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Credits Table of Contents

Lead Designer/Producer: Jonoman3000


Patrons (Current): Andrew Thomas, Castreek (Commissioned
Chapter 1: Subclasses………………………………...3
Thorns Barbarian, Vengeful Fist Monk, Stormwatch Paladin, Barbarian: Path of Thorns………………………………………..4
Aerialist Rogue, Polymancy Wizard, Forgebow, Twinned Aegis, Monk: Way of the Blade Dancer………………………………...5
Adamantine Golem, Antephage, Blightwidow, Primordial Sap, Monk: Way of the Vengeful Fist………………………………...6
Siphon Devil), Dan Thomassen, Daniel Tikalsky, Darius Byrd, DJ Paladin: Oath of the Moon……………………………………….7
Rkod, DJShade, Don MacIntyre, Gobbo, Graf Vorfahrt, Jeff J, Paladin: Oath of the Stormwatch………………………………...8
Joseph Blanc, Julnaz, Lars Levin, Lieth, Matt Jackman, Matthew Rogue: Aerialist………………………………………………….9
Hendricks, Steve Boshear, Stijn Van Halem, TheGeek1911 Rogue: Chronokeeper…………………………………………..10
(Commissioned Negotiator’s Lockbock, Greatweavers, and Night Warlock: The Fallen…………………………………………….11
Terror) Wizard: Order of Polymancy…………………………………...12
Patrons (Former): Alexander, Asa Gismervik, Bard,
BurlyJourneyman, Caleb Smith, Callum Sim, Danny Silva,
Chapter 2: Spells………………………………………13
Filippo, Heather VanSalisbury (Commissioned Chronokeeper, The Temporal Witness………………………………………………14
Fallen, Temporal Witness, Armor of Conquest, and Apocalyptic Chapter 3: Items………………………………………..15
Heralds), Island_J, Mindless0_o, Morgan Smith, MYK, Ryder
Steadman, Troy Khol Armor of Conquest……………………………………………..16
Cover Illustrator: Olena Richards Forgebow……………………………………………………….18
Negotiator’s Lockbox…………………………………………..18
Twinned Aegis………………………………………………….18
Chapter 4: Monsters…………………………………19
Adamantine Golem……………………………………………..20
Antephage……………………………………………………....21
Apocalyptic Heralds……………………………………………22
Blightwidow……………………………………………………24
Greatweavers…………………………………………………...25
Night Terror…………………………………………………….27
Primordial Sap………………………………………………….28
Siphon Devil……………………………………………………29
Chapter 5: Rules………………………………………..30
Alternate Attacks……………………………………………….31

Preface
This supplement serves as a compendium of all the patreon
commissions that I’ve released publicly. The pieces within this
compendium are the most up-to-date versions of these
homebrews; reddit posts and individual patreon posts are usually
outdated in comparison.

ON THE COVER
Olena Richards illustrates an artistically rendered landscape

Created November 2021


Jono’s Commission Compendium is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards.
Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Barbarian: Path of Thorns Plant Speaker
Barbarians who walk the Path of Thorns learn to harness druidic At 10th level, your connection to nature grants you the ability
magic with their rage, tapping into the forces of nature to conjure to manipulate plant life to follow your commands. You can cast
and control plant life through sheer force of will. In battle, these the plant growth, speak with plants, or spike growth spell, without
barbarians become adorned with makeshift armor made from using a spell slot or material components. You can maintain
thorny brambles, which punish foes that attack them. concentration on this casting even while you rage. Constitution is
The tribes that harbor these barbarians typically reside in dense your spellcasting ability for these spells.
jungles, and often live alongside druids, rangers, and other After you cast any of these spells in this way, you can’t use
peoples that draw upon primal powers. this feature again until you finish a short or long rest.
Druidic Initiate Poisonous Brambles
When you choose this path at 3rd level, your connection to the Starting at 14th level, you can use the reaction granted by your
natural world causes you to gain the druidcraft cantrip if you Vengeful Thorns feature in response to being hit or missed by a
don’t already know it. Constitution is your spellcasting ability for creature within 30 feet of you, the AC bonus it provides is
this spell. increased to +4, and a creature that fails its save against the
feature is poisoned until the start of its next turn.
Vengeful Thorns Also, the range of your Rage Spores feature increases from 5
Also at 3rd level, you conjure armor made of thorny brambles feet to 10 feet.
when you rage. If a creature within 10 feet of you hits or misses
you with an attack while you’re raging, you can use your reaction
to add a +2 bonus to your AC against that attack, which can
potentially cause the attack to miss you. Also, your attacker must
make a Dexterity saving throw with a DC of 8 + your proficiency
bonus + your Constitution modifier, as your armor launches
thorns at it. The save is made at disadvantage if the attack hit you.
On a failed save, the creature takes magical piercing damage
equal to 1d4 + half your barbarian level.
Rage Spores
Starting at 6th level, your rage gives off plant-like spores
that infect the minds of nearby foes, enticing them to
attack you. Whenever a hostile creature starts its
turn within 5 feet of you while you’re raging, it
must make a Wisdom saving throw with a
DC of 8 + your proficiency bonus + your
Constitution modifier. On a failed save,
until the start of your next turn
that creature has disadvantage
on attack rolls against targets
other than you, can’t willingly
move away from you, and can’t
make ranged attacks against
targets other than you.

Art by Alessandra Pisano


Monk: Way of the Blade Dancer Blade Dancing Techniques
A monk who follows the Way of the Blade Dancer is taught to The techniques are presented in alphabetical order.
wield weapons with unmatched precision and elegance, Dance of the Coursing River. When you or a creature within 5
gracefully twirling from place to place in a mesmerising dance feet of you fails a Strength or Dexterity saving throw, you can use
accented by the clash of iron. As they dart across the battlefield, your reaction to imbue the target with improved power or agility.
these monks come to the aid of their allies, defending them from Roll your Martial Arts die and add the number rolled to the result
enemies or enhancing their attacks. Every step they take is of the saving throw, potentially causing the save to succeed.
imbued with the magic of ki, and every slash of their blade is a Dance of the Diverted Blade. When you or a creature within 5
carefully choreographed extension of their dance. feet of you misses a melee attack, you can use your reaction to
allow that creature to switch the attack’s target to a different target
Bonus Proficiency that’s also within its reach. If it does so, it uses the same attack
When you choose this tradition at 3rd level, you gain proficiency roll against the new target, but adds a roll of your Martial Arts die
in the Performance skill if you don’t already have it. to the attack roll.
Dance of Blades Dance of the Enduring Mountain. When you or a creature
within 5 feet of you is hit by an attack, you can use your reaction
Also at 3rd level, your unique training allows you to master the
to come to the target’s defense. Roll your Martial Arts die and add
use of certain weapons, as well as the use of peculiar, dance-like
the number rolled to the target’s AC for that attack, potentially
fighting techniques. You gain the following benefits:
causing the attack to miss.
Bonus Monk Weapons. Choose two types of martial melee
Dance of the Tempestuous Gale. When you or a creature
weapons that lack the heavy and special properties. You gain
within 5 feet of you causes another creature to be pushed or
proficiency with these weapons if you don't already have it.
pulled, you can use your reaction to roll your Martial Arts die and
Weapons of the chosen types are monk weapons for you.
add 5 times the number rolled to the distance the target is pushed
Blade Dancing. When you use the Attack action with a monk
or pulled by that effect.
weapon on your turn, you can use your bonus action to begin
Dance of the Unfettered Flame. When you or a creature within
performing a martial technique called a blade dance, which lasts
5 feet of you begins to move, you can use your reaction to imbue
until the start of your next turn. While blade dancing, opportunity
the target with grace and swiftness. Roll your Martial Arts die and
attacks against you are made with disadvantage, and you can use
add 5 times the number rolled to the target’s speed. This speed
any of the blade dancing techniques you’ve learned. Blade
bonus lasts until the end of the turn, and the first opportunity
dancing techniques are described below.
attack made against the target during the duration automatically
When you use this bonus action, you can spend 1 ki point to
misses.
make an attack with a monk weapon as part of the same action.
Dance of the Steadied Mind. When you or a creature within 5
Blade Dancing Techniques. You learn two blade dancing
feet of you fails an Intelligence or Wisdom saving throw, you can
techniques of your choice (see “Blade Dancing Techniques”
use your reaction to steady the target’s mind, allowing it to better
below). Each of these techniques uses your reaction in some way,
resist the effect. Roll your Martial Arts die and add the number
and can only be used while you are blade dancing.
rolled to the result of the saving throw, potentially causing the
You learn an additional blade dancing technique of your choice
save to succeed.
at 6th, 11th, and 17th levels.
Step of Grace
Starting at 6th level, when you use your bonus action to begin
blade dancing, you can move up to half your speed without
provoking opportunity attacks as part of the same action. If you
spent a ki point to make an attack as part of that action, you can
make that attack at any point during the move.
Defensive Dance
Starting at 11th level, when you use one of your blade dancing
techniques and target a friendly creature, you can spend up to 2 ki
points to grant that target a bonus to AC equal to the number
of ki points spent. This bonus lasts for 1 minute or
until you use this feature again.
Swift Blade
Beginning at 17th level, when you use your
bonus action to begin blade dancing, you can
make an attack with a monk weapon as part
of the same action, without needing to spend
a ki point. You can spend ki points to make
additional attacks: 1 ki point to make two
attacks in total, or 3 ki points to make
three attacks.

Art by Magali Villeneuve >>


Monk: Way of the Vengeful Fist Deflect Blows
Monks of the Way of the Vengeful Fist are taught to use their Starting at 6th level, if the target of your Third Eye feature hits
opponents movements and actions against them, opting for a you with a melee weapon attack, you can use your reaction to
defensive stance while they wait for the perfect opportunity to reduce the damage taken from the attack by 1d10 + your
strike back. They are masters of both armed and unarmed combat, Dexterity modifier + your Monk level. If you reduce the damage
capable of swiftly knocking their enemies off their feet or deftly to 0, you can spend 1 ki point to make an opportunity attack
blocking their attacks. against the target as part of the same reaction.
It is common for monks that follow this tradition to have a
tattoo of a third eye emblazoned upon their forehead, as a Opportune Strike
representation of their watchfulness. Starting at 11th level, once per round you can deal extra damage
to a target you hit with an opportunity attack. This extra damage
Staggering Hand equals your Martial Arts die.
At 3rd level, when you hit a creature with a melee weapon attack, Also, you can spend 1 ki point to use your Deflect Blows
you can choose to push the target up to 5 feet or knock it prone, feature as a reaction to the target hitting an ally within 5 feet of
rather than dealing damage. you, rather than in reaction to it hitting you.
Also, whenever you miss with a melee weapon attack, you can
spend 1 ki point to roll your Martial Arts die and add it to the Exploit Weakness
attack roll, potentially causing the attack to hit. If you do so and Beginning at 17th level, when you use your Third Eye feature
hit, you must choose to push the target up to 5 feet or knock it against a creature, you learn of any resistances and immunities
prone, rather than dealing damage. possessed by that creature, as well as the exact number of hit
points it has remaining.
Third Eye Also, when you hit a creature with an unarmed strike, you can
At 3rd level, you become adept at exploiting your foe’s missteps. spend 3 ki points to cause that creature to have vulnerability
When you use the Attack action with an unarmed strike or a monk against the next instance of damage dealt to it before the end of
weapon on your turn, you can use your bonus action to focus your next turn.
yourself on one of the targets you attacked. Until the end of your
next turn, you gain the following benefits:
• You gain an additional reaction, which can only be used to
make opportunity attacks against the target. You cannot use
both of your reactions in response to the same trigger.
• You gain a +2 bonus to AC against the target’s attacks.
• You can make an opportunity attack against the target in
response to it standing up from prone.

<< Art by Livia Prima


Paladin: Oath of the Moon Aura of the Night
Those paladins that take up the Oath of the Moon rarely become Starting at 7th level, you can emanate an aura of darkness. In a
household names, and even when they do, the legends of their 10-foot radius area around you, bright light becomes dim light,
deeds are never tied to their true identities. Sometimes called and dim light becomes darkness. Though this darkness is magical,
twilight knights, masked knights, or hooded knights, these darkvision can see through it. You can enable or disable this part
paladins are bound to an oath of secrecy. They work in the of the aura as a bonus action.
shadows, fighting for justice while hiding their true identities. Regardless of whether the aura is enabled or disabled, friendly
These paladins believe fame and glory to be a double-edged creatures within the aura gain darkvision to a range of 60 feet if
sword that invites disaster as often as it promises rewards. By they don’t already have it, and have advantage on Dexterity
concealing their identities, they keep themselves, their friends, (Stealth) checks.
and their families safe from retribution, and ensure that their plans At 18th level, the range of this aura increases to 30 feet.
and equipment don’t fall into the wrong hands.
Midnight Radiance
Tenets of the Moon At 15th level, once per turn when you deal radiant damage to a
The tenets of the Oath of the Moon drive a paladin to become a creature, you can conjure a pillar of moonlight around it that lasts
secretive and humble defender of the weak. until the end of your next turn, and moves with the creature. The
Secrecy. Do not seek fame nor glory in your endeavors. Keep pillar is 30 feet high, and its radius extends 5 feet beyond the
your identity a secret, so your enemies never know who or what creature’s space. It is filled with dim light. For the duration, the
they’re up against. creature’s speed is reduced by 10 feet, it can’t benefit from being
Seek No Reward. The pursuit of justice should be a reward in invisible, and if it is a shapechanger, it must succeed on a
and of itself. Though you may accept a reward if one is offered, Constitution saving throw against your paladin spell save DC or
never push for one. revert to its true form.
Prop Up Others. As you don’t seek fame for yourself, let the
praise for your good deeds fall onto worthy individuals. Unseen Spirit
At 20th level, you gain the ability to harness the shadowy power
Oath Spells of the night and combine it with the radiance of the moon. As an
You gain oath spells at the paladin levels listed. action, you can magically become an avatar of the moon, gaining
the following benefits for 1 minute:
Oath of the Moon Spells • You are invisible.
Paladin Level Spell • Your speed is doubled.
3rd disguise self, faerie fire • Whenever you expend a spell slot, you release a burst of
5th darkness, moonbeam moonlight from your body. Each creature of your choice
9th major image, nondetection within 10 feet of you must succeed on a Dexterity saving
13th arcane eye, greater invisibility throw against your paladin spell save DC or take 1d4 radiant
17th dream, mislead damage per slot level of the expended spell slot.
Once you use this feature, you can’t use it again until you finish a
Channel Divinity long rest.
When you take this oath at 3rd level, you gain the following two Art by Tommy Arnold
Channel Divinity options.
Lunar Ward. You can use your Channel Divinity to conjure
orbs of moonlight that protect an ally, rebuking its attackers. As
an action, you conjure three of these orbs around you or another
creature you can see within 30 feet of you. Whenever the
protected creature takes damage from a creature within 10 feet of
it, one of the orbs absorbs some of that damage before flying at
the damager and exploding in a burst of radiance. The damage is
reduced by 1d4 + a third of your paladin level, and the attacker
takes an equivalent amount of radiant damage. The orbs remain
for 1 minute or until all three have exploded.
Moonlit Blade. As a bonus action, you imbue one melee
weapon that you are holding with moonlight, using your
Channel Divinity. For 1 minute, the weapon emits dim
light in a 10-foot radius, gains the thrown property with
a range of 30/120 feet, and returns to your hand after it is
thrown. Whenever you hit a creature with this weapon
during the duration, that creature becomes marked until
the end of your next turn. As long as you have a creature
marked, you can use your bonus action to teleport up
to 30 feet to an unoccupied space within 5 feet of a
marked creature.
Art by Donato Giancola

Paladin: Oath of the Stormwatch


The Oath of the Stormwatch is a commitment to protect mortal
civilization from elemental disasters, whether of natural or
magical origins. These paladins are the first responders to natural
disasters, such as earthquakes, hurricanes, tornados, tsunamis, or
volcanic eruptions, as well as to disasters of magical origin. By
channeling the power of the storm, these paladins learn how to
keep it under control and become aware of natural threats. They
are also equipped to deal with magical threats that could cause
these disasters, such as powerful elementals or mages. Those that
take this oath train diligently and remain forever vigilant.
Tenets of the Stormwatch
The tenets of the Oath of the Stormwatch revolve around saving
lives through both preventative and reactive measures.
Warn. When you learn of a threat, do all you can to warn and
evacuate those that would be affected.
Aid. After a disaster, provide those affected with food, drink,
shelter, and any other assistance you can provide.
Rebuild. Even after your initial aid, try to assist in the
rebuilding effort in whatever way you can.
Oath Spells
You gain oath spells at the paladin levels listed.

Oath of the Stormwatch Spells


Paladin Level Spells
3rd create or destroy water, zephyr strike .
5th gust of wind, warding wind
9th create food and water, lightning bolt .
13th control water, storm sphere Stormwatch Intuition
17th commune with nature, control winds .
Also at 3rd level, you become aware of the natural world around
you. Within a 3 mile radius around you, you can accurately
Channel Divinity predict the weather up to 24 hours in advance. You also learn of
When you take this oath at 3rd level, you gain the following two impending nonmagical natural disasters, such as earthquakes,
Channel Divinity options. hurricanes, tornados, tsunamis, or volcanic eruptions, 24 hours
Stabilize Weather. As an action, you present your holy symbol before they would occur within that radius.
and speak a prayer to calm the weather, using your Channel Aura of Sheltering Winds
Divinity. For the next 10 minutes, a 30-foot radius area around
Starting at 7th level, you can emanate an aura of wind that can
you becomes magically still and calm, excluding any effects that
impair enemy attacks. When you or another creature within 10
you yourself create. This area moves with you, remaining
feet of you takes damage from a ranged attack, you can use your
centered on you. The temperature within the area becomes
reaction to halve that attack’s damage.
comfortable, the wind is still, any fires are quickly extinguished,
At 18th level, the range of this aura increases to 30 feet.
and natural precipitation does not enter it. Also, any elementals
within the area have disadvantage on attack rolls. Divine Lightning
Weapon of the Storm. As a bonus action, you use your Starting at 15th level, once per turn when you hit with an attack,
Channel Divinity, and can choose to stow and/or draw a weapon you can choose one target within 15 feet of the target you
as part of the same action. Then, one weapon you’re holding attacked. The secondary target takes lightning damage equal to
becomes imbued with the mighty power of the storm. For 10 1d8 + your Charisma modifier (minimum of 1).
minutes, the weapon gains the following additional properties:
• If the weapon lacks the thrown or ammunition properties, it
Avatar of the Storm
gains the thrown property (range 20/60). If it already has either At 20th level, you gain the power to harness the true power of the
of these properties, its ranges are doubled. storm. As a bonus action, you can gain the following benefits for
• You can return the weapon to your hand after throwing it (no 10 minutes:
action required). If the weapon requires ammunition, it • You gain a flying speed equal to your walking speed.
magically conjures it as needed. • You gain all the benefits of both the Channel Divinity options
• The weapon deals lightning or thunder damage (your choice granted by this class.
when you use this feature), rather than its normal damage type. • When you roll damage for an attack, you can use your Channel
• While wielding this weapon, your movement doesn’t provoke Divinity to deal maximum damage, instead of rolling.
opportunity attacks.
Once you use this feature, you can’t use it again until you finish a
• Any effect that normally only applies to melee attacks, such as
long rest.
divine smite or the various smite spells, can also apply to
ranged attacks made with this weapon.
Art by Lie Setiawan >>

Rogue: Aerialist
As an archetypal Aerialist, you focus on training your agility Sneak Attack dice, you do not add any modifiers, bonuses, or
above all else. Quick and hard to pin down, aerialists excel at nondamaging effects to this damage. You can continue this
taking down groups of enemies. In battle, they jump and weave process against more new targets until you run out of Sneak
from foe to foe, delivering precise and deadly strikes. They are Attack dice, necessary movement, or eligible targets.
also trained in making use of their surroundings—in varied If you have any unspent Sneak Attack dice at the end of this
terrain, they are adept at gaining and exploiting the high ground. process, for every unspent die you can move 5 feet without
These rogues include many professions, including hired killers, provoking opportunity attacks.
treasure hunters, and adventurers.
Aerial Acrobat
Height Advantage Starting at 9th level, you have advantage on all Dexterity
Starting at 3rd level, you learn to exploit your foes by attacking (Acrobatics) checks you make.
from above. When you make an attack against a target that’s 10 or Also, whenever you fall, you can use your reaction to make a
more feet below you, or if you jump from a location that’s 5 or Dexterity (Acrobatics) check. This check has no DC. Instead,
more feet above the target and land within 5 feet of it before before you determine fall damage, you subtract the result from the
immediately making an attack, you can use your Sneak Attack number of feet you fell.
against that target even if you don’t have advantage on the attack
roll, but not if you have disadvantage on it.
Rope Artist
At 13th level, you learn how to use ropes and grappling hooks to
Also, you can use your Dexterity score in place of your
swiftly propel yourself across the battlefield. Whenever you take
Strength score to determine the distance and height you can jump,
the Dash action on your turn and are wielding a rope and
and you can choose to make a Dexterity (Acrobatics) check in
grappling hook in one of your hands, you gain a flying speed
place of any Strength (Athletics) check made to jump or climb.
equal to your walking speed until the end of the turn. Using this
Split-Strike flying speed requires there to be suitable anchor points that are
Also at 3rd level, when you use your Sneak Attack on a creature, above the locations you fly to.
you can choose to roll only a portion of your Sneak Attack dice (a This flying speed is nonmagical, as it is meant to represent
minimum of 1). You can roll your Sneak Attack dice sequentially, using a grappling hook and rope to swing across the battlefield,
rather than all at once, and stop rolling whenever you choose. rather than representing true flight.
After you stop rolling against the target, you can target another
creature within 15 feet of it that you have not yet attacked this
Swift Slayer
Starting at 17th level, you have become adept at taking down
turn. If the new target is not within your weapon’s reach/range,
multiple foes at once. When you use your Split-Strike feature, you
you can move to get in range. This expends your movement, but
add 6d6 to your Sneak Attack dice. However, the maximum
does not provoke opportunity attacks.
number of Sneak Attack dice you can roll against any one target
If the original attack roll would hit the new target, it takes
during your Split-Strike equals the number of dice shown in the
damage equal to the roll of another portion of the Sneak Attack
Sneak Attack column of the Rogue table (or double that amount
dice that you have not yet rolled (a minimum of 1). Other than the
on a critical hit).
Rogue: Chronokeeper When that turn ends, however, you immediately repeat the turn
rather than moving on to the next one. You begin the turn again in
You focus your training on the magical study of chronomancy, the same state you started it before, and the world around you is
and use that time-manipulating magic to make it so things tend to returned to that state as well. You then complete the turn again,
go your way. Rather than learning spells as an Arcane Trickster potentially taking different actions and creating new outcomes.
does, you learn unique arcane techniques that are passed down At the end of the second turn, you choose one of the two turns.
from Chronokeeper to Chronokeeper. Though, in rare cases, The turn you choose fully completes, and all the actions and
particularly prodigious rogues can discover and learn these outcomes of that turn become finalized. The other turn is
techniques without a mentor. discarded, as if it never happened, and only you are aware of what
Rogues that embrace this archetype do so for many different happened during it.
reasons and can come from a variety of backgrounds. Some are Even after you discard it, that turn’s alternate reality remains
spies, explorers, or treasure hunters, while others become hired close at hand. Once during the next minute, you can use a bonus
killers or state-employed assassins. Whatever their profession, action to call upon your alternate self. A clone that shares your
Chronokeepers use their chronomantic magics to allow them to statistics appears at a point you can see within 30 feet of you, and
take actions that others would consider too risky. With their takes an action of your choice. As it is a separate entity from you,
teleportation abilities and allowance to undo failed actions, these it can use Sneak Attack even if you’ve already used that feature
rogues have more leeway than most. this turn. Upon completing the action, it vanishes.
In combat, Chronokeepers are always on the move, and use Once you use this feature, you can’t use it again until
their magic to outwit and outmaneuver their enemies. They can you finish a short or long rest.
get out of a fight just as easily as they get into one, and are
masters of catching their foes off-guard.
Chronoshift
At 3rd level, you can manipulate time in your favor. When you
roll initiative, you mark the current point in time for up to 10
minutes, or until you roll initiative again. Once during the
duration, you can use your bonus action to teleport to the location
you were in when you rolled initiative if that location is
unoccupied and it is no more than 60 feet away from you. After
you teleport, you gain advantage on the next attack roll you make
before the end of the turn.
When you use this bonus action, you can choose to regain a
number of hit points equal to your Intelligence modifier + your
Rogue level. This healing cannot restore you beyond the number
of hit points you had when you rolled initiative.
Once you heal yourself in this way, you can’t do so again until
you finish a long rest.
Hidden in Time
Starting at 9th level, you can leap back to a previous position as
you conceal yourself from enemies. When you take the Hide
action on your turn, you can choose to teleport to an unoccupied
location that you’ve occupied at some point on the current turn
before you make the Dexterity (Stealth) check.
Forethought
At 13th level, you learn to call upon glimpses of the future.
At the start of each of your turns, you can choose to roll a d20.
The next time you would roll a d20 this turn, you use the result of
this roll rather than rolling again.
You can use this feature a number of times equal to your
Intelligence modifier (a minimum of once), and you regain
all expended uses of it when you finish a short or long rest.
Timesplit
At 17th level, you learn to use your chronomantic
abilities to split your reality into two separate
timelines, and then take the better of the two.
At the start of one of your turns, you can choose
to activate this feature (no action required). After
you do so, you complete your turn as normal.

Art by Paul Canavan >>


Warlock: The Fallen
Your patron was once a resident of the upper planes, though they
are no longer. Cast out by their kin, they have departed from their
celestial origins and dabbled in darker magics. Though fallen
angels are the most well known patrons of this type, there are
many celestials capable of falling from grace. Some warlocks
bind themselves with a fallen Empyrean, ki-rin, unicorn, couatl,
or other such creatures.
Through your connection with your patron, you gain both holy
and unholy powers. It is common for warlocks of the Fallen to be
mistaken for Celestial warlocks, as they tend to wield the powers
of the divine more often than not. But as combat drags on and a
Fallen warlock becomes more desperate, their mind and body
transform as they unlock their darker powers. Your hair, skin, and
eyes might change color, and your personality might change as
well, perhaps even drastically. Even an altruistic idealist could
become a merciless killer.
Expanded Spell List
The Fallen lets you choose from an expanded list of spells when
you learn a warlock spell. The following spells are added to the
warlock spell list for you.

Fallen Expanded Spells


Spell Level Spell
1st bane, bless Art by James Ryman
2nd blindness/deafness, spiritual weapon
3rd life transference, spirit guardians
4th death ward, divination
5th destructive wave, hollow

Angelic Duality
At 1st level, your patron gives you two distinct sets of powers:
one derived from their celestial heritage, and the other from their Also, when you take damage from a creature within 30 feet of
evil nature. Both of these powers are fueled by a pool of d4s. The you, you can use your reaction to magically rebuke them. That
number of dice in the pool equals 1 + your Warlock level. creature takes damage equal to your Charisma modifier + your
Until you run out of warlock spell slots, you draw upon warlock level. The damage type is radiant if you have any
celestial powers. As a bonus action, you can conjure spectral warlock spell slots remaining, otherwise it is necrotic.
wings by spending dice from the pool. The maximum number of Once you rebuke a creature, you can’t do so again until you
dice you can spend at once equals your Charisma modifier finish a short or long rest.
(minimum of one die). Roll the dice you spend, add them
together, and then as part of the same bonus action you can fly up Angelic Form
to a number of feet equal to 5 + five times the total, without At 10th level, your body changes as you rise and fall.
provoking opportunity attacks. Until you run out of warlock spell slots, you have angelic
Once you run out of warlock spell slots, you lose your celestial wings that grant you a flying speed equal to your walking speed.
powers as your darker powers begin to manifest. You can no Once you run out of warlock spell slots, you lose these wings,
longer use the ability described in the paragraph above, and and your eyes become solid-black orbs. Your attack rolls score a
instead gain access to a new ability, described here. As a bonus critical hit on a roll of 19 or 20 on the d20, and you deal 1d6
action, you can attempt to drain the life of one creature you can bonus necrotic damage when you score a critical hit.
see within 60 feet of you, spending dice from the pool. The
maximum number of dice you can spend at once equals your Gift of the Divine
Charisma modifier (minimum of one die). The target must make a Beginning at 14th level, you can perform great displays of divine
Wisdom saving throw against your warlock spell save DC. For power. As an action, you release bolts of energy from your body
each die spent, on a failed save the target takes damage equal to with different effects based on your current state.
the number rolled and has its speed reduced by 5 feet until the If you have any warlock spell slots remaining, you evoke
start of your next turn. On a successful save, a target takes half as healing energy that can restore 10d10 hit points. Choose any
much damage and its speed is not reduced. number of creatures within 30 feet of you. You divide these hit
points among them.
Soul of the Fallen Otherwise, you evoke deathly energy that can deal 10d10
Starting at 6th level, your link to the Fallen makes you resilient to necrotic damage. Choose any number of creatures within 30 feet
certain damage types. Until you run out of warlock spell slots, of you. You divide this damage among them.
you have resistance to radiant damage. Otherwise, you have Once you use this feature, you can’t use it again until you
resistance to necrotic damage. finish a long rest.
Order of Polymancy Broadened Ritualist
The Order of Polymancy belongs to those wizards that refuse to At 6th level, you can add two spells of your choice to your
specialize themselves in any one school of arcane magic, and spellbook. These spells can be from any class spell list, but must
instead research all aspects of the arcane equally or near-equally. be of 3rd level or lower and have the ritual tag. Also, you can now
These wizards, called polymancers, learn a great many spells copy spells that aren’t on the wizard spell list into your spell
from all eight schools of magic, and can even learn rituals that are book, as long as those spells have the ritual tag. These spells are
usually beyond a wizard’s reach. Most polymancers become considered wizard spells for you.
wizards because of their love of magic and their desire to uncover
all of its secrets. Polymancers seek to fill their spellbooks with as Combined Magic
many spells as possible, from as many schools as possible. At 10th level, you gain one bonus 1st level spell slot, bringing
your total to 5, and you learn how to combine two spell slots
Polymancy Savant together to create a spell that splices two schools of magic. When
Beginning when you select this school at 2nd level, the gold and you cast a spell of 1st level or higher, you can expend an
time you must spend to copy a spell that belongs to the school (or additional 1st level spell slot and choose a school of magic other
schools, in case of a tie) that currently has the fewest number of than the spell’s school of magic. The spell gains one of the
associated spells in your spellbook is halved. following effects, based on the school chosen.
Abjuration. After casting the spell, you gain a +3 bonus to AC
Diverse Arcanum and saving throws until the end of your next turn.
At 2nd level, you become well-practiced at adapting your Conjuration. Before or after casting the spell, you can teleport
repertoire of spells to suit your needs. The time you must spend up to 30 feet to an unoccupied space that you can see.
preparing spells is halved, and you can change your list of Divination. You learn of any resistances or immunities of the
prepared spells during a short or long rest. creatures that are affected by the spell.
Also, whenever you cast a spell using a spell slot of 1st level or Enchantment. One creature that is hit by or that fails its save
higher, you can use a strand of that spell’s magic to instill a new against the spell becomes charmed by you until the end of your
spell into your memory. You remove that spell from your list of next turn.
prepared spells, and replace it with another spell from your spell Evocation. You add 2d6 to one of the spell’s damage rolls.
book that’s from the same school. Illusion. After casting the spell, you become invisible until the
Once you replace a spell in this way, you can’t do so again with start of your next turn.
a spell of that spell’s school until you finish a long rest. Necromancy. After casting the spell, you gain 2d6 temporary
hit points.
Transmutation. After casting the spell, you gain a flying speed
equal to your walking speed until the end of your next turn.
Potent Polycaster
Starting at 14th level, whenever you cast a wizard spell of 1st
level or higher using a spell slot, you can choose to have that spell
take effect as if you expended a spell slot of one level higher.
Once you do so, you can’t do so again with a spell of that spell’s
school until you finish a long rest.

Art by Alessandra Pisano


please. If the location you cast this spell is blocked at that point in
Temporal Witness the past, such as by being inside an object that has since moved,
6th-level divination (sorcerer, wizard) your point of view is moved to the nearest unoccupied position,
Casting Time: 1 minute where it then remains for the duration of the spell.
Range: Self While the spell lasts, you can do nothing but watch as events
Components: V, S, M (an hourglass filled with an amount of unfold in real time, exactly as they unfolded in the past. You
diamond dust worth 300 gp + 200 gp for each slot level above experience your surroundings with all of your senses other than
6th. The dust is consumed by the casting.) your sense of touch. At any time, you can choose to wake up,
Duration: 8 hours ending the spell early. You also wake up if you take any damage,
or if someone uses their action to vigorously shake you awake.
As you cast this spell, you enter a deep state of meditation, While you might remain unconscious for up to 8 hours as you
becoming unconscious once the casting completes. Choose a cast this spell, this unconsciousness is in no way restful, and
point in time in the past as far back as 30 days from the present. therefore does not count towards finishing a short or long rest.
You enter a dream-like state for the duration as you begin to At Higher Levels. When you cast this spell using a spell slot of
witness the past starting at the point in time you specified. You 7th level, the point in time can be as far back as 180 days. When
witness the past from the same location that you begun casting you use a spell slot of 8th level, the point in time can be as far
this spell, and you cannot change the position of your point of back as 5 years. When you use a spell slot of 9th level, the point
view during the duration. You can, however, rotate it as you in time can be as far back as 25 years.

Art by Chris Rahn


Horse of Conquest. As an action, you can summon the horse of
conquest, the spiritual form of this armor’s sentience. When you
summon it, the horse appears to descend from the sky, before
riding along a line up to 120 feet long and 10 feet wide, passing
through other creatures without provoking opportunity attacks.
Each creature the horse passes through must make a DC 18
Wisdom saving throw. A creature takes 8d6 psychic damage on a
failed save, or half as much damage on a successful one. This line
must end at a point within 5 feet of you.
When the horse reaches your location, you can choose to spend
Art by Ben Maier 5 feet of movement to mount it.
The horse has the same personality and mental capabilities as
the armor itself. It remains conjured until the next dawn or until it
is reduced to 0 hit points, at which point its form dissipates. Its
statistics are on the next page.
Once the horse is conjured, it cannot be conjured again until
the next dawn.
Sentience. The armor of conquest is a sentient lawful neutral
item with an Intelligence of 22, a Wisdom of 17, and a Charisma
of 19. It has hearing and darkvision out to a range of 120 feet. It
Armor of Conquest also has all the same skill proficiencies as its equine form.
Armor (plate or half-plate), legendary (requires attunement by a The armor communicates telepathically with its wielder and
creature of non-chaotic alignment) other creatures wearing rings of conquest. It can speak, read, and
write Common, Dwarvish, Elvish, and Celestial. Its preferred
Almost as old as war itself, the armor of conquest is a powerful language is celestial, and it occasionally mutters things to itself in
suit of armor that has inevitably found its way into the armories that language.
of some of the greatest generals of the ages. It is sentient, and that Personality. The armor of conquest, which prefers to simply be
sentience is thought to be a divine spirit intrinsically connected to called “Conquest,” has the personality of a pompous general, and
the very concept of war, tactics, and strategy. speaks with a stern, commanding tone that is obviously
The armor is constructed primarily of adamantium, though it is accustomed to being obeyed.
also decorated with golden accents. Even the smallest details of Conquest seeks to find glory for itself and its wearer, and wants
this armor are extraordinarily resilient, and do not chip or scratch. to change history through its deeds. When it gains a new wearer,
Despite its long history, the armor bares no marks of use. it is initially very critical of their actions and failures, and
While wearing this armor, you gain a +2 bonus to AC, you often compares them with its previous wearers. However, if its
cannot be frightened or surprised, and any critical hit against you wearer proves themselves worthy of Conquest’s respect (typically
becomes a normal hit. It has the following additional properties: through overwhelming victories and other great deeds), Conquest
Rings of Conquest. During a long rest, you can have the armor can learn to trust and be less critical of its wearer. In combat, it
conjure up to 6 magical adamantium rings. Upon completing the attempts to take an active role in battle tactics and strategy, and
rest, you can give these rings to other creatures, conferring some conflict can quickly arise if its commands are not obeyed. When
of the armor’s power to those creatures. A creature wearing one of conflict arises, it typically attempts to take control of its wearer,
these rings cannot be frightened or surprised, and you can so it can force them to carry out the plans it has in mind.
communicate with that creature telepathically as long as it is on Conquest is a narcissist, and completely incapable of accepting
the same plane of existence as you. blame if its plans result in failure (which is, admittedly, an
You can only have six of these rings conjured at once. If you uncommon occurrence). It often places the blame on its wearer
conjure more, you must first choose which rings to destroy. for not executing Conquest’s plan correctly, though once it gains
Scryer. As an action, you can conjure a sensor at a point within respect for its wearer it might instead shift its blame to its
120 feet of you or a creature wearing a ring of conquest. You can wearer’s allies and underlings.
see and hear through the sensor as if you were at its location, and Conquest also harbors a secret shame. Centuries ago, when it
you can also speak through the sensor. When you speak in this was worn by one of its first bearers, its tactical decisions in a
way, you can make your voice up to five times louder than particularly important pitched battle nearly single-handedly led to
normal. The sensor appears as a luminous white orb about the size that battle’s loss, and its wearer’s subsequent death. Since then,
of your fist. It is stationary, and lasts until you dismiss it (no Conquest has sought to replicate that battle’s circumstances, so it
action required), conjure another sensor, or until it is no longer can prove that it has learned from its mistakes and wouldn’t make
within 120 feet of you or a creature wearing a ring of conquest. that same failure again.
Art by Lucas Graciano >>

Horse of Conquest Special Telepathy. The horse can telepathically communicate


with its rider, the creature that wears the armor of conquest,
Large celestial, lawful neutral
and any creature wearing a ring of conquest.
Armor Class 18 (natural armor) Trampling Charge. If the horse moves at least 20 feet straight
Hit Points the hit point maximum of its summoner toward a creature and then hits it with a hooves attack on the
Speed 80 ft. same turn, that target must succeed on a DC 18 Strength saving
throw or be knocked prone. If the target is prone, the horse can
STR DEX CON INT WIS CHA make another attack with its hooves against it as a bonus
20 (+5) 16 (+3) 17 (+3) 22 (+6) 17 (+3) 19 (+4) action.
Unearthly Speed. If the horse hasn’t taken damage in the past
Skills Arcana +11, History +16, Insight +8, Intimidation +9,
minute, its walking speed is increased to 300 feet, and it gains a
Perception +8, Persuasion +14, Religion +11
flying speed of 150 feet. If the horse is damaged while flying, it
Damage Resistances bludgeoning, piercing, and slashing from
safely descends to the ground at a rate of 60 feet per round,
nonmagical attacks
taking no falling damage and landing on its feet.
Condition Immunities charmed, frightened, surprised
Senses darkvision 120 ft., passive Perception 18 Actions
Languages Common, Dwarvish, Elvish, Celestial
Multiattack. The horse makes two attacks with its hooves. It
Challenge — (0 XP)
can’t make both attacks against the same target.
Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Keen Sight. The horse has advantage on Wisdom (Perception)
Hit: 14 (2d8 + 5) bludgeoning damage.
checks that rely on sight.
Art by Ryan Pancoast

Forgebow
Weapon (heavy crossbow/hand crossbow), legendary (requires
attunement)
A Forgebow is a weapon magically forged from obsidian and
pure molten energy that can transform into two distinct forms:
that of a single, massive heavy crossbow, and that of two normal-
sized hand crossbows. You can transform the weapon between its
two forms using your bonus action.
You gain a +2 bonus to attack and damage rolls made with this
magic weapon, which magically conjures ammunition for itself
when its fired. Because of this, loading the weapon does not
require a free hand, unless you choose to use outside ammunition.
While the weapon is in its heavy crossbow form, you can also
use your action to make a special piercing shot with it. Make a
single ranged weapon attack with the crossbow. This attack roll is
made against the ACs of every creature in a 400-foot-long,
1-foot-wide line extending from you in a direction of your choice.
Additional creatures beyond the closest creature in the line are
considered to have half cover against this attack. Each creature hit
takes damage equal to the normal damage dealt by the crossbow.
If you have the Extra Attack feature, the attack deals 1d10 bonus
damage on a hit for every attack you can make with your Attack
action beyond the first.
While the weapon is in its hand crossbows form, you can Art by David Rapoza
perform two-weapon fighting with the crossbows, even though
they’re ranged, and you can move up to 5 feet without provoking
opportunity attacks immediately before you make any attack with
this weapon.
Negotiator’s Lockbox Sentience. A negotiator’s lockbox is a lawful neutral item with
Wondrous item, rare an Intelligence of 20, Wisdom of 18, and Charisma of 17. When
A negotiator’s lockbox is a sentient magical item used to enforce telepathically communicating with its contractees, its only goal is
and interpret contracts, by forcing two parties to offer important to accurately see the contract fulfilled, and its main purpose is to
or valuable items that will not be returned unless a party fulfills decