• Increase your Charisma or Intelligence by 1 transform, or fall off into a heap. You retain all of your
• You increase your swim speed by 10 feet mental and physical stats, but loose the ability to speak
• Choose a number of creatures equal to your or wield weapons. You gain 11 temporary hit points, a
charisma bonus, each time you enter water deep 30 foot swim speed. You gain a bite attack with finesse
enough to swim: those creatures gain a swim speed that deals 1d6 piercing damage, on a successful hit:
of 30, and ignore any drawbacks caused by your target must succeed a constitution saving throw
underwater environments with a Dc of 8 + your constitution modifier and your
proficiency bonus, on a failed save the target takes 3d6
Reasoned Resourcefulness. poison damage, or half as much on a successful one.
Vedalken You may return to your origonal form as an aciton.
Prerequisite: The ability to cast at least 2 spells Universal Feats
Your people have an affinity for the arcane, perhaps its
your level heads and realistic minds, or some magical
Metamagic Dabbler.
resonance. Regardless of how, you have the ability to
Requirement: a single level in a spell casting class.
expend one arcane resource for the use of another.
You have studied the strange arts of meta-magic, the
Once per long rest, you may replace a spell you
magic of magic itself. Now, with some creative
prepared for that day with any one spell you know as a
application you can bend your spells to you needs.
bonus action.
When you first take this feat, you gain 2
metamagic options from among those available to the
Personalized Modification. sorcerer class, and a number of metamagic points to
War Forged fuel these options equal to your proficiency bonus.
You have done extensive tweaks and changes to your These metamagic points may not be used for the sor-
own physical form, fine tuning your body to better cerer’s flexible magic feature. When using the careful
fit who you have become, rather than what you were Spell and Empowered Spell features use your class’s
meant to be. You gain the following traits: spell casting ability rather in place of your charisma
• Increase any one characteristic by one modifier (unless charisma is your spell casting
• Gain proficiency in any skill, tool, language, or modifier). You may take this feature more than once,
weapon proficiency of your choice learning an additional 2 metamagic options an gaining
• Gain proficiency in any skill, tool, language, or and additional 2 metamagic points each additional
weapon proficiency of your choice time this feature is taken.

Yuan-Ti Sorcery. Weapon Expertise.


Yuan-Ti Pureblood You have studied and honed your skills with one
Your people are known for their cold blooded cruelty, particular weapon to the point of mastery. Choose a
and the esoteric magics that change them into what single weapon, you gain proficiency with that weapon
they are. You may or may not exhibit the former, but and the following benefits with the weapon:
you innately exhibit the latter. You learn your choice You gain a +1 to attack and dammage rolls with the weapon
of the acid splash or the poison spray cantrip, you may • When dealing damage with your mastered weapon,
cast the enthrall spell at level 2 once per day. You may you roll one more of the weapon’s damage dice, and
also cast the fear spell at third level once per day, your drop the lowest die from the damage roll.
charisma is the spell-casting ability for these spells. • As a bonus action, you may make a single attack
with your mastered weapon

20
Skill Encounters
Myrmidons taking this feature instead choose a single
weapon and add that weapon to the list of their Skill Encounters.
expertise weapons.
In dungeons and dragons we have a limited tool set for
Weapon Mastery. building challenges that are not focused around fight-
You have trained extensively with a number of ing. This can provide a problem, a the adventures we
weapons and styles, and gain the following benefits: run as dungeon masters and expect as players involve
• You gain proficiency in two weapons of your choice great journeys, tense chances, harrowing escapes,
• You learn a single fighting style from the Fighting cunning negotiations, and more: yet all we have to
Style feature of the Fighter class, you may not take model these scenes are ability checks, and perhaps a
the same fighting style twice. handful of relevant spells. These sorts of scenes dont
have established methods for rewarding xp, regard-
Obsessive Invention. less of how important these scenes could be to your
You have a devious intelligence about you; fussing story compared to killing monsters. For some Dms
with strange ‘inventions’ and contraptions. You gain this is not a problem, skill challenges might be enough
proficiency in tinker’s tools and alchemist kits. Once for them, or they may use milestone xp, making the
per long rest, so long as you have a tinker tool kit and missing reward system a non issue. However, a single
an alchemists tool kit, you may craft a number of the to overcome a challenge can leave your story stranded
following inventions each long rest equal to your if your players fail, using a series of rolls without a set
intelligence bonus with a minimum of 1, you may system can feel arbitrary, and milestone rewards incen-
make multiple copies of each invention, but may only tives your players to plow through your story to hit the
have a number of inventions prepared equal to your next milestone and leave smaller more nuanced work
intelligence bonus at once. You may expend one of along the wayside, since it wont help them get stronger.
your inventions as an action to make use of their A solution to this, is Skill Encounters.
effects. All saving throws imposed by your inventions
are equal to 8 + your int bonus + proficiency bonus. A skill encounter is a way to use the skill challenge
• The big bomb: when activated, make a Dc 13 rules to create nuanced and interesting situations that
Intelligence saving throw, on a successful roll you will reward your players and give mechanical structure
throw the bomb to any one location within 20 feet to different types of encounters that aren’t particularly
and it detonates, on a failure, the bomb detonates well supported by the game. On a basic level, a skill
immediately on your position. When the bomb encounter is a scene or situation where you challenge
detonates, all creatures within 20 feet of its location your players to gain a certain number of successful
must make a dexterity saving throw or take 1d10 + skill proficiency rolls, before accumulating a total
int bonus fire damage, and 1d10 thunder damage, number of failures. If your players succeed, they win
or half as much on a success. the encounter, get some xp based off of how many
• Gas sprayer: when activated, all creatures within a more successes they needed before they fail, and the
15 foot cone origonating from your position must story advances. If your players fail, then they gain less
make a constitution saveing throw or become xp, they take some sort of penalty, and the story ad-
poisoned for 10 rounds. Targets may repeat the vances down a darker or more difficult path. During a
save at the end of their turn to end the effects early. skill encounter, your players will take turns rolling skill
• Pain salve: when activated you spread this challenges, casting spells, and making saving throws
healing salve onto a willing creature, the creature to succeed. Once a player has used a skill, spell, or
may spend and roll one hit die, recovering the save, they can not use it again in the same way during
rolled amount + your intelligene bonuse in Hp. the encounter, as these abilities represent an extended
• Go-go juice: when activated, you temporarilly usage of those abilities, or a conversation where some
highten your reflexes and speed, you may one wont likely be fooled by the same tricks twice.
immideatly move as if you took the dash and
disengage action.

21
Setting up an encounter Roll Dificulty & Player creativity

The first thing you need for a skill encounter is a Never underestimate the creativity of your players, or
situation in your game that calls for one, this could be their ability to stretch the meaning of certain skill pro-
anything from a chase scene, a conversation, or even ficiencies or spells. The default difficulty for a skill roll
a wizard’s dual. You then define how difficult the skill in an encounter is 15, however, if your players choose
encounter is by setting how many successes are needed a particularly weird or outlandish method of playing
before the encounter fails. A standard challenging skill the encounter, like using their athletics skill to knock
encounter requires 4 successes before the participants down a ruin wall in a chase scene, you can adjust that
accumulate 3 failures. You then introduce the chal- difficulty up, or down depending on how likely you
lenge to your players, narrate the situation as normal, think they are to succeed. Additionally, if your player
and at the end, inform your players that they are in a comes up with a tactic that doesn’t have a skill associat-
skill encounter, and tell them how many successes they ed with it, like holding their breath and diving through
need to gain to win and that they have to be careful, as a bank of poisonous fog in an escape sequence, have
too many failed rolls will cause them to lose the chal- the player make a saving throw instead, in this case a
lenge, for added tension, omit the number of failed constitution save, and again set the difficultly based on
rolls they can gain before they loose the challenge. De- how likely they are to succeed.
pending on the situation you should suggest or hint at Skill Encounter Difficulty Table
a few possible skills or spells that would be appropriate Very Hard Normal Easy
to gain successes for the encounter. Hard
Successes 8 6 4 3
Spells in Skill Encounters Failures 5 4 3 3
There are often useful spells a character can use during Skill Encounter Experiance Table
a skill encounter, a fireball to blow away an obstacle, a Player Very Hard Normal Easy
charm spells during an argument, or casting fly while Level Hard
crossing through rough terrain to name just a few.
1 250 200 100 50
Casting a spell is not however an automatic spell, the
countess you just tried to charm might be able to pick 2 550 450 200 100
out the verbal components your weaving into your 3 900 700 450 200
speech or resist the save, your fireball might not be 4 1,550 1,100 700 450
enough to blow away the old wall in your path, and 5 2,500 1,800 1,100 700
just because you’re flying over the fungal terrain of the 6 3,400 2,300 1,800 1,100
under-dark it doesn’t mean you’re safe from things
7 4,700 2,900 2,300 1,800
growing on the ceiling. When your players use a spell
in a skill encounter they roll 1d20 + their spell casting 8 6,200 3,900 2,900 2,300
modifier instead of a skill roll. If the spell is partic- 9 7,900 5,000 3,900 2,900
ularly appropriate for the situation, such as casting 10 9,800 5,900 5,000 3,900
mending knock to get through a locked door during a 11 12,200 7,200 5,900 5,000
chase scene, or tongues to speak to a creature during a 12 13,300 8,400 7,200 5,900
conversation, grant the player advantage on the roll or
13 17,200 10,000 8,400 7,200
outright grant them a single success. If a spell requires
a saving throw, roll the save as normal, with the target 14 19,900 11,500 10,000 8,400
automatically failing if the target was an inanimate 15 23,000 13,000 11,500 10,000
object. 16 26,500 15,000 13,000 11,500
17 31,000 18,000 15,000 13,000
18 35,000 20,000 18,000 15,000
19 40,000 22,000 20,000 18,000
20 45,000 25,000 22,000 20,000

22
Extended Backgrounds
Optional Rule: Pure RP tool proficiency, and a feature of their choice from the
extended backgrounds list. If a player believes their
If your group really enjoys roleplaying and regularly character’s original background is still more relevant to
engage in full conversations and debates with npcs, who their character is than one of the extended
you don’t have to break up conversations with rolling. backgrounds, then they may instead keep their
Instead, set the skill encounter up as usually, and mark original background and background feature, and
a success for every convincing argument or point they select a single language, skill or tool proficiency that
bring up during the conversation, and a failure each is relevant to their original background as a sign of
time they say something that would offend or weaken character growth.
their point. You can then end the conversation and
challenge when you would normally succeed at a skill Adventuter.
encounter There are many ways and names for what you do and
countless specialties, but when it comes down to it you
are an adventurer.
Extended Backgrounds • You gain proficiency in the investigation skill or
theives tools
All characters have backgrounds, these represent • Delver’s Knack: While exploring an area you may
loosely who and what the character did in their life expend a point of inspiration to automatically
prior to their lives as adventures. This rounds out their detect any traps, secret passageways, or hidden
abilities, gives the character a useful feature, and doors.
generally adds some texture and variation to characters
early on in a campaign. However, as a campaign Apostate.
advances, these backgrounds and abilities gradually You used to be a member of a faith or group, but some
fade in relevance to who the character is, and in some disagreement has driven a wedge between you and
cases completely divorced from who they are. While your old peers, leaving you to walk your own path free
backgrounds are a great addition to the game, the fact to explore your own ideals.
that they are static in a game where your character • You gain proficiency in the arcana skill or
changes and grows so much is less than ideal. While alchemists supplies
it is true that a character’s past can never change, it • Itnierant Comaraderie: Where once you were told
does grow, as you add more and more adventures and to steer clear of these folk because of their ideas,
experiences to your characters history by playing the you now can find shelter and useful knowledge
game. Extended Backgrounds are a way to represent with these outsiders. You know the locations of a
that growth in your character’s history. number of other outcasts who are known for
hording strange and esoteric information that
At certain milestones in play, your character may could be useful to adventures such as yourself.
choose an extended background. These milestones are Work with your DM to establish 1d4+2 Itinerant
5th, 11th, and 17th levels, each representing a change Comrades, each must have a name, location, and
in the scale of the game as according to the Dungeon feild of study. You may visit any of these Itinerant
Master’s Guide. When a character reaches this lev- Comrades, they will initally be friendly to you, and
el, they look back at what they have done in the past willing to share information they possess that may
and may choose a new background to fit who they be relevant to your adventuers.
have become over the course of their adventures, they
may choose from any of the extended backgrounds Apothecary.
presented here or an existing background from the You have an extensive knowledge of medicines, reme-
Player’s Handbook, or any other source, but only gain dies, and tinctures, and can create life saving medicines
1 language, skill or tool proficiency, and the feature of with little more than some helpful herbs and time
that background. A player may also create their own • You gain proficiency in the herbalism, or
extended background by choosing 1 language, skill or alchemists tools

23
• Herbal Remedies: Once per long rest you may use give a short speech, spend a point of inspiration;
an herbalism kit to create a jar of healing salve that you and the member of your party may use your
restores 1d4 + your proficiency modifier hit points charisma modifier in place of their dexterity
when applied as an action. You may do this 4 times modifier for rolling initiative.
with a healers kit before the kit is exhausted. Each
healing salve lasts a number of days equal to your Beast Tamer.
proficiency bonus. You are good with animals, good enough to tame a few
wild beasts and turn them into trusted companions
Alchemist. and aids. Their presence among your group can be a
You know the power and utility that potions, acids, comfort in trying times
and alchemical fire present during an adventure, and • You gain proficiency in the animal handling or
as such you are always ready to brew something up on persuasion skill
short notice. • Companions Comfort: Once a day, during a long
• You gain proficiency in alchemist supplies or the or short rest, you may have an animal companion
herbalism kit comfort one of your allies, that ally marks
• Quick Concoction: While you have an alchemist inspiration.
supplies kit, once a day during a long or short rest,
you may spend 25 gold pieces to make a vial of Brewer.
alchemists fire, 12 gold and 5 silver to create a vial You have traveled far and wide, sampling and tinkering
of acid, or if you have proficiency in herbalism kits with various forms of drinks and liquors, and to this
and an herbalism kit you may spend 25 gold to day it is rare to find something better than your own
make a potion of healing personal stock
• You gain proficiency breweres supplies, or
Archeologist. alchemists tools
Delving into ancient dungeons and slaying monsters is • Experimental Brew: once per long rest, test a cask
a means to an end for most, for you, it is an obstacle to of alchohal you have been working on, drinking it
be overcome in pursuit of the lost legends and lore of yourself or sharing it with a comrade. The drinker
the world marks inspiration and must make a constitution
• You gain proficiency in the history or investigation save (Dc equal to 18 - your Int bonus - proficiency
skill bonus) or they get drunk off of the testing,
• Thrilling Discovery: Once per day while you are becoming poisoned until the end of the next long
in possession of an ancient text, art piece, or in an rest.
ancient ruin, you may examine the object, make
a dc 15 investigation roll, on a success, you learn Burglar.
something new about the people who made the You have become an expert at relieving people and
object, mark inspiration. Your DM will determine monsters of their valuables, and just as good at finding
when you can learn no more from a certain object folk to buy what you’ve stolen.
or location, when you do, you gain advantage on • You gain proficiency in the insight or deception
future rolls involving the history of the culture that skill
made the object. • I Know a Buyer: Stealing something is all well and
good, but not all that useful unless you can turn
Band Master. your pilfering into profit. After spending a day in
You have become part entertainer, part leader, your a civilized area, you can find a number of people
friends look to you for leadership in both musical interested in buying stolen goods at decent prices.
composition and while drawing battle-lines Your DM will determine just how hard it is to sell
• You gain proficiency in a musical instrument or for its base price, but they will never offer you
language of your choice anything lower than half the items value
• All Together; Now! In the calm before battle, you

24
Chef. handle your ship even without you to mind it,
One of the best things about traveling the world and every 30 days roll on the Managing Investments
fighting strange and exotic creatures, is that some of table with a +2 bonus.
them are edible! You know this better than anyone
and have taken to making delicious meals from fallen Composer.
monsters You have become an expert at relieving people and
• You gain proficiency cooks utensils, or the monsters of their valuables, and just as good at finding
herbalism kit folk to buy what you’ve stolen
• Monstrous dining: Once per day, during a long or • You gain proficiency in the history skill, or a
short rest you may use your cooking utensils and language of your choice
meat harvested from an edible non intelligent • Song-write: You may spend a downtime
creature (or intelligent if your morals are looser acction composing songs of you and your
than most) to cook a meal for yourself and your companions adventurers, name the song and write
compatriots, and mark inspiration. a short description of it. If you do so, you recive
advantage on all performance checks to play the
Commander. song. You may also play the song during a long or
You are a leader of warriors, and you have gained an short rest once a month to grant yourself or an ally
eye for talent and skill at command unlike any other inspiration.
• You gain proficiency in the persuasion skill or a
language of your choice Curiosity.
• Master of Arms: You may hire a number of special Through your deeds and actions you have been
hirelings called Footmen equal to your charisma granted or taken lands for yourself, gaining a noble
modifier (minimum 2). Footmen hirelings cost 200 title and the responsibility over those who live and
gold when first hiring them, and an additional 100 work your land
gold every 30 days after their last payment. • You gain proficiency in the persuasion skill or a
Footmen can provide for themselves on the road, language of your choice
and in town, able to gather their own supplies • Exploitable Exoticism: You play on the interests of
and pay for their own inn rent. They can keep up the locals in the strange and exotic, using their
during travel without special aid. Footmen will ignorance and misplaced curiosity to your
watch over the party as they sleep, will help advantage to gain open doors that are usually fairly
defend against ambushes during travel, and guard expensive to open. While taking downtime actions,
your party’s property and camp. Your Gm will you may take the carousing action for free.
determine how hard it is to convince your footmen
to join you in dungeons or especially dangerous Drunkard.
situations. You’re a drunk, plain and simple. You may be able to
handle your drink like a stone elemental, or be on your
Commodore. backside after a single ale, the point is that you are
The freedom of owning a vessel is second only to the rarely seen without some kind of drink
wealth it can produce for you, luckily, you have the • You gain proficiency in the herbalism, or brewers
right ship and the right crew to make your ship work kit
for you, even when you’re not around • Drunk’s remadies: Once per long rest you may
• You gain proficiency in the althletics skill or water recover an aditional point of exhaustioin
vehicles
• Profits of the Waves: While aboard your ship you
may take the Managing Investments downtime
action, using 5% of the ships value as the cost of
your business, when you do, you roll twice and
take the better result. Additionally, your crew can

25
Dualist. Explorer.
You are a champion of the people, your freinds and You are an explorer, someone who pushes the
comrades, and those who are too week to defend boundaries of the known world, often at personal risk.
themselves. • You gain proficiency a cartographer’s tools, or the
• You gain proficiency in the performance skill survival skill
• Paid Champion: You gain a special downtime • Expert Cartographer: Once per long rest, you may
action, acting as a champion for wealthy clients in copy create a map of the area you have explored
duels of honor. Make a performance roll using the today, spending 1 golds worth of ink and a page
characteristic you use most for combat. On a 1-9 in a book or sheet of paper or parchment. When
you loose your duel, your client is furious and you you do, you create an accurate map of the area, and
are worse for ware, once your downtime actions mark inspiration. While traveling traveling in an
are over, you will have 1 point of exhaustion will be area which you have already mapped you can not
missing half of your hit dice. On a 10-15 you win get lost, so long as you still have your map.
but it was close, you are granted a comfortable
lifestyle for the duration of this downtime action Fraud.
and 50 gold, but will have 1 point of exhaustion You’ve sold “priceless treasures” for far more than
at the end of your downtime. On 16-20 you are they’re worth, and fooled folks into parting with their
victorious and handily so, you receive comfortable gold for simple baubles and trinkets time and time
lifestyle for the duration of this downtime action again.
and 50 gold. On a 21+, you easily defeat your • You gain proficiency in tinker’s tools
opponent, comfortable lifestyle for the duration of • Snake Oil Sale: You make take a special downtime
this downtime action, 100 gold, and your victory action, for the cost of a tinkertool kit you cobble
becomes well known among the locals. together a convincing facsimile of useful
household objects or cure-alls, before selling them
Errant. off to the locals. Roll a Charisma (Deception)
Your obligations are not to some lord or king, but to ability check; on a 9 or lower your scheme is
your ideals and the oaths you’ve made. Indeed these exposed and you may not attempt this aciton in
oaths and ideals can be a well of strength for you even this location again. On a 10-14 you earn back the
in your darkest hours cost of your tool kit and enough gold for a
• You gain proficiency in the Animal handling skill comfortable lifestyle for the duration of the
or land vehicles downtime. On a 15-20 you earn enough gold for
• Questing Glory: When you accept, make major a comfortable lifestyle for the duration of your
progress, or compleate a quest or part of your scheme with 50 gold left over. On a 21+ you earn
adventure, mark inspiration enough gold for a comfortable lifestyle for the
duration of your scheme with 100 gold left over.
Expert.
You have become an expert within a certain feild,
haivng an understanding of rivaled by very few.
• You gain proficiency a skill of your choice
• Skill Expertice: Choose a skill you already have
proficiency in, you gain expertise in that skill, you
keep this expertice even if you choose another
extended background at a later level.

26
Investor. Guild Master.
What is the point of wealth with nothing to spend it You are as much a leader as you are an adventurer, you
on? Creating more wealth, of course. You’ve done it, may not manage the day to day yourself, but your hold
and you can convince others to do the same. an office of great respect from your peers, and their
• You gain proficiency in land or sea vehicles fortunes often rely on your skills.
• Adventure Capital: While in a civilized area, you • You gain proficiency in history or insight skill
can convince a number of merchants and well to • Well-paid Office: You gain a special downtime ac-
do folk to put together a trade expedition, putting tion minding the administration of your guild and
together a carriage or ship loaded up with goods, its members. You receive a comfortable or wealthy
headed to your next civilized destination. For the life style for the duration of the downtime depend-
duration of your journey you and your group travel ing on how well your guild is fairing, and a weekly
with a horse drawn wagon with a pair of guards stipend of 50 gold for your services.
and a fellow merchant. This small trade expedition
is willing to put up with at most a one week detour Guild Thief.
without argument, and if it arrives with you at it’s You’re not just some pinch purse or crook, you’re a
distention; you will receive 100 gold as your share professional, you pay your dues, and you have your
in the profits, for your trouble friends.
• You gain proficiency in theives tools, or the stealth
Glory Hound. skill
You enjoy taking risks, leaving part of life up to chance. • Friends in Low Places: You have membership in a
Its part of the appeal of adventuring and fighting. guild of thieves who abide by a loose set of morals
Though, you don’t need to risk your life to get that or limits, with safe-houses in most major cities. So
thrill, no, there are plenty of games of chance that are long as you abide by these rules; you receive food,
just as good. shelter, and protection from the law for yourself
• You gain proficiency in a gaming set of your choice and your accomplices. If your guild has any
• A rousing game: Once per day during a long or information or leads relevant to your adventures,
short rest, you and any companions you can they will be happy to provide them to you for a
convince to join you can have a friendly game, small favor...
wagering some amount of coin on a game of
chance. The winner of the game marks inspiration. Hunter.
You can not do this action alone. You are a true master of hunting and tracking prey, be
it a massive beast or a cunning killer, it is rare to find a
Gambler. creature that is capable of evading you once you have
You have honed not only your skill in battle, but your its trail.
ability to impress while doing so. After all a battle with • You gain proficiency in the survival or stealth skill
no witnesses to sing your glory is hardly worth the • No Escape: Your quarry can not evade you. You
effort. may spend a point of inspiration to automatically
• You gain proficiency in the performance skill, or a succeed at a survival check to track a creature.
language of your choice
• Boastful Tales: The tales of your exploits never fail Imposter.
to draw a crowd and always impress. You may take You have spent an aweful amount of time pretending
a downtime action carousing for free while to be other people, they would call you an expert at it
maintaining a modest lifestyle, however your in fact, if anyone ever knew you did that is
aggrandizing is quite likely to draw unwanted • You gain proficiency in the deception skill, or a
attention, as your gm may choose to give you a language of your choice
carousing complication. • One of Many Faces: You have become good
enough at making up personalities that creating
a new persona, complete with identification and

27
contacts is just a matter of a few days work. As a you can take a day moving among it’s population,
downtime action, you spend your time forging asking questions and observing their activities.
papers, developing a persona, and spending bribes, After doing so, you may ask your Dm one of the
to create a new identity for yourself. A common- following questions: Who here can help us on our
er’s identity costs 50 gold pieces to establish, the adventure? What group runs this place’s criminal
identity of a merchant or common soldier cost 100 activities? Who’s in charge of this place? Is there
gold to establish, the identity of a lesser noble or anyone here who we should avoid? You may ask
military officer costs 250 gold to establish. the Dm any follow up questions you like, though
the DM may require further uses of this feature, or
Infiltrator. an Investigation check to do so.
False identities are all well and good, but you can get
by without one, blending in well enough that most Kind Magus.
people would assume it would be strange for your NOT The discoveries you made have brought prosperity and
to be where you are plenty, they ease the woes of the common folk, or
• You gain proficiency in the the disguise kit, or the illuminate where there would have been ignorance.
deception skill • You gain proficiency in the the persuasion skill or a
• Persona Disposable: When using a disugise kit language of your choice
you may spend a point of inspiration to • Welcome Stranger: When in a camp or settled
automatically succeed as if you had rolled a location, you may spend 1d4 hours helping the
natural 20 on the roll. You can not use this to locals with small issues and miladies, ingratiating
assume the person of a spesific person, but your yourself to them. These locals will treat you as one
disugise will allow you to perfectly blend in at a of their own and provide food and shelter for as
location of your choice, with onlookers and long as they can manage. They will also be
observers simply beliving that you belong there forthcoming with gossip, roomers, information,
and shouldnt be bothered. This disguise holds up since you seem to be a capable and trustworthy
until you do or say something considered out of the sort.
ordinary for your location, and will require further
skill tests to maintain your cover, such as using the Landed Lord.
wrong spoon at a noble gala, or entering an area Through your deeds and actions you have been
the castle cheff normally wouldn’t be allowed. granted or taken lands for yourself, gaining a noble
title and the responsibility over those who live and
Innovator. work your land
Your discoveries may not be ground breaking, but they • You gain proficiency in the history, or insight skill
have given you an edge in when working your crafts • Lord’s Rights: Your lands, while managed
and trades properly, grant you the benefits of a place to stay,
• You gain proficiency in the the alchemists tools, and a tax levied from your people. Every thirty
tikers tools, or the herbalism kit days roll on the Managing a Business table with a
• Innovative tools: When you roll an ability check +2, and 200 gold as your business value, earning
with a tool kit you are proficient in, you roll 1d4 that much debt or profit.
and add it to your roll.

Investigator.
You know how to find the right information, ask the
right questions, and find the right people, often
without people knowing that you’re looking in the first
place
• You gain proficiency in the the investigation skill
• Feel of the Place: On entering a civilized area,

28
Liberator. of useful materials.
You have taken it on yourself to end the undue • You gain proficiency in the survival skill or
suffering of the unfortunate; the opressed, slaves, and alchemists tools
wrongfully improsoned of the world. • Grizzly Salvage: Once per long rest when you
• You gain proficiency in the intimidation or performs a survival check to scavenge materials
investigation skill from a creature you took part in slaying, mark
• Chain Breaker: People know you as a champion inspiration.
of the downtrodden, and some will try and help
you in your cause. On entering a community, may Navigator.
spend a day learning of the state of the locals; You are as at home in the open seas as a fish, and can
learning if they are treated poorly by their find your way from port to port with as little as your
authorities or local monsters, and of any wrongful eyes and the position of the sun
prisoners or enslaved populations within the area, • You gain proficiency in navigation tools or water
be they captured by monsters or victims of more vehicles
mundane cruelties. Those sympathetic to these • Wayfinder: When at sea, you have advantage on
peoples suffering will offer shelter, and information all navigation tools and survival checks to keep
that could help in freeing these oppressed people. from getting lost. Additionally, so long as you can
observe the positions of the stars at night, you can
Magnate. always find your general position on the seas
You have honed not only your skill in battle, but your
ability to impress while doing so. After all a battle with Outsider.
no witnesses to sing your glory is hardly worth the Through your deeds and actions you have been
effort. granted or taken lands for yourself, gaining a noble
• You gain proficiency in the performance skill, or a title and the responsibility over those who live and
language of your choice work your land
• Boastful Tales: The tales of your exploits never fail • You gain proficiency in the deception skill or a
to draw a crowd and always impress. You may take language of your choice
a downtime action carousing for free while • Excusable Eccentricities: while in a civilized
maintaining a modest lifestyle, however your setting, your minor crimes and transgressions will
aggrandizing is quite likely to draw unwanted go without punishment, instead only receiving a
attention, as your gm may choose to give you a warning from the local authorities, though you
carousing complication. will make the locals uncomfortable, and repeated
offenses will be punished as normal.
Mentor.
You have a wealth of knowledge and expertise, and you Patron.
have ventured in spreading it to those around you. Be You have grown wealthy, but rather than sit on that
it something as small as teaching someone to read, or wealth like some great dragon or greedy lord, you
as esoteric as explaining the mysteries of the arcane spread your fortune to those who need it most.
• You gain proficiency in the persuasion skill • You gain proficiency in an artisans tool of your
• Robust Indipendance: once per short rest, you choice
may provide advantage to any ability check a • Local Endowment: Just as you have invested in
friendly creature is making that you have businesses before, a small endowment in a
proficiency in. community will get you a long way, by donating 50
gold to a community leader, you earn their trust
Monster Slayer. and hospitality, as long as you stay in this
You know that monsters are better off dead than community you will be provided a comfortable life
rampaging around causing trouble for everyone else style. Additionally, while your donation may have
around them, and that their bodies are often made up felt small, you will notice a marked increase in the

29
quality of life in the community next time you visit, keeping track of supplies and logistics for them
with less poor or hungry, or new businesses • You gain proficiency in the investagtion skill or
opening in run down areas. land vehicles
• Extensive Provisions: If it can be bought, and you
Pilgrim. need it, you have it somewhere. As an action you
Your journies have been motivated by, or included may spend a point of inspiration and search your
visits to a number of sites you consider holy, doing bags, you may retroactively purchase any single
good deeds for the common folk along the way item listed in the player’s handbook and find it
• You gain proficiency in the survival skill, or among your possessions.
land vehicles
• The Gift of Charity: As you travel from place to Recluse.
place on your pilgrimage, you may call on the Even now among the masses, you still maintain your
faithful for aid. When arriving in a location with distance and isolation to some degree. This healthy
members of your faith you may beseech them for separation allows you the celerity of mind normally
aid, receiving one item that is up to 25 gold in only achievable in total isolation
value or a number of the same items who’s total • You gain proficiency in the stealth or religon skill
value adds up to 25 gold • Calm Focusing: If you spend ten minuets in quiet,
solitary contemplation, you may make your next
Protector. history, arcana, or religion check with advantage.
You are a champion of the people, your freinds and
comrades, and those who are too week to defend Scout.
themselves. You know that the best way to deal with a threat is to
• You gain proficiency in the perception or insight know as much about them a you can before striking.
skill. Through guile, stealth, and observation you can ren-
• Battlefield Guadian: you may spend a point of der a trap a moot point, spot an ambush before it is
inspiration and a reaction to redirect an attack sprung, and get a count of your foes before they even
from an ally within 5 feet of you to yourself, you know you are there
may do this after the attack roll has been made, but • You gain proficiency in stealth skill
before the results have been announced. • Vangaurd’s Caution: Once per long rest when you
risk your own life and sneak ahead of your party
Rake. to look for enemies, traps, and other dangers in a
Some people would call you a careless, debauched dangerous area, mark inspiration.
wastrell, you would call yourself the life of the party.
• You gain proficiency in the charm skill, or a Seafarer.
language of your choice The sea is your home, and your home provides you
• Jolly Wasteful Time: You may spend a night or with all you need so long as you know what you’re
long rest, and 50 gold in wine, ale, or other doing
alchohalic beveragages drinking and carousing • You gain proficiency in the survival skill, or water
with others. The next morning you gain a point of vechiles
exhaustion and mark a point of inspiration. If this • Sea’s Bounty: While traveling near a body of water,
action was taken as part of a long rest; you do not you can not get lost, additionally, while camping
recover any spell slots or hit dice. you can gather enough fresh food and water to
support your group, with a surplus that can last
Quartermaster. your group ten days once you leave the water’s
• ou know that a team of adventurers are a force to edge.
be reckoned with and can even change the world.
You also know they’d probably all just get lost and
die in the woods if they didn’t have people like you

30
Smith. cunning, or sly grace. You? You’re a brute. You are
You prefer to do battle with equipment you’ve made not bothered by the authorities for minor crimes,
yourself, be it custom tailoring a suit of chain, or and may maintain a modest lifestyle for yourself
perfecting the balance on a longsword. and up to 4 others by offering your ‘protection’ to a
• You gain proficiency in smiths tools or the history local innkeeper.
skill
• Hoaned and sharpened: during a long or short Troubadour.
rest you may repair a numeber of damaged or • Your performances go beyond simple
tarnished items equal to your proficiency bonus. entertainment, and strikes a chord in your
You may also spend a point of inspiration to audience in a way few others could hope to
sharpen or harden a weapon or suit of armor, accomplish.
granting it a +1 to hit or armor class until the end • You gain proficiency in the perfomance skill, or a
of the first combat encounter it is used in musical instrument of your choice
• Move the masses: over the course of a day you may
Survivalist. put on several performances in one or more
Your strangeness has become a refined tool, folk thing taverns in an area. Your music makes such a
you’re strange and inscrutable. This otherness has its connection with the locals that they consider you
uses, putting folk off guard and excusing behaviors one of their own, becoming freindly to you and
you know are wrong but can be excused since ‘you just your party. They will overlook any small preivous
don’t know how things work here’ misdeeds, and offer you any information relevant
• You gain proficiency in the survival skill to your adventures that they happen to have freely.
• Robust Indipendance: Once a day, given an hour
in the wilderness, you may hunt, scavenge, or craft Valiant.
an item up to 5 gold in value or a number of the You are a noble, and you believe that means you have
same items who’s total value adds up to 5 gold from a duty to the land and those who live there to improve
the adventuring gear table their lives as their better, and you will do so through
force of might and arms
Thrill Seeker. • You gain proficiency in the history, or persuasion
Battle is not just about survival for you, no its about skill
the rush you get when life and limb are at a razors • Nobless Oblige: As a questing noble your noble
edge, after all, if there’s no risk, the action’s not worth peers are obligated to aid you when you endeavor
taking. to make their lands more hospitable. You may call
• You gain proficiency in the survival skill upon a local noble or their estate for a comfortable
• Dangerous Play: Once per long rest, you may open lifestyle while you stay within their territory, you
yourself up to danger, spending a bonus action may also petition a local noble once for equipment
tauning an enemy. Doing so will grant the enemy to aid in your quest and they are obligated to aid
advantage against you on their next attack roll, or you within reason; giving you an item or several
will inpose disadvantage on your next saving throw items worth up to 50 gold pieces total, so long as
against a spell or ability the target posesses, and the requested items can reasonably be used to aid
you mark inspiration. in your quest.

Thug. Vested Preist.


You have become an expert at relieving people and You are not only a memeber of your faith’s flock, but a
monsters of their valuables, and just as good at finding member in good standing of its higherarchy, and with
folk to buy what you’ve stolen that comes it’s own authority and responcibility
• You gain proficiency in the intimidation skill or a • You Gain proficiency in the Religon skill
martial weapon of your choice • The Work of the Faithful: One of your many
• I’m Not That Kind of Theif: Some get by with charges is the spreading of the faith, and the

31
mainting of your people’s spirtual health. If you Managing Investments:
take confession and give helpful advice to a As a downtime action you may manage an investment
member of your faith, or convert another follower placed in a business. Each week you spend on the
to your faith, mark inspiration. downtime action past the first grants you +1 on your
roll next roll up to a max of +2. At the end of each
Veteran. month you roll 1d10, adding any modifiers for
You have done your duty in battle and become harder management or from how well it fared the previous
and stronger for it, able to overcome trials you other- month. Your BV or Business Value is half of what you
wise couldn’t through pure determination. spent on purchasing the business and compair the
• You gain proficiency in any singe weapon of your results against the managing investments table. Mark
choice, or the intimidation skill the results down in your notes for the next time you
• Battle Hardened: Once per long rest you may roll against the table.
spend a point of inspiration to automatically
succeed on a single saving throw

Managing Investments Table.


1 Your business has failed entirely, it is left in ruin with not a coin left in its coffers. Horrible as this is, you
still own the land and infrastructure, so long as you pay off the debts the business built up in these trying
times, and some coin to get it going again, you can hold onto your investment. Spend half your BV, or
loose the investment.
2 Your business encounters serious setbacks, digging itself deeply into debt to keep afloat, building up 40%
of it's BV in debt. If you pay it off immediately and pay an additional 20% of it's BV, you may roll a +2 on
your next investment roll. If you do not pay this debt off before your next Management Roll, you suffer a
-3 penalty on that roll.
3 Your business does poorly this month, building up a substantial debt equal to a 20% of it's BV. If you pay
this debt off immediately you may roll a +1 on your next investment roll. If you do not pay this debt off
before your next Management Roll, you suffer a -2 penalty on that roll.
4 Your business does not manage to make a profit this month, earning 10% of it's BV in debt as operational
costs stack up. If you do not pay this debt off before your next Management Roll, you suffer a -1 penalty
on that roll.
5 Your business brakes even, earning no real profits, nor digging itself into debt.

6 Your business manages to do well enough to cover its expenses and squirrel away some extra coin. You
earn 5% of your BV in profits. You may immediately re-invest this for a +1 on your next Management
Roll.
7 Your business does fairly well for itself, earning some small profits here and there to keep itself going.
You earn 10% of your BV in profits. You may immediately re-invest half of this for a +1 on your next
Management, or all of it for a +2.
8 Your business is quite successful, covering its expenses their entirety and then some, earning 20% of it's
BV in profits. You may immediately re-invest half of this for a +2 on your next Management, or all of it
for a +3.
9 Your business does exceptionally well, turning a huge profit equal to 30% of it's BV. You may immediately
re-invest half of this for a +2 on your next Management, or all of it for a +3.
10+ Your business is as successful as it possibly can be, earning nearly half of it's value in profits with a
massive 40% of it's BV. You may immediately re-invest half of this for a +2 on your next Management, or
all of it for a +3.

32
Extra-Planar Adversaries
One thing that I learned very early on in my travels, is that there will always be new and ineresting things out
there, to try and kill you. Here are a handful of the more interesting things that have attempted to take my life.

Cavalier.
Skilled riders who act as scouts when on their own and
in groups as devastating rapid response units.
Medium humanoid (any race), any alignment
Armor Class: 16 (Breastplate)
Animated Swordsman. Hit Points: 39 (6d8+12)
A suit of decorative armor, enchanted to move and Speed: 30ft.
fight as a guardian or disposable shock unit by magical Skills. animal handling +5, perception +5, athletics +5
means. While not as sturdy as a some other constructs,
they are cheaper to build and far deadlier against un- Str Dex Con Int Wis Cha
witting intruders 16 14 15 12 16 15
Medium Construct, Unaligned
Armor Class: 16 (natural armor) Senses. Passive perception 15
Hit Points: 39 (6d8+12) Languages. any 2
Speed: 30ft. Challenge: 2 (450)
Two Bodies, One Warrior: When mounted a cavalier
Str Dex Con Int Wis Cha and it’s mount are as one. Add the mount’s Hp total to the
cavalier’s, and replace the cavalier’s armor class and speed
16 12 15 1 3 1
with the mount’s if the mount’s is higher, and the mount no
Damage Immunities. Poison, Psychic longer takes damage. The cavalier and mount both die as
Condition Immunities. Blinded, Charmed, Deafened, normal when their shared HP total is reduced to 0
Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Actions
Senses. Blindsight 60ft. (Blind Beyond This Radius), Multi-attack. When mounted, the Cavalier makes one
Passive Perception 6 attack with it’s lance or longsword, and one attack from
Languages. it’s mount’s profile. If the mount has no attacks or the
Challenge: 2 (450) cavalier is on foot, they make two attacks with their
Actions longsword.
Multi-attack. The animated Swordsman makes two Longsword. Melee Weapon Attack: +5 to hit, reach 5
attacks with its greatsword ft., one target. Hit: 7 (ld8 + 3) slashing damage
Greatsword. Melee Weapon Attack: +5 to hit, reach Lance. Melee Weapon Attack: +5 to hit, reach 10 ft.,
5ft., one target. Hit: 9 (ld12 + 3) slashing damage
one target. Hit: 9 (ld12 + 3) pericing damage

33
Commander. actions while assigned to the commander. When the
A leader of warriors and a skilled warrior in their own commander’s hit points reach 0, the commander and
right, a commander takes a mob of unorganized troops all their subordinates die. A commander can only have
and turns them into a single, lock-stepped unit, one creature type as a subordinate at a time (ie, a
capable of taking on far more than they could commander may have several goblins as their
individually as a group. subordinates, but they may not mix goblins and goblin
Medium humanoid (any race), any alignment bosses as their subordinates).
Armor Class: 18 (breastplate and sheild) Look out Sir! The commander replaces it’s AC with the
Hit Points: 45 (6d8+18) AC of its subordinates, and gains any resistances its
Speed: 30ft. subordinates have until it has 40 hit points remaining
Hold formation! The commander and its subordinates
Str Dex Con Int Wis Cha are a single creature for the purposes of movement and
18 14 16 11 16 15 spell-casting. The Subordinates must always be within
5 feet of the commander or another subordinate, and
Skills. Persuasion +5, perception +5, athletics +5 any effect that would move the commander or their
Senses. Passive perception 15 subordinates moves the entire group instead.
Languages. any 3 Actions
Challenge: 2 (450) Multi-attack: When the commander takes the attack
All As One: A commander lead a group of other action, they make a two attacks with their longsword,
creatures into battle, turning several individuals into, they then make one attack from their subordinates
effectively, a single creature. You may assign any profile for each of their subordinates
number of medium or smaller humanoids of CR 1 or Longsword. Melee Weapon Attack: +6 to hit, reach
lower to a commander as their subordinates. Add the 5ft., one target. Hit: 9(ld8 + 4) slashing damage
hp totals of all subordinates to the commanders, that
new total is the commander’s new health total. The
Subordinates do not take any damage and may not take

34
Combined Enemies:
One way to make encounters feel more interesting
while reusing the powers and mechanics from monster
that would otherwise be too week to challenge your
players is to combine them into a single monster. Select
two or more monsters for an encounter as you normal-
ly would, add their health totals together. You then list
the actions and attacks of the creatures being com-
bined, the creature may use each of these once a round.
You then go down the profile of the creatures and
select the highest characteristics, saving throws, skill
proficiencies, armor class, and movement speed from
among them, and list those as the new creatures profile
the challenge for the new creature will be the accumu-
lated challenges of the creature that it was made from.
The creature will inherit all resistances and conditional
immunities form the creatures it was made from, but
any damage immunities will be turned into resistances.
Finally, the creature receives the special feature:

“Combined Creature. This creature receives one


additional action and reaction for each creature it
Footmen. was made from beyond the first, these actions may be
Footmen are skilled warriors and professional soldiers spent on any action the creature possess, though each
who are better trained and ready for battle than guards action may only be done once per round unless stat-
or basic infantry ed otherwise. The creature may take the attack action
Medium humanoid (any race), any alignment more than once per round, but may only use the same
Armor Class: 15 (Chain Shirt) option once. This creature may also take an action to
Hit Points: 49 (8d8+18) cast a spell and concentrate on a number of spells each
Speed: 30ft. round based off of the number of creatures used to cre-
ate it which have spell casting abilities. The combined
Str Dex Con Int Wis Cha creature may spend one of its reactions on its turn to
15 15 14 11 14 12 use one of its unused actions on another turn in the
initiative order.”
Skills. perception +4, survival +4, aesthetics +4
Senses. Passive perception 14 For an example of one of these creatures, the Iron
Languages. any 2 Rider is a combination of a war horse, a Cavalier, and
Challenge: 1 (200) an Animated Swordsman.
Actions
Multi-attack. A footman may make two attacks per
round with their longbow or longsword
Longsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 6 (ld8 + 2) slashing damage
Long Bow. +4 to hit, ranged 150ft/600 ft., one target.
Hit: 6 (1d8 + 2) piercing damage

35
Iron Rider.
These Centaur like creations are a brutal inversion of action more than once per round, but may only use
the knight in shining armor. The heavy iron plates that the same option once. This creature may also take an
make up their bodies have been blackened through action to cast a spell and concentrate on a number of
magical means to make them immune to the rigors spells each round based off of the number of creatures
of travel and the road, so once released they can keep used to create it which have spell casting abilities. The
their patrols eternally with no need for maintenance, combined creature may spend one of its reactions on
rest, or sustenance. its turn to use one of its unused actions on another
Large Construct, Unaligned turn in the initiative order.
Armor Class: 16 (Breastplate) Actions.
Hit Points: 100 (12d8+3d10+30) Trampling Charge. If The Iron Rider moves at least
20 feel straight toward a creature right before hitting it
Str Dex Con Int Wis Cha with a hooves\ attack the target must succeed on a DC
18 14 15 12 16 15 14 Strength saving Throw or be knocked prone. If the
target is prone, the horse can take a bonus action to
Speed: 60ft. make another attack with its hooves against the target
Damage Immunities. Poison, Psychic Attack Actions. The Iron Rider has the following
Damage Resistances. Slashing and Piercing damage attack actions:
from non magic weapons • it may make one attack with it’s lance or longsword
Condition Immunities. Blinded, Charmed, Deafened, • it may make two attacks with its greatsword
Exhaustion, Frightened, Paralyzed, Petrified, Poisoned • it may make an attack with its hooves
Senses. Blindsight 60ft. (Blind Beyond This Radius),
Passive Perception 15 Longsword: Melee Weapon Attack: +6 to hit, reach
Languages. any 2 languages spoken by its creator 5ft., one target. Hit: 7 (ld8 + 4) slashing damage
Challenge: 2(450) + 2(450) +1/2 (100) Lance: Melee Weapon Attack: +6 to hit, reach 10ft.,
Combined Creature. This creature receives one one target. Hit: 9 (1d12+4) piercing damage
additional action and reaction for each creature it was Greatsword: Melee Weapon Attack: +6 to hit, reach
made from beyond the first, these actions may be spent 5ft., one target. Hit: 9 (ld12 + 4) slashing damage
on any action the creature possess, though each action Hooves: Melee Weapon Attack +6 to hit, reach 5ft.,
may only be done once per round unless stated one targe. Hit 11 (2d6+4) Bludgeoning damage
otherwise. The creature may make more take the attack

36
Greater Mimic. False Appearance (Object Form Only).
While most adventurers are familiar with the com- While the mimic remains motionless, it is
mon mimic, a horrid creature that disguises itself as indistinguishable from an ordinary object.
an aluring object in a household or dungeon in order Grappler. The mimic has advantage on attack rolls
to capture and devour prey, not many have told tale against any creature grappled by it.
of the Greater Mimic. Like its more common cousin Actions.
this monstrosity disguises itself as something an errant Multi-attack. The Greater Mimic makes two attacks
looter or adventurer would search through, such as a with its Pusdopods each round, or one attack with its
sarcophagus or an armoire. Where the creatures differ, bite against a creature it has grappled.
is primarily in size, and lethality. Psudopod. Melee Weapon Attack: +6 to hit, reach
Large monstrosity (shapechanger), Neutral 10ft., one target. Hit: 10 (1d10 + 5) bludgeoning
Medium Construct, Unaligned damage. On a successful attack, the greater mimic may
Armor Class: 15 (natural aror) attempt to grapple its target and pull them up to five
Hit Points: 170 (20d10+60) feet closer to itself.
Speed: 30ft. Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one
target. Hit: 14 (2d8 + 5) piercing damage plus 5 (1d10)
Str Dex Con Int Wis Cha acid damage.
20 15 16 6 13 10 Swallow. When the greater Mimic makes one bite
attack against a Medium or smaller target that it is
Damage Immunities. Acid grappling. If the attack hits, the target is also
Condition Immunities. Prone swallowed, and the grapple ends. While swallowed,
Senses. Darkvision 60ft., Passive Perception 11Lan- the target is blinded and restrained, it has total cover
guages. against attacks and other effects outside the Mimic,
Challenge: 7 (2,900) and it takes 17 (4d6) acid damage at the start of each of
Shapechanger.The Greater Mimic can use its action to the mimic’s turns. A Mimic can have only one creature
polymorph into an object or back into its true, a swallowed at a time. If the Mimic takes 30 damage or
morphous form. Its statistics are the same in each more on a single turn, the Mimic must succeed on a
form. Any equipment it is wearing or carrying isn’t DC 14 constitution saving throw at the end of that
transformed. It reverts to its true form if it dies. turn or regurgitate the creature, which falls prone in
Adhesive (Object Form Only). The mimic adheres to a space within 10 feet of the Mimic.If the Mimic dies,
anything that touches it. A Huge or smaller creature a swallowed creature is no longer restrained by it and
adhered to the mimic is also grappled by it (escape DC can escape from the corpse by using 15 feet of
15). Ability checks made to escape this grapple have
movement, exiting prone.
disadvantage.

37
Mistral.
A mistral is an elemental created through a confluence
of water and wind, combined into a chilled hard core
Killer Column. with animate fog and mist making up the bulk of its
These are decorative stone pillars carved in the shape body. They are naturally inclined to melancholy and
of men and women, commonly found as guardians in isolation. Though normally quiet and contemplative,
temples, sanctified tombs, and palaces. These they can be quite dangerous if disturbed, or bound to a
enchanted pillars usually have a command word that task through summoning.
when spoken aloud will cause them to return to their Medium elementa, Neutral
slumbering guardian state, though when found in Armor Class: 13 (natural armor)
ruins and abandoned structures these commands are Hit Points: 33 (5d8+10)
usually lost to the sands of time. Speed: Hover 40ft. Fly 40ft.
Medium Construct, Unaligned
Armor Class: 14 (Natural Armor) Str Dex Con Int Wis Cha
Hit Points: 45 (6d8+18) 9 16 14 8 15 10
Speed: 30ft.
Damage Immunities. Poison, Psychic Damage Resistances. bludgeoning, pricing, and
slashing damage from non magic weapons, cold, poison
Str Dex Con Int Wis Cha Condition Immunities. Blinded, Deafened, Prone,
16 10 17 3 10 9 Grappled, Restrained, Poisoned
Senses. Darkvision 60ft. Passive perception 9
Damage Resistances. Slashing and Piercing damage Languages. Primordial
from non magic weapons Challenge: 3 (700)
Condition Immunities. Blinded, Charmed, Deafened, Frost Body. The elemental can move through a space
Exhaustion, Frightened, Paralyzed, Petrified, Poisoned as narrow as 1 inch wide without squeezing. A creature
Senses. Blindsight 60ft. (Blind Beyond This Radius), that touches the elemental or hits it with an unarmed
Passive Perception 10 melee attack takes 11 (2d10) cold damage. In addition,
Languages. the elemental can enter a hostile creature’s space and
Challenge: 4 (1,100) stop there. The first time it enters a creature’s space on
False appearance. While the column remains a turn, that creature takes 11 (2d10) cold damage
motionless, it is indistinguishable from a statue Actions
Actions Howl. The exhales a cloud of frost in a 20-foot line
Multi-attack. The killer Column makes two slam that is 5 feet wide. Each creature in that line must make
attacks in one round a DC 13 Constitution saving throw, taking 7 (2d6)
Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one cold damage on a failed save, or half as much damage
target. Hit: 14 (2d10 + 3) bludgeoning damage on a successful one.

38
Muck Minder. Pyroclast.
A muck-minder is an elemental creature of earth and A pyroclast is an elemental being hailing from the
water, typically composed of sludge, mud, clay, or some border-planes where fire and earth crash together.
other viscous material. The are as crude and simple as These creatures seem slow and plodding at first, but are
the material that makes their bodies. prone to sudden and violent outbursts and destructive
Medium elemental, neutral behavior when provoked.
Armor Class: 13 (natural armor) Medium elemental, chaotic neutral
Hit Points: 43 (5d8+20) Armor Class: 13 (natural armor)
Speed: 25ft. Hit Points: 36 (8d8)
Speed: 25ft.
Str Dex Con Int Wis Cha
Str Dex Con Int Wis Cha
13 10 18 8 8 6
18 11 11 11 10 9
Damage Resistances. bludgeoning, pricing, and
slashing damage from non magic weapons, poison Damage Resistances. bludgeoning, pricing, and
Condition Immunities. Blinded, Deafened, Prone, slashing damage from non magic weapons, fire, poison
Grappled, Restrained, Poisoned Condition Immunities. Blinded, Deafened, Prone,
Senses. Darkvision 60ft. Passive perception 9 Grappled, Restrained, Poisoned
Languages. Primordial Senses. Darkvision 60ft. Passive perception 10
Challenge: 3 (700) Languages. Primordial
Mud Body. The elemental can enter a hostile creature’s Challenge: 3 (700)
space and stop there and can move through a space as Lava Body. The elemental can move through a space
narrow as 1 inch wide without squeezing. The muck as narrow as 1 inch wide without squeezing. A creature
minder makes an area of difficult terrain in a 5 foot that ends its turn within 5 feet of the elemental takes
radius from its current location. 5(1d10) fire damage and succeed on a dc 13 dexterity
Earth Glide. The elemental can burrow through non save or be set on fire; until someone takes an action to
magical, unworked earth and stone. While doing so, douse the fire, the creature takes 5 (1d10) fire damage
the elemental doesn’t disturb the material it moves at the start of each of its turns. When a creature strikes
through. the elemental with a non magic weapon, the weapon
Actions suffers a cumulative -1 penalty to damage rolls, if its
Multi-attack. The Muck minder makes 3 atacks with penalty ever reaches -3, the weapon is destroyed.
its muck throw a round Actions
Muck Throw. +4 to hit, ranged 60ft/120 ft., one target. Slam: +4 to hit, one target. Hit: 10 (1d10+4)
Hit: 8 (2d6 + 1) bludgeoning damage bludgeoning damage plus 11 (2d10) fire damage

39
Ungrounded.
A living elemental manifestation of lighting, born where
the planes of fire and air crash against each other and create
enormous storms. As their names imply, the ungrounded
are energetic and manic elementals, who’s unstable
existence rapidly fizzle out in nature.
Medium elemental, chaotic neutral Quagmire Maw.
Armor Class: 11 (natural armor) Quagmire Maws are enormous lizards that ravenously
Hit Points: 27 (8d8) deour anything in their path for a few days before
Speed: 40ft. slumbering for months at a time. The beasts have proven
troublesome for adventurers in swampy areas, as they have
Str Dex Con Int Wis Cha been known to suddenly rouse from their sleep from the
10 13 14 10 6 16 taste of blood and vibrations from battle. Troglodytes have
also been known to tame the beasts from time to time,
Damage Resistances. bludgeoning, pricing, and using them as traps and garbage disposals after becoming
slashing damage from non magic weapons, lighting, wealthy off of raids and pillaging.
thunder, poison Huge monstrocity, lawful evil
Condition Immunities. Blinded, Deafened, Prone, Armor Class: 15 (natural armor)
Grappled, Restrained, Poisoned Hit Points: 102 (12d12+24)
Senses. Darkvision 60ft. Passive perception 8 Speed: 20ft., 40ft swim.
Languages. Primordial
Challenge: 3 (700) Str Dex Con Int Wis Cha
Lava Body. The elemental can move through a space as 16 14 16 5 12 3
narrow as 1 inch wide without squeezing. A
creature that touches the elemental or hits it with a melee Skills. stealth +5, perception +4
attack while with in 5 feet of it takes 5 (1d10) lightning Senses. tremor sense 30ft. passive perception 14
damage. In addition, the elemental can enter a hostile Languages.
creature’s space and stop there. The first time it enters a Challenge: 5 (8,100)
creature’s space on a turn, that creature takes 5 (1d10) Chameleon Skin. The Quagmire Maw ha advnatage
lightning damage on dexterity (stealth) checks made to hide.
Actions Wounded Fury. When the slayer homunculus falls to
Thunder dash (recharge 6). As an action the 52 hit points or below it gains advantage on its attacks
ungrounded may teleport to any location it can see within and adds an additional 2d10 damage
60 feet, each creature within 10 feet of the it’s destination Actions
must make a DC 13 Constitution saving throw, taking Multi-attack. The Quagmire Maw makes two
(3d10+3) thunder damage on a failed save, or half as much poisoned bite attacks per round
damage on a successful one. The thunder can be heard from Poisoned Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
up to 300 feet away.
one target. Hit: 9(1d10 + 3) pricing damage + 9 (2d8)
Multi-attack. An ungrounded may make two attacks poison damage. On a successful hit, the target must make
per round with its bolt attack a dc 15 constitution save or be poisoned for the next 24
Bolt. +5 to hit, ranged 100ft/300 ft., one target. Hit: 12 hours. They may repeat this save at the end of their turns to
(2d8 + 3) lightning damage
end the effects early, or once every hour if out of combat.

40
Magic Items
Template Effects:
One constant reminder I faced during my travels is, what is very few things are truely unique. This is most true when
dealing with certain magic weapons; as I was once elated to discover an enchanted scimitar that turned rubies and
saphires into bursts of lethal damage on impact, only to later discover a hammer, spear, and 2 longswords which did
the same on 3 other planes of being, one of produced effects three times more lethal than any of the others.
Template effects are magical enchantments that can be applied to an existing mundane, +1,+2, or +3 weapon and
granted as a reward to players. When you apply a template effect to a mundane weapon, it becomes magical for
the purposes of overcoming damage and is considered an uncommon imagic item. When applying the effect to a
+1,+2, or +3 weapon, the weapon keeps its bonuses to attacks and damage, and becomes rare, very rare, or
legendary respectively. You may not increase the rarity of a weapon this way beyond legendary. Some templates
may be applied more than once to increase their effects. A weapon may only have one template applied to it at a
time. If a weapon has a template applied to it, then it requires attunement.
it large enough to accept a gemstone of significant size.
as a bonus action you may slot a gemstone that is 50
gold in value or greater into the weapon. On a
successful attack with the weapon, you may expend
50 golds worth of value from the gemstone, dealing an
additional 2d6 force damage.
Each application of this template beyond the first
allows the user to slot an additional gemstone into the
weapon. when activating this weapon, you may expend
an additional 50 gold from a gem beyond the first to
Weapon of Rage. deal an additional d6 damage.
Template effect: melee weapons only
These weapons are possessed of a great fury, allowing its
wielder to ignore attack harder and ignore pain. Weapon of Binding.
This weapon has two charges, expending a charge Template effect: any weapon
will send your character into a rage. While under the These weapons are slightly disconnected from
effects of this rage, you deal +2 damage with strength reality, and connected to their owners instead,
based weapons, take half damage from bludgeoning, capable of vanishing from anywhere in
piercing, and slashing damage. If you are a barbarian, existence to leap to their side.
you may expend one of these charges to activate your This weapon may be summoned to your side
Rage feature instead. Your weapon regains all of its at any time as a bonus action or once as part
expended charges after a long rest. of an attack action, so long as you are on the
Each application of this template beyond the first same plane of existence as the weapon.
increases the weapon’s bonus damage by +1 and gives If it is a melee it gains a throw of (20/60)
the weapon an additional charge. if it already has a throw range, it increases
its throw range by (20/60) instead. If it is a
ranged weapon, its ammunition teleports
back to it’s quiver after striking a surface.

Weapon of Gems.
Template effect: any weapon
These weapons hail from empires overflowing with
wealth, though often desperate, as these weapons turn
valuable gemstones into violent destruction.
This weapon has a grove or slot built somewhere into

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Weapon of Devastation.
Template effect: any weapon Weapon of Healing.
These weapons are are truly destructive, to their Template effect: any weapon
target and their wielder. These weapons are somewhat paradoxical in nature,
This weapon has a single charge. When you where weapons are normally for harming and ultimately
killing things, these weapons glow with positive
expend a charge from this weapon, you will
energy when activated, and can mend the wounds of
automatically strike your next attack will allies when struck with them.
automatically hit and will be a critical hit, This weapon deals radiant damage in place of its
rolling damage as normal, you will then take normal damage type. Ranged weapons with this
half of that damage rounded up enchantment do not require ammunition, firing bolts
of radiant energy instead. As part of an attack action,
you may activate the weapon, speaking it’s command
word and expending a hit die. When activated this way,
roll an attack as normal, and roll the weapon’s damage,
the target will recover these many hit points instead of
taking damage.
Each application of this template beyond the first
causes the wielder to recover a number hit dice during
a short rest equal to the number of times the template
Weapon of Storage.
is applied.
Template effect: any weapon
These weapons particularly useful to spell casters, as not
only can they be used to the user’s power, but once that
power is expended, it becomes a vital tool of defense.
This Template must be applied to a +1 weapon or
higher. As part of a long rest, you may cast a spell as
normal and store it within this weapon. Storing a spell Weapon of Stunning.
this way allows it to be cast as an action any time over Template effect: any weapon
the course of the next day, and lowers the weapon’s When in battle it usually takes extra effort not to kill
attack and damage bonus by 1. Once the spell is cast, an enemy, and to knock them unconscious instead, this
the weapon regains the lost bonus to attack and weapon makes knocking foes unconscious much easier.
damage for each spell expended. All spells stored This weapon has 3 charges, you may expend a charge
within the weapon loose their power by the start of from this weapon as part of an attack after successfully
your next long rest, restoring the weapon’s attack and hitting a target before rolling damage. When you
damage modifiers and allowing its user to store new expend a charge this way, the struck opponent will
spells in the weapon. need to make a constitution saving throw or be
stunned until the end of your next turn, Roll your
weapon’s damage as normal, this will be the DC for the
constitution saving throw.
Each application of this template beyond the first
increases the weapon’s charges by 1, and increases the
save DC of the weapon’s stun effect by +2.

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Horn of Surplus.
Wondrous item,
Rare
This enchanted cows horn
is open at its largest point,
with a stretched piece of
leather acting as lid of sorts,
Weapon of Shifting. despite looking empty, those
Template Effect: any ranged weapon who can read the command
This weapon is particularly useful for those who stay word etched into the
behind the lines of their allies, or avoid direct conflict. underside of its lid will find
This weapon has 3 charges, you may expend a charge more than they could
as part of an attack action, aimed at any blank 5 foot handle pouring out of it.
square within range of your weapon. Instead of making Once per long rest you may remove the cap from this
an attack, you must make a DC 10 charisma save, dc horn and speak its command word, causing the horn
15 if the target destination is within your weapons long to erupt in a shower of fruit, vegetables, fish, and
range. On a success, you blink out of existence and bread. if pointed forward it creates a 20 foot long 5 foot
imminently reappear where you fired your weapon. wide line of food that requires all creatures in its path
Each application of this template beyond the first gives to make a Dc 15 con save or take 3d6
the weapon an additional 2 charges. bludgeoning damage, and covering the area in food,
creating difficult terrain. If pointed down, the horn
Bag of Hens. produces a similar shower of food, covering a 20 foot
Wondrous item, area adjacent to the horn in food which counts as
difficult terrain. if gathered up, the food will be able to
Uncommon feed up to 60 humanoids, the food is bland, but
A strange but useful
sack, usually created nutritious and lasts for up to 3 days.
by civilizations with
great magical power to Potion of Vitality.
make up for famine or Potion, Very Rare
declining agriculture, A boon for the sickly and the
a bag of hens is quite infirm, this potion can make a
good for stretching coughing, weedy warrior into the
rations, and checking for traps. picture of stamina and fortitude.
This is a seemingly normal looking burlap feed bag After drinking this potion,
that weighs 5 pounds with drawstring that has a you feel your body overcome
chicken pendant on the end of it. The bag has 5 by warmth. Roll all of your hit
charges, which can be regained by pouring 2 pounds of dice, except for one die for your
wheat grain into the bag per charge during a long rest. first class level, then add the
You may reach your hand into the bag, grabbing a bag maximum result for the first die
of grain and expending a charge, doing so creates a of your first class level, adding
fully grown chicken that you pull from the bag by its your constitution modifier as
feet. The chicken can provide a meal for up to 4 normal. If the result is higher than your current hit
medium creatures, or if released, will wander 10 feet point maximum, the result is your new hit point
in a random direction each round, triggering any maximum.
trap that would be triggered by a medium or smaller
humanoid.

43
space that can hold up to 120 pounds. Placing one of
these pouches in an extradimensional space created by
another magic item such as a bag of holding, or
portable hole, will destroy all the passing pouches and
the item they are inserted in, and create a gate to the
asatral plane. The gate originates where the one item
was placed inside the other. Any creature within 10-
feet of the gate is sucked through it and deposited in
Elemental Wand. a random location on the Astral Plane. The gate then
Rare (requires attunement) closes. The gate is one-way only and can’t be reopened.
Enfused with the the arcane energies of a single element,
this wand can transform the destructive elements of one Broach of Whispering.
spell into another, turning a deadly fireball into a blast of Uncommon (requires attunement)
lightning, or bolt of lightning into a bolt of ice. Oddly enough I have
This wand grants a +1 bonus to spell attacks, and a mostly found these
spesific elemental force. when casting a spell with this broaches not in planes full
wand, you may choose to change its damage type to its of intreage or espionage,
associated elemental force. but in planes full of
prosporus highly cultured
societies with opears and
theature cultures important
enough that any inturruptions
are considered hightly taboo.
As a bonus action the broach’s weilder may cast the
message cantrip with a 600 foot range.

Rod of Returning.
Very Rare
This seemingly simple iron rod with a polished brass
button on both ends, allows adventuerers the power to
rapidly retreat and regroup.
When acitivated, this rod splits in two, one half acting
as an immovable rod that can hold 4,000 pounds, and
requires aand action and a DC 20 strength check to
move 10 feet, the other half can move freely with its
user. The second rod may be activated with an acton,
teleporting its user and up to 10 willing creatures
within 20 feet of the user to the location of the first half
of the rod.

Passing Pouches.
Rare
Devised to aid in sharing limited resoures among a
group, these pouches are often handy for adventuers
sharing potions, or transfering note across long distances.
These pouches come in groups of 2d4, each
connecting to a shared 4 cubic foot extradimensional

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