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The Hidden City

Doran's & Dragons


Table Of Contents
Topic Page
Part 1 - Character Options 1
Bandle Scout 1
Part 2 - Creature Statistics 2
Denizens of the Hidden City 2
Bandle Gunner 3
Hexplosive Expert 3
Mecha Monolith 4
Part 3 - Magic Items 5
Faerie Charm 5
Bandleglass Mirror 5
Quicksilver Sash 5

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Noxious Trap
Bandle Scout Starting at 15th level, your mastery of creating nature-based
Being chosen to become a member of the Hidden City's weaponry has improved to creating Noxious Traps.
Bandle Scout Force is a great honor. Those who do are A Noxious Trap can be placed on any surface as a bonus
trained extensively in the arts of concealment and survival action on your turn.
tactics. Though these tactics are mainly taught to provide a The trap has a 5-foot radius and is nearly invisible,
defensive advantage to the city, there are Bandle Scouts who requiring a successful Intelligence (Investigation) check
have, at times, exceeded their defensive mandate to put down against your spell save DC to be discerned.
threats before they had fully committed to acting against the The trap triggers when a Small, Medium, or Large creature
city. Striving to find a balance will be one of the hardest moves into the trap’s radius. That creature must succeed on a
struggles you face with these newly learned skills. Constitution saving throw or take 4d6 poison damage and
become poisoned.
Guerilla Warfare A poisoned creature must make a Constitution saving
Starting at 3rd level when you choose this Ranger Archetype, throw at the start of each of its turns or take an additional
you gain proficiency in Stealth. 2d6 poison damage. The poisoned effect ends if the save is
Also, whenever you are in your favored terrain, your successful or has been attempted 4 times.
proficiency bonus is doubled on all Dexterity (Stealth) You can craft a number of these traps equal to your
checks. proficiency bonus per day. You can only carry a number of
these traps equal to your proficiency bonus. Creating
Blinding Ammunition additional ones will destroy previously existing traps based
At 3rd level, you learn to start making your own nature-based on the order of their creation.
weapons. As a result, you have learned how to craft Blinding
Ammunition.
You have a +1 bonus to attack and damage rolls made with
Blinding Ammunition and once the target is hit it must make
a Constitution saving throw against your spell save DC or be
blinded until the start of your next turn.
You can craft a number of these projectiles equal to your
proficiency bonus per day. This crafting will consume an hour
of time regardless of the amount of Blinding Ammunition
made.
Move Quick
By 7th level, you have gained a natural awareness of your
environment which gives you speed and sure-footedness.
Your walking speed increases by 10 (5 if you are using the
Deft Explorer Optional Class Feature).
You can also use the Dash action as a bonus action on your
turn.
Toxic Shot
At 11th level, you can augment your weapon strikes with
harvested poison. When you hit a creature with a weapon,
you can deal an extra 1d6 poison damage to the target.

1
Denizens of the Hidden City
The Hidden City is a magical city secluded from the rest of the world by portals called bandlewoods. The people who live in the
city are so secluded that up until recently they felt no need to defend themselves and lived carefree, whimsical lives. Attacks on the
bandlewoods that tether them to the rest of reality and disturbances in the city have caused some of them to slowly rethink the
way they live their lives and have moved to have a more active defense of the city they love. Though they may seem cute and cheery,
they won't hesitate to drop you if you mean harm to the city they love.
Bandle Gunner
Bandle Gunners are a group of the Hidden City's "finest" led by the original Bandle Gunner. These so-called Guardians of the
Bandlewoods patrol the Hidden City seeking to protect it from any threat who may stumble upon their wonderful city. What they
lack in brains they over-compensate heavily with their bravery and firepower. Each Bandle Gunner walks into battle with a
cannonball launcher and a heart of gold.
Hexplosive Expert
The Hexplosive Expert is a maniacal creature obsessed with the unpredictable and dangerous nature of explosions. His laugh is
raucous and he can always be heard cackling as an after sound of his experiments. He seemingly keeps an endless amount of the
explosive devices on his person and when someone gives him reason, he is always willing to share, usually at high speeds.
Mecha Monolith
Designated M-2, the Mecha Monolith unit is a massive, bipedal mechanical construct designed to protect the city from any sort of
large physical threat. In it's passive mode the mecha monolith is docile and capable of a gentility that belies its size. However,
when battle starts, it is capable of astonishing feats, with fists that can punch chunks out of mountains and a rocket boost that
turns it into a mecha cannonball.

2
Bandle Gunner Aim for the Head. The bandle gunner rolls an additional
damage die when determining the extra damage the
Small humanoid, lawful good
target takes.

