Professional Documents
Culture Documents
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This document attempts to consolidate and build off of the official fifth-edition and
Adventure League faction rules to make it easier to incorporate factions (whether its
the core-five factions shown, or any other of your choosing) into your adventure. This
also includes by-faction handouts for players.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers
League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive
likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or
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4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
The Five Factions that organization, or which directly benefits the
organization, increases the character's renown by
2 instead.
If a character wishes to join (or already has A character can also loose renown. Serious
joined) a faction, this guide provides optional offenses committed against the organization or
details for advancement and benefits. This its members can result in a loss of renown and
document can also be used as a guide to building rank within the organization. The extent of the
other player factions. loss depends on the infraction and is left to your
discretion. A character's renown within an
Section 1: details that apply to all factions: organization can never drop below 0.
Rewarding Renown
Renown is a numerical value that starts at 0, then
increases as a character earns favor and
reputation within a particular organization. You
can tie benefits to a character's renown, including
ranks and titles within the organization and
access to resources. A player tracks renown
separately for each organization his or her
character is a member of. For example, an
adventurer might have 5 renown within one
faction and 20 renown within another, based on
the character's interaction with each organization
over the course of the campaign. While a
character can have renown with multiple factions,
it can only be a member of one faction at a time.
Advancing an organization's interests increases
a character's renown within that organization by
1. Completing a mission specifically assigned by
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Faction Tables
Perks: The Dungeon Master should feel free to edit perks to fit their own campaign. The availability of
these perks is also at Dungeon Master discretion and can range from ‘at the start of each session’ (which is
more consistent with Adventure League), to only being able to get these perks if the characters make
contact with an actual representative, to requiring a short adventure to get certain perks. The Dungeon
Master may also provide perks to factionless players.
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Faction Perks by Faction
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Faction Gods
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This notes the god or goddess bestowing the charm or blessing. The Dungeon Master is free to use
whatever other deity fits their campaign, which may also be whichever god the character follows.
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Ranks Rank 3
Characters are reliable faction members, entrusted
At Dungeon Master discretion, a faction
with many secrets and deserving of additional
representative should be present to provide any
support during adventures. Perks include:
perks.
Consumable item. When requested, a faction
Consumable items. A character can only select a
representative may give an agent an item worth
consumable item from its current rank’s options
100 gp or less from a table in Chapter 5 of the
and can only have one provided consumable in its
Player’s Handbook.
possession at a time. Consumables provided by a
Permanent item. All agents are given their choice
faction can not be sold or traded, but can be used
of a carriage, cart, chariot, sled, or wagon; which
on other players.
bears the faction insignia.
Permanent items. A character has access to the
Downtime Activity. Once, an agent may request the
current rank’s items, and of all lower rank items.
faction acquire a specific known magical weapon
These items can not be sold, traded, or gifted but
of common or uncommon rarity, which the
can be replaced if destroyed or lost.
character will need to trade one of its existing
magic items of equal or greater rarity for. This
Rank 1 search takes two days. The character does not
need to be present during the search.
This is the rank a character receives when first
Supernatural gift. Once, the faction can call upon a
joining a faction. It is available at character creation
god or goddess to bestow a charm upon the agent.
or any time the character wishes to join. Perks
include:
Rank 4
Consumable item. When requested, a faction
representative may give an agent a potion of Characters are trusted voices within the faction’s
healing. leadership. They are looked upon as champions of
Permanent item. All agents are given a faction the faction’s beliefs, and as mentors by those of
insignia. lower rank. Perks include:
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Harpers carefully guarded secrets such as ancestral maps,
buried cities, and mages’ keeps.
The bond between Harpers is strong, and their
Faction Summary friendships are nigh unbreakable. Rarely do they
operate in the open, but on rare occasions they
The Harpers is a scattered network of must, be cause there is no other choice. When
spellcasters and spies who advocate equality and that happens, you can be sure that a fellow
covertly oppose the abuse of power. The Harper is watching closely, ready to emerge from
organization is benevolent, knowledgeable, and the shadows and help a comrade at a moment’s
secretive. Bards and wizards of good alignments notice.
are commonly drawn to the Harpers.
