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Scuttle and Flutter

A Subject Close to My Interests


Undead, Crabs, and Moths
because why not
Blessings Blessings of the Stars
Your Charisma score increases by 1 and once per day you
These blessings can be granted to characters as a result of can activate the Blessing of the Stars to have one of the
their actions, in place of a feat (if you use the optional rule), following effects as a bonus action
or as a part of character creations. This is all subject to the You can shed bright light in a radius of 30ft and dim light
DM's discretion but they should make for a fine spice to add out to 60ft for the next minute.
to character abilities. You may take the Dash Action, you are enveleoped in
Listed bellow are a list of minor blessings, to ugrade them bright light as you do so and attacks of opportunity have
consider increasing the amount of times they can be used as disadvantage against you until you finsih moving.
well as they stat bonuses they grant. Take into account the
source of the blessing as you make alterations and the recipe
for change can be most interesting indeed.
Blessing of the Crab
Your Strength score increases by 1 and once per day you can
activate the Blessing of the Crab to have one of the following
effects as a bonus action
Increase your AC by 2 for the next minute
Attempt a Grapple on a creature within 5ft(you have
advantage on this check)
Blessings of the Moth
Your Wisdom score increases by 1 and once per day you can
activate the Blessing of the Moth to have one of the following
effects as a bonus action
Restore 2d6 hitpoints to either yourself or an adjacent ally
Force a creature to have disadvantage on their next saving
throw or attack roll
Blessings of the Skeleton
Your Dexterity score increases by 1 and once per day you can
activate the Blessing of the Skeleton to have one of the
following effects as a bonus action
Fall to the ground and appear dead to all observers and
Medicine Checks(Wears off if you take any actions other
than to stay still)
You may remove a limb or other body part and may
reattach it later with no negative effects, you can control it
seperately for as long as it remains within 300ft of you
Blessings of the Ghost
Your Intelligence score increases by 1 and once per day you
can activate the Blessing of the Ghost to have one of the
following effects as a bonus action
You can pass through a target solid surface for the next
minute(If you end your movement inside a solid object you
take 1d6 force damage per 5ft it takes to move you the
shortest distance to get outside the object)
Gain resistance to any damage you take, besides force
damage) until the start of your next turn
Blessings of the Void
Your Constitution score increases by 1 and once per day you
can activate the Blessing of the Void to have one of the
following effects as a bonus action
Double the weight of yourself or an object you touch for
the next minute. Jump distance is halved and you have
advantage on checks against being shoved or moved
against your will
Halve the weight of yourself or an object you touch for the
next minute. Jump distance is doubled and you have
disadvantage on checks against being shoved or moved
against your will.
Familiars
Familiars are close companions and aids to anyone, Clicker Crab
magically inclined or otherwise, that is trying to succeed in Tiny construct, lawful neutral
almost any setting. These should be fun little aids to anyone
looking for help and friendship(Disclaimer: Some Familiars Armor Class 17
are more firendly than others and temperament is not simply Hit Points 12(3d4 + 6)
based on species) Speed 25ft. swim 15ft.

STR DEX CON INT WIS CHA


Arcane Moth 13 (+1) 14 (+2) 16 (+3) 7 (-2) 12 (+1) 10 (+0)
Tiny aberration, neutral
Skills Athletics +3, Investigation +1, Sleight of Hand
Armor Class 15 +4, Stealth +4
Hit Points 9(3d4+3) Condition Immunities Charmed, Poisoned
Speed 10ft, fly 40ft Damage Resistances Cold, attacks from non magical
weapons
STR DEX CON INT WIS CHA Damage Immunities Poison, Psychic
Senses darkvision 60ft, tremor-sense 15ft, passive
4 (-3) 16 (+3) 10 (+0) 14 (+2) 17 (+3) 13 (+1) Perception 11
Languages understands the languages of it's creator
Skills Acrobatics +5, Percetion +5, Stealth +5 but cannot speak
Condition Immunities Poisoned, Blinded, Deafened Challenge 1
Damage Resistances Cold, Poison, Psychic, attacks
from non magical weapons Treasure Finder. The clicker crab has advantage on
Senses darkvision 60ft, blind-sense 30ft, passive all Intelligence(Investigation) and
Perception 15 Wisdom(Perception) checks made to find any item
Languages understands all spoken and written it's master has designated. This can be a category
languages but cannot speak of items or something specific. In addition the
Challenge 1 clicker crab can pick locks

Flyby. The arcane moth does not provoke attacks of Powerful Build. The clicker crabs carrying capacity is
opportunity while flying. determined as if it were one size category larger
Magical Resistance. The clicker crab has advantage
Actions on saving throws against spells and other magical
effects..
Claw. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 5 (1d4 + 3) slashing damage +
2(1d4) poison damage
Actions
Snip-snip. Melee Weapon Attack: +4 to hit, reach
Wing Scales(Recharge 6). As an action the arcane 5ft., one target. Hit 4 (1d4 + 2)
moth looses dust from it's wings. Allies receive
2d6+3 temporaary hitpoints for 1 minute and
enemies must make a Charisma Saving Throw or be
blinded for 1 minute, they can repeat the save at Clicker Crab
the end of each of their turns to end the effect early
Clicker Crabs are constructs of unique nature. They are built
as retreivers by tinkerers and eccentrics. They specialize in
finding and sorting small trinkets and items such as potions,
Arcane Moth herbs, historic finds, and magical knick-knacks. They're
construction methods vary but the result is always a crab-like
Arcane Moths are seekers of knowledge and lost things. They creation made out of a mixture of rune carved metal, rock, or
float about at the whims of the air currents and the flow of wood. They always have a central core that is usually made ot
the Weave's invisible rivers. They are non-aggressive and of a crystal, a drop of sea water, and a bird bone
generally don't wish to bother others though they have a habit
of following close to random mortals. Sometimes kings,
sometimes scholars, sometimes farmers, or even a house cat.
There is little rhyme of reason given to their actions but they
always move in ways that belie a greater purpose. In
appearance they resemble brown and white moths with extra
fluff around their central bodies and heads. Sometimes they
have unique patterns on their wings such as runes, skulls,
and even flowers
Crypt Collector
Crypt collectors are small naturally occuring undead that pop Crypt Collector
up in places where there is a large congregation of dead. Tiny undead, lawful neutral
Small bones and trinkets from bodies, especially those that
have pent up sentiment attached to them, form small golems Armor Class 17
of bone and soul. They are especially common around old Hit Points 10(3d4 + 4)
battlefields and family burial sites. These benign undead Speed 35ft. burrow 15ft.
often receive a worse reputation than they deserve
considering what they do. They rarely attack anyone even if STR DEX CON INT WIS CHA
provoked and will prefer to run and hide rather than fight.
Their appearance varies and so do their abilities as they draw 6 (-2) 17 (+3) 13 (+1) 12 (+1) 9 (-1) 16 (+3)
upon the bones they have collected to determine their
abilities. A Crypt collector that has been made out of Skills History +3, Sleight of Hand +5, Stealth +5
lightweight bird bones may have the ability to fly. One made Condition Immunities Charmed, Exhaustion,
with fish bones may swim. One made from the remains of a Poisoned
spellcaster may develop minor spellcasting over time. Damage Resistances Attacks from non magical
weapons
Damage Immunities Poison, Cold, Necrotic
Senses darkvision 60ft, passive Perception 9
Languages understands Common, Deep Speech,
and Undercommon
Challenge 1

Crypt Walker. The crypt collector automatically


knows the position of any bones and trinkets worth
1gp or less as long as they are within 60ft. this is
only blocked by 1 inch of lead and other materials
cannot block this sense.
Magical Resistance. The crypt collector has
advantage on saving throws against spells and other
magical effects.
Deathless. If dropped to 0 hitpoints the crypt
collector falls prone and cannot take actions for
1d4 turns. After which it restores all lost hp and
can act as normal. If struck again during this
process they die as normal.

Actions
Scratch. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit 5 (1d4 + 3)
Wail of the Lost(Recharge 6). As an action the crypt
collector lets out a piercing wail unleashing the
psychic emotions that animate them. Creatures
within 30ft that can hear the wail must make a
Constitution Saving Throw(DC 13) or take 3d6
psychic damage and having disadvantage on their
next attack, skill check, or saving throw. Creatures
take half as much damage and negate the
disadvantage on a successful savinng throw.
Mercurial Crafter Auriluis Construct:
When you take this specialization at 3rd level you create a
Creations of alchemists can seem restrictive and clunky to fluid construct out of Auriluis that you will continue to add to
some adn they turn to a different crafting material they along your career. The Auriluis Construct takes it's turn
affectionately refer to as "auriluis". This incredibly flexible either directly after you and follows any orders you
material can be shaped from liquid to solid and back again give(Requires a bonus action) unless you are unconscious, in
allowing it to form whatever the artificer requires or which case it protects you but performs no other actions. If
imagines. The creation method is a closely guarded secret you give no orders and you are conscious, the construct takes
but there are rumors that it is crafted from the blood of it's the Dodge action.
creator and a potent mixture of metals and reagents. If the Auriluis Construct is lowered to 0 hitpoints, you can
Artificer revive it over the course of a short rest by expending a
Level Features number of hit-die equal to half your artificer level or by
spending a long rest.
3rd Mercurial Spells, Quicksilver Crafting, Auriluis
Construct
Quicksilver Enhancement:
5th Quicksilver Enhancement At 5th level your mastery over Auriluis increases. When you
9th Flexible Metallurgy or your Auriluis Construct hit with in attack or a spell(that
deals damage) you may expend a number of points up to your
15th True Creation Proficiency Bonus to roll a number of d6's equal to the
Mercurial Spells: number of points spent. The attack or spell deals an
Starting at 3rd level, you always have certain spells prepared additional amount of damage equal to the damage rolled
after you reach particular levels in this class, as shown in the Flexible Metallurgy:
Mercurial Spells table. These spells count as artificer spells At 9th level your ability to manipulate and tap into the strange
for you, but they don’t count against the number of artificer properties of Auriluis increases. Anything you make using
spells you prepare. quicksilver crafting remains and you can have a maximum
Mercurial spells nummber of items equal to your Proficiency Bonus. Theses
Artificer Level Bonus Spells items are considered magical in addition you have a +1 bonus
to rolls whenever you use these items either for skill checks
3rd Ice Knife, Shield or attack and damage rolls. These items always use your
5th Acid Arrow, Hold Person Intelligence Modifier for checks
9th Conjure Barrage, Vampiric Touch
True Creation:
13th Black Tentacles, Vitriolic Sphere When you reach 15th level your Auriluis Construct reaches
17th Conjure Volley, Hold Monster new heights. You use the new True Auriluis Statblock and you
can invest any relevant Infusions into the True Auriluis
Quicksilver Crafting:
When you take this specialization at 3rd level you gain a pool
of points equal to your Artificer Level + your Proficiency
Bonus + your Intelligence Modifier. You can tap into this pool
of points to have a number of effects. Using these options
takes a bonus action unless specified otherwise
You can create a set of artisan's tools that you are
proficient that last 1 minute or until your task with them is
finished(whichever comes last)
You can create a weapon that you are proficient with, this
uses your Intelligence when determing attack and damage
rolls. This weapon lasts one minute and if used to create a
ranged weapon it comes with 20 pieces of ammunition.
Creating this costs 2 points from your pool
Whenever you take damage you may tap into this pool as a
reaction to reduce the damage by a maximum of your
Intelligence Modifier
Auriluis Construct True Auriluis
Small ooze, neutral Large ooze, neutral

Armor Class 15 Armor Class 18


Hit Points 2 + your Intelligence modifier + 5 times Hit Points 5 + your Intelligence modifier + 5 times
your artificer level (the construct has a number your artificer level (the construct has a number
of Hit Dice [d6s] equal to your artificer level) of Hit Dice [d8s] equal to your artificer level)
Speed 30ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 14 (+2) 2 (-4)8 (-1) 5 (-3) 15 (+2) 20 (+5) 20 (+5) 2 (-4) 10 (+0) 12 (+1)

Saving Throws Dex(+2)+PB, Con(+2)+PB Saving Throws Dex(+5)+PB, Con(+5)+PB


Skills Athletics(+1)+PB, Stealth(+2)+PB Skills Athletics(+2) + PB x 2, Stealth(+5) + PB
Condition Immunities Charmed, Exhausted, Condition Immunities Charmed, Exhausted,
Poisoned Poisoned
Damage Immunities Poison Damage Immunities Poison
Senses darkvision 30ft, passive Perception 9 Senses darkvision 30ft, tremorsense 30ft, passive
Languages understands your languages but cannot Perception 10
speak Languages understands your languages but cannot
Proficiency Bonus(PB) equals yours speak
Proficiency Bonus(PB) equals yours
Fluid Nature. The construct can fit through any
space as large as one inch wide without squeezing Fluid Nature. The construct can fit through any
space as large as one inch wide without squeezing
Auriluis Striker. The construct's attacks are
considered magical for the purposes of overcoming Auriluis Striker. The construct's attacks are
damage resistance considered magical for the purposes of overcoming
damage resistance
Actions
Metallic Lash. Melee Weapon Attack: your spell
Actions
attack modifier to hit, reach 5 ft., one target you Metallic Lash. Melee Weapon Attack: your spell
can see. Hit: 1d4 + PB bludgeoning, piercing, or attack modifier to hit, reach 10 ft., one target you
slashing damage. can see. Hit: 1d10 + PB bludgeoning, piercing, or
slashing damage.

Reactions
Elemental Channeling. As a reaction when the
Auriluis takes acid, cold, fire, or lightning damage. It
gains resistance to that damage until the energy is
expended. It's next attack deals an additional 2d6
of that damage type and the energy is expended
Adaptive Bulwark. As a reaction when taking
bludgeoning, piercing, or slashing damage the
Auriluis gains resistance to that damage type until
the start of it's next turn.
Legal and other Information

Legal
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
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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.
The layout was created in Homebrewery

All Art Credit for this document


goes to Wilisthethrill, they are an
amazing artist and deserve much
love for helping me with this.
You can find their information here and they are
almost always accepting commission work
https://twitter.com/wilisyourthrill

Additional Art credit goes to


Sab(https://twitter.com/smuppen_)
and
TK(https://twitter.com/tkstinkerton)

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