Armor Class 16 (Studded Leather)


Hit Points 55 (10d4 + 30) Actions
Speed 30 ft. Multiattack. The bandle gunner makes three attacks with
its hand cannon.
STR DEX CON INT WIS CHA Hand Cannon. Ranged Weapon Attack: +9 to hit, range
150/600 ft., one target. Hit: 8 (1d8 + 7) bludgeoning
11 (+2) 20 (+5) 16 (+3) 11 (+0) 13 (+1) 10 (+0) damage.

Skills Acrobatics +6, Perception +5 Buster Shot (Recharge 5-6). The bandle gunner loads and
Senses passive Perception 15 fires a massive cannonball that travels 60 feet in a 5
Languages Common foot wide line. Each creature in that path must make a
Challenge 5 (1,800 XP) DC 16 Dexterity saving throw, taking 27 (6d8)
bludgeoning damage on a failed save, or half as much
damage on a successful one. Additionally, any creature
Agility Cloak. The bandle gunner's weapon attacks score who fails the save is knocked back along the line until
a critical hit on a roll of 19 or 20. they make contact with another creature or object.

Hexplosive Expert Actions


Small humanoid, chaotic neutral
Bouncing Bomb. The hexplosive expert lobs a bouncing
bomb that travels 30 feet in a 5 foot wide line. Make a
Armor Class 12 ranged attack roll. Starting with the first creature in the
Hit Points 55 (10d4 + 30) line determine if the attack roll succeeds. If it does, the
Speed 30 ft. bomb explodes and the target takes 11 (3d6) piercing
damage and the attack ends. If it does not, continue to
the next creature and perform the same check until the
STR DEX CON INT WIS CHA bomb has traveled the full 30 feet.
11 (+2) 20 (+5) 16 (+3) 11 (+0) 13 (+1) 10 (+0)
Hexplosive Minefield (1/Day). The hexplosive expert
lobs a cluster of tiny bomblets that land in a 10-foot
Skills Perception +5 radius circle. The area becomes difficult terrain for the
Senses passive Perception 15 duration. When a creature moves into or within the
Languages Common area, it takes 2d4 piercing damage for every 5 feet it
Challenge 5 (1,800 XP) travels.

3
Mecha Monolith Magic Resistance. The mecha monolith has advantage
on saving throws against spells and other magical
Large construct, unaligned
effects.

Armor Class 20 (natural armor) Magic Weapons. The mecha monolith's weapon attacks
Hit Points 150 (10d10 + 50) are magical.
Speed 30 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The Mecha Monolith makes two Slam
attacks.
24 (+7) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)
Slam. Melee Weapon Attack: +13 to hit, reach 10 ft.,
Damage Immunities Fire, Poison, Psychic; Bludgeoning, one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Piercing, and Slashing from Nonmagical Attacks Unstoppable Mecha Force (Recharge 5-6). The mecha
Condition Immunities Charmed, Exhaustion, Frightened, monolith launches itself 60 feet along the ground in a
Paralyzed, Petrified, Poisoned straight line. All creatures within a 20-foot radius of
Senses darkvision 120 ft., passive Perception 10 where it lands must make a DC 18 Dexterity saving
Languages -- throw, taking 45 (10d8) bludgeoning and being
Challenge 10 (5,900 XP) knocked prone on a failed save, or half as much damage
on a successful one.
Immutable Form. The mecha monolith is immune to any
spell or effect that would alter its form.

4
Magic Items
Magic items are presented in order of rarity. A magic item's
description gives the item's name, its category, its rarity, and
its magical properties.
Faerie Charm
Wondrous item, uncommon
While you wear this necklace, once per day when you
complete a short rest you can recover a 1st level spell slot.
Bandleglass Mirror
Wondrous item, rare
This beautiful mirror acts as a seeing glass to other places.
As an action, you can speak an activation word to create a
duplicate mirror. For the duration of this mirrors existence,
you can use a bonus action to peer into one of the mirrors
and see everything the opposite mirror sees.
The duplicate mirror lasts until you use an action to create
a new one, which destroys it.
Quicksilver Sash
Wondrous item, very rare
You gain a +1 bonus to AC and saving throws while you wear
this cloak.
This cloak has 2 charges for the Quicksilver property. The
cloak regains all expended charges daily at dawn. If you
expend the last charge, roll a d20. On a 1, the cloak will need
an additional day to recharge. On a 20, the cloak regains all of
its charges.
Quicksilver. You can use a reaction to expend 1 charge to
cast freedom of movement.

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