Member Traits
A Harper is first and foremost self-reliant, for
once you are autonomous then no one can tempt Harper agents are trained to act alone and rely on
you into using power as a crutch. You are their own resources. When they get into scrapes,
sovereign unto yourself. they don’t count on their fellow Harpers to rescue
Therefore, a Harper’s soul must be them. Nevertheless, Harpers are dedicated to
incorruptible. Many believe themselves to be so, helping one another in times of need, and
but power comes in many guises, and it will friendships between Harpers are nigh
surely find your weakness. Of this you may be unbreakable. Masterful spies and infiltrators, they
certain. Only a true Harper can pass this test and use various guises and secret identities to form
transform weakness into strength. That is why we relationships, cultivate their information
are the hand that stops the tyrant, feeds the networks, and manipulate others into doing what
oppressed, and asks for nothing in return. needs to be done. Although most Harpers prefer
We are the song for those who have no voice. to operate in the shadows, there are exceptions.
— Remallia “Remi” Haventree
Goals
This clandestine network of spellcasters and
spies seeks to tip the scales in favor of the � Gather information throughout Faerûn.
innocent, the weak, and the poor within the � Promote fairness and equality by covert means.
Realms. Harper agents pride themselves on being � Thwart tyrants and leaders, governments, and
incorruptible defenders of good, and they never organizations that grow too powerful.
hesitate to aid the oppressed. Because they prefer � Aid the weak, poor and oppressed.
to work behind the scenes, they are rarely noticed
as they thwart tyrants, depose rulers, and head off
any growing force that is rumored to have evil
Beliefs
intent. The Harpers has its finger on the pulse of
� One can never have too much information or
power in the Realms and works tirelessly to even
arcane knowledge.
the odds for the downtrodden.
� Too much power leads to corruption. The
Individual Harper agents operate alone, relying
abuse of magic, in particular, must be closely
on their wits and extensive information networks
monitored.
to gain an advantage over their enemies. They
� No one should be powerless.
know that knowledge is power, so gathering
intelligence beforehand is paramount to their
success. They are well-informed and always have
access to aid, magical and otherwise. Veteran
members have access to secret caches of
knowledge stashed all over Faerûn, along with
trusted sources stationed in every major town and
city.
The organization is always on the lookout for
powerful items, expressly to keep them out of the
hands of evildoers. To this end its agents use
various guises and identities to gain access to
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Example Representatives Mirt
Remallia Haevntree '�����$�������$����$�����$noble
Chaotic good female moon elf fighter Ideals: Creativity, opportunity
Ideals: Freedom, respect (“Our failure would Interaction Traits: Obnoxious
spell an end to all beautiful and honest things.”) Potential Resources: Consumables
Interaction Traits: Honest, friendly Once known as Mirt the Merciless and the Old
Potential Resources: Harper mages and scouts Wolf, Mirt made a fortune and carved out a
The elf noble Remallia—“Remi” to her friends—is reputation as an adventurer and philanderer.
quiet, speaking only after others have had their Today, an older and wiser Mirt serves as a
turn, and is content to let events unfold until she Harper representative. The years have not worn
feels a need to offer intervention and guidance. him down, and though he has grown soft in the
This embodies her attitude about combat as well. flesh, he remains deceptively strong, vigorous,
She measure success in the value and and clear of mind. Mirt has survived the passing
quantity of intelligence gained by a course of of centuries by means of magic.
Despite his prodigious girth, Mirt can move
action, as well as how that knowledge can be
with good speed when he must, and he hasn't let
used to leverage an enemy into submission.
his adventuring skills wither. His wife, Asper,
She is willing to cooperate with unsavory passed away several years ago, and his rambling
types and leverage evil assets, but not if doing mansion has seen better days. Mirt spends his
so endangers others unnecessarily. She can days embroiled in politics and whiles away his
respect the deftness and skill needed to make nights in drink and debauchery.
such an arrangement, even if she does not like
the arrangement itself. She will be dissatisfied
if the characters kill rather than capturing—
without at least trying to extract information
from them beforehand.
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Order of the Gauntlet within before taking up their swords to cleanse
the world.
The Order of the Gauntlet believes that all
Faction Summary sentient beings must come to the light of reason
and goodness of their own volition. That is why it
The Order of the Gauntlet is composed of faithful is not interested in controlling minds: it focuses
and vigilant seekers of justice who protect others only on deeds, setting an example to the world in
from the depredations of evildoers. The hopes of inspiring and enlightening others. The
organization is honorable, vigilant, and zealous. Order holds that faith in one’s god, one’s friends,
Clerics, monks, and paladins of good (and often and one’s self are the greatest weapons in
lawful good) alignments are commonly drawn to quelling the hordes of malice.
the Order of the Gauntlet. With such devout conviction, the Order’s
members can be depended on as a source of
That’s the thing about evil: it is darkness, it is strength to themselves and others, a bright light
shadow, it hides in your blind spot. Then, when against the darkness. They are not preemptive
you are distracted, it sneaks in. Evil is a master of bullies, though. A strict code of honor allows
disguise—and what is the greatest disguise, you them to strike only when evil deeds are being
ask? Yourself. Evil will cloak itself in thoughts committed. Thus, the Order of the Gauntlet is
and emotions pretending to be your own, telling hyper vigilant, using every resource at their
you to get angry, to be greedy and envious, to hold disposal—both divine and mundane— to know
yourself above others. where and when dark deeds will occur.
People aren’t born evil—it takes time for evil to
fool you into thinking that its voice is yours. That Member Traits
is why to know who you truly are is what the
Order requires from each hopeful who wishes to The Order of the Gauntlet is a dedicated, tightly
join our ranks. Bravery isn’t fighting the dragon knit group of like-minded individuals driven by
out there—it is fighting the dragon within. That is religious zeal or a finely honed sense of justice
what we do in our prayers. Once you have slain and honor. Friendship and camaraderie are
that dragon, you have overcome the darkness important to members of the order, and they
lurking within yourself. Only then do you have the share a trust and a bond normally reserved for
capacity to know true goodness. Only then are siblings. Like highly motivated soldiers, members
you ready to take up the sword and wear the of the Order of the Gauntlet seek to become the
badge of our Order.” best at what they do and look forward to testing
— Kajiso Steelhand their mettle. There are few, if any, “lone wolves”
in this organization.
The Order of the Gauntlet is a relatively new
organization dedicated to smiting evil wherever it Goals
lurks and without hesitation. The Order
understands that evil wears many guises, playing � Be armed and vigilant against evil.
games and tricking others in order to spread. � Identify evil threats such as secretive power
That is why its members act on their own groups and inherently evil creatures.
authority, identifying threats and smashing them � Enforce justice.
before they can grow. � Enact retribution against evil actions—do not
Because the seeds of evil are nourished in the strike preemptively.
shadows, the Order of the Gauntlet rides out to
the most dangerous dungeons, the darkest
caverns, and the foulest pits to weed out
Beliefs
wrongdoers. But the Order is keenly aware that
� Faith is the greatest weapon against evil—faith
the shadow of evil lies within everyone, waiting
in one’s god, one’s friends, and one’s self.
for a moment when it can gain a foothold on their
� Battling evil is an extraordinary task that
souls. Thus its paladins, monks, and clerics spend
requires extraordinary strength and bravery.
long hours deep in prayer to keep their inner eye
� Punishing an evil act is just. Punishing an evil
vigilant and focused on their own thoughts and
thought is not.
emotions. In this way they purify themselves from
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Example Representatives Savra Belabranta
Neutral good female human knight
Sir Lanniver Strayl Ideals: Humility, redemption
Lawful good male human fighter Personality: Contemplative
Potential Resources: Consumables
Ideals: Faith. devotion, justice, duty
Personality: Patient, determined. witty The Belabrantas are a noble family that raise
Potential Resources: Order of the Gauntlet griffons. Savra is trying to regain her honor by
veterans serving Tyr, thus atoning for the evil acts she
committed as a member of an evil elemental cult
A devout follower of Tyr and a member of the called the Howling Hatred. Savra's sins are
Order of the Gauntlet. Little surprises him at this irrelevant to the Order. Whenever she has a
point in his life, and he accepts what comes with mission for the characters, she communicates the
a wry wit and an unshakable faith that things will missive to them herself.
always work out—provided those of good intent
do what must be done. If most of the characters
in the party are or good alignment, Sir Lanniver is
supportive of their mission and wants them to
succeed. However, a party of mostly neutral or
evil characters will need to work to gain his
support.
If he's of a mind to provide aid, sir Lanniver can
pledge human veterans of the order to the party's
mission.
Ontharr Frume
Lawful good male human paladin
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Emerald Enclave the elemental forces of the world in check and
prevent civilization and the wilderness from
destroying one another.
Faction Summary
Member Traits
The Emerald Enclave is a widespread group of
wilderness survivalists who preserve the natural Members of the Emerald Enclave are spread far
order while rooting out unnatural threats. The and wide, and usually operate in isolation. They
organization is decentralized, hardy, and learn to depend on themselves more than others.
reclusive. Barbarians, druids, and rangers of good Survival in a harsh world also demands great
or neutral alignments are commonly drawn to the fortitude and mastery of certain fighting and
Emerald Enclave. survival skills. Members of the Enclave who
dedicate themselves to helping others survive the
We of the Emerald Enclave serve as perils of the wilderness are more social than
gatekeepers to that vast space beyond the city others who are charged with defending sacred
walls. We are the defenders both of the glades and preserving the natural balance.
wilderness and of the society that does not
understand it. Most have forgotten that there is Goals
an ancient, natural order that held sway long
before we formed our intellectual concepts of it. � Restore and preserve the natural order.
To come into contact with that primal order is to � Destroy all that is unnatural.
touch the power that guides all of life. � Keep the elemental forces of the world in
Those who walk the way of the Emerald check.
Enclave are infused with this power; we embody � Keep civilization and the wilderness from
it, and it moves us to do our work. That is why we destroying each other.
are never alone. Even in the midst of a noisy,
crowded city, we can feel the presence of the
natural world inside us, fresh, strong, and alive.
Beliefs
The enclave seeks to make awareness of this
� The natural order must be respected and
power available to all.
preserved.
Freedom. Is not this the highest of callings?
� Forces that upset the natural order must be
—Delaan Winterhound
destroyed.
� Civilization and the wilderness must learn to
The Emerald Enclave is a far-ranging group that
coexist peacefully.
opposes threats to the natural world and helps
others survive in the wilderness. Branches of the
organization are scattered throughout Faerûn
and often operate in isolation from the others.
This existence instills in the enclave’s members a
fierce self-reliance and mastery of certain fighting
and survival skills.
A ranger of the enclave might be hired to lead a
caravan through a treacherous mountain pass or
across the frozen tundra of Icewind Dale. A druid
might volunteer to help a village prepare for a
long, brutal winter. Barbarians and druids who
live as hermits might appear from nowhere to
help defend a town against marauding orcs.
Members of the Emerald Enclave know how to
survive and, more important, how to help others
do the same. They are not opposed to civilization
or progress, but they strive to keep such
“advances” in balance with the wild. They restore
and preserve the natural order, even as they root
out and destroy all that is unnatural. They keep
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Example Representatives Morista Malkin
Melannor Fellbranch Neutral good female shield dwarf scout
Chaotic good male half-elf grounds keeper Ideals: Loyalty. nature, the dwarven people
Interaction Traits: stern, stubborn, insightful
Ideals: Order, moderation Potential Resources: Emerald Enclave scouts
Interaction Traits: Quiet and giant lizard mounts
Potential Resources: Consumables
Originally from the Silver Marches, she balances
Melannor Fellbranch is a friendly but humorless her work with the Emerald Enclave and her
grounds keeper. Melannor delivers missions by loyalty to her people and their cause. Stern and
way of animal messenger spells and is partial to stubborn, Morista sees it as her duty to protect
using cats and pigeons as couriers. He quickly people from the often savage nature of the
assigns new members their first mission. Underdark and to remind them of its natural
beauty. Morista spends some of her time training
Delaan Winterhound elite scouts to reconnoiter the Underdark
passages.
Neutral good male half-elf ranger
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Lords’ Alliance each other, requiring a balance between pride
and diplomacy. Rogue agents within the Lords’
Alliance are rare, but defections have been known
Faction Summary to occur.
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Example Representatives Lady Laeral Silverhand
Lord Eravien Haund Chaotic good female human wizard
Lawful neutral half-elf noble Ideals: Creativity, respect (“We cannot stop what
we do not understand.”)
Ideals: Order, society, peace, stability Interaction Traits: Quiet, curious
Personality: charming, sly, worldly Potential Resources: Conscript troops
Potential Resources: Lords‘ Alliance guards and
spies Lady Laeral is one of the Seven Sisters—
legendary, nigh-immortal figures known to have
The representative of the Lords’ Alliance is a been blessed by Mystra. (Some even say they are
noble of Tethyrian and moon elf heritage, his the goddess’s daughters.) Her spellcasting ability
youthful looks belying his actual age and is impressive but is beginning to wane, and she
experience. Although he hails from Waterdeep, focuses more on political power than on the
Lord Eravien often travels to other alliance arcane these days.
settlements. He's a charming and sly courtier, Laeral Silverhand brings centuries of
able to immediately size up any social situation, leadership experience and an impressive
but his fondness for socializing often distracts reputation to the negotiations. A consummate
him from what's important. diplomat, she can wield words that wound or
soothe with equal ease.
Jalester Silverman
Lawful neutral human rogue
Lord Dagult Neverember
Lawful neutral male human fighter
Ideals: loyalty, creativity
Personality: charming, passionate Ideals: Moderation, responsibility (“The
Potential Resources: Consumables commoners need strong leaders to protect
them—and to do what must be done even when
An earnest man in his mid-twenties, Jalester hails
it is distasteful.”)
from the distant land of Cormyr, where he earned
Interaction Traits: Honest
his spurs working for a mercenary company
Potential Resources: Conscript troops, and
called the Steel Shadows. A few years ago,
mercenaries from around the world
Jalester left the Dales and traveled to Faerûn with
several other members of the company, one of Lord Neverember holds many titles and wears
whom-Faerrel Dunblade-would become his best several crowns. He looks the part of such an
friend and lover. Faerrel was unfortunately killed impressively titled figure: tall and broad-
in battle and Jalester has been romantically shouldered, with a thick beard, a wild mane of
unattached ever since Faerrel's death but longs hair, and a forceful manner. Rarely seen without
again for love. Jalester spends much of his time in his hand around a glass of strong spirits, he is a
taverns that adventurers are known to frequent. master manipulator and looks and behaves as a
king should.
Strong and decisive, Dagult acts always for the
good of his subjects and realm—and in doing so,
has consistently built up his own power and
wealth. Dagult demands order and rewards
discipline, but he is pragmatic and driven by
results above all else. He knows that nothing
comes without effort, and sacrifices must be
made when necessary. Tireless in his actions, he
never stops until he has achieved his goals. He
will use any means at his disposal, as long as
those means are legally justifiable—even when
such justification must be “rediscovered” from
long-forgotten or ignored laws.
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���������� ����
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Zhentarim matters into their own hands. Results are all that
matter. Those who come into the Black Network
with nothing can become major players within
Faction Summary the organization through their own moxie and
hard work.
The Zhentarim is an unscrupulous shadow
network that seeks to expand its influence and Member Traits
power throughout Faerûn. The organization is
ambitious, opportunistic, and meritocratic. A member of the Zhentarim thinks of himself or
Rogues and warlocks of neutral and/or evil herself as a member of a large family, and relies
alignments are commonly drawn to the on the Black Network for resources and security.
Zhentarim. However, members are granted enough
autonomy to pursue their own interests and gain
Membership in the Zhentarim is like a key to a some measure of personal power or influence.
thousand doors, each one a gateway to fulfilling a The Black Network is a meritocracy. As a whole,
personal desire. Most people shy away from this it promises “the best of the best,” although in
kind of freedom. They like their restraints, laws, truth, the Zhentarim is more interested in
and swaddling—it gives them the illusion of spreading its own propaganda and influence than
security. investing in the improvement of its individual
The Black Network provides what I need to members.
explore realms and dimensions that would tear
apart minds accustomed to limits. Only in such Goals
places can I find magic powerful enough to defeat
beings that know no such thing as time, fear, or � Amass wealth.
mercy. You might not like the Zhentarim’s � Look for opportunities to seize power.
methods, but when a demon crawls out of the � Gain influence over important people and
Abyss and comes for your family, you’ll be glad organizations.
that I have gone to the darkest of realms to find � Dominate Faerûn.
the answer to your problem.
— Ianna Asterion
Beliefs
The Zhentarim, or Black Network, is an
� The Zhentarim is your family. You watch out
organization of well-trained mercenaries, savvy
for it, and it watches out for you.
rogues, and crafty warlocks who seek to expand
� You are the master of your own destiny. Never
their influence and power throughout Faerûn.
be less than what you deserve to be.
Agents of the Zhentarim feel that if they play by
� Everything—and everyone—has a price.
the rules, nothing gets done. Ultimately, they
want to make the rules—and, in some cases, they
already do. They walk a fine line when it comes to
the letter of the law and don’t shy away from the
occasional shady deal or illicit activity to get what
they want.
To the Zhentarim, wealth is power. Its agents
know that nothing else inspires such confidence
and dispels doubt so well. In an instant, wealth
speaks louder than a thousand bards. Zhentarim
agents routinely carry the finest weapons and
armor, with no expense spared. When a merchant
needs an escort for a caravan, when a noble
family requires bodyguards to protect its
holdings, or when a city is desperate for trained
soldiers to defend its walls, the Zhentarim
provides the best warriors money can buy.
The organization encourages individual
ambition and rewards innovators who take
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Example Representatives Davil Starsong
Davra Jassur Lawful neutral male elf wizard
Rian Nightshade
Lawful evil female tiefling warlock
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������� �
*������������������������������9�������� ��: ������������������������
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��� �����������
� �����������
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Appendix A: Faction Agent Background
This background is from Sword Coast Adventurer’s Guide.
All faction agents are required to change their mesh with your own. Becoming an adventurer
background feature to Safe Haven, regardless of doesn't necessarily require you to relinquish
their background. membership in your faction (though you can
choose to do so), and it might enhance your
Faction Agent status in the faction.
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Appendix #: �����*�+�����������
One of the following spells can be chosen by the character to be cast at a location of its choice until the spell
is permanent.: druid grove, galder’s tower, teleportation circle, private sanctum, temple of the gods, mighty
fortress, or guards and wards.
The following descriptions excludes spells described in the Player’s Handbook and are drawn from Lost
Laboratory of Kwalish, and Xanathar’s Guide to Everything.
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can have one additional story for each slot level sections to buckle and collapse at the DM's
beyond 3rd. discretion .
After 7 days or when you cast this spell
��� ����������� somewhere else, the fortress harmlessly
crumbles and sinks back into the ground, leaving
8th-level conjuration
any creatures that were inside it safely on the
Casting Time: 1 minute ground.
Range: 1 mile Casting this spell on the same spot once every 7
Components: V, S, M (a diamond worth at least days for a year makes the fortress permanent.
500 gp, which the spell consumes)
Duration: Instantaneous
Classes: Wizard
Spellcasting. The spellcaster’s spellcasting ability is Spellcasting. The spellcaster’s spellcasting ability is
Intelligence (spell save DC 13, +6to hit with spell Wisdom (spell save DC 13, +6 to hit with spell
attacks). The spellcaster has following wizard spells attacks). The spellcaster has following cleric spells
prepared: prepared:
Cantrips (at will): fire bolt, light, mage hand Cantrips (at will): guidance, resistance, sacred flame
1st level (4 slots): burning hands, shield, sleep 1st level (4 slots): bless, cure wounds, shield of faith
2nd level (2 slots): invisibility 2nd level (2 slots): aid
Potent Cantrips. The spellcaster can add its Potent Cantrips. The spellcaster can add its
spellcasting ability modifier to the damage it deals spellcasting ability modifier to the damage it deals
with any cantrip. with any cantrip.
������� �������
Quarterstaff. Melee Weapon Attack: +3 to hit, reach ������������
������������#�" � �$ �����������% $63$��$���0$
5 ft., one target. Hit: 3 (1d6) bludgeoning damage, �����$&$��70$���$������7$���/$�$2��83$!����������$
or 4 (1d8) bludgeoning damage if used with two
hands. ������0$��$#$2��93$!����������$������$��$����$
����$���$�����7
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�������������� �� �����������������
6th-level Medium humanoid 6th-level Medium humanoid
Armor Class 16 (chain shirt, shield) Armor Class 16 (chain shirt, shield)
Hit Points 45 (7d8 + 14) Hit Points 45 (7d8 + 14)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 14 (+12) 10 (+0) 12 (+1) 10 (+0) 17 (+3) 13 (+1) 14 (+12) 10 (+0) 12 (+1) 10 (+0)
Saving Throws Con +5 Saving Throws Con +5
Skills Athletics +6, Perception +4, Survival +4 Skills Athletics +6, Perception +4, Survival +4
Senses passive Perception 14 Senses passive Perception 14
Languages Common, plus one of your choice Languages Common, plus one of your choice
Proficiencies Simple and martial weapons, shields, Proficiencies Simple and martial weapons, shields,
all armor all armor
Second Wind. The warrior can use a bonus action Second Wind. The warrior can use a bonus action
on its turn to regain hit points equal to 1d10 + its on its turn to regain hit points equal to 1d10 + its
level. If it does so, it can’t use this feature again until level. If it does so, it can’t use this feature again until
it finishes a short or long rest. it finishes a short or long rest.
Improved Critical. The warrior’s attack rolls now Improved Critical. The warrior’s attack rolls now
score a critical hit on a roll of 19 or 20 on the d20. score a critical hit on a roll of 19 or 20 on the d20.
������� �������
Extra Attack. The warrior can attack twice, instead Extra Attack. The warrior can attack twice, instead
of once, whenever it takes the Attack action on its of once, whenever it takes the Attack action on its
turn. turn.
Longsword. Melee Weapon Attack: +8 to hit, reach Longsword. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage,
or 8 (1d10 + 4) slashing damage if used with two or 8 (1d10 + 4) slashing damage if used with two
hands. hands.
Longbow. Ranged Weapon Attack: +7 to hit, range Longbow. Ranged Weapon Attack: +5 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage. damage.
!��������
Protection. The warrior imposes disadvantage on
the attack roll of a creature within 5 feet of it
whose target isn’t the warrior. The warrior must
be able to see the attacker.
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"#����
6th-level Medium humanoid
�������
Extra Attack. The expert can attack twice, instead
of once, whenever it takes the Attack action on its
turn.
Shortsword. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5
(1d4 + 3) piercing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range
80/320 ft., one target. Hit: 7 (1d8 + 3) piercing
damage.
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Exhibit D) Supernatural Gifts
Charms Blessings
The charm can't be used in the area created by an A character retains the benefits of a blessing
antimagic field or a similar effect, and a charm's forever or until it is taken away by the god who
effects are susceptible to dispel magic and the granted it. Unlike a magic item, such a blessing
like, but the charm itself can't be removed from a can't be suppressed by an antimagic field or
creature by anything short of divine intervention similar effect.
or the wish spell.
If you’d like to create your own blessings,
If you’d like to create your own charms, Dungeon Dungeon Master Guide, chapter 7 guidance
Master Guide, chapter 7 guidance includes: The includes: The text of a blessing addresses its
text of a charm addresses its user. A typical user. If you decide to create more blessings,
charm mimics the effects of a potion or a spell, so consider this: a typical blessing mimics the
it is easy to create more charms of your own, if properties of a wondrous item
you like.
&����������������
$ ��������������$��%����� Blessing
Charm
If the character’s mount is a horse or similar
This charm allows the character to cast the creature, the creature’s walking speed is
conjure animals spell (3rd-level version) as an increased by 30 feet.
action. Once used three times, the charm
vanishes from the character.
&�����������������'��
Blessing
$ �������$�����������
Charm You cast the dimension door spell as an action.
This blessing can't be used again until the next
This charm allows the character to cast the dawn.
clairvoyance spell (3rd-level version) as an action. When you disappear, you leave behind a cloud
Once used three times, the charm vanishes from of smoke, and you appear in a similar cloud of
the character. smoke at your destination. The smoke lightly
obscures the space you left and the space you
$ ������������������� appear in, and it dissipates at the end of your next
turn. A light or stronger wind disperses the
Charm
smoke.
This charm allows the character to cast the
gaseous form spell (3rd-level version) as an &����������������(�����
action. Once used three times, the charm
Blessing
vanishes from the character.
Poisons have no effect on you. You are immune to
&��������������$ ��� the poisoned condition and have immunity to
poison damage.
Charm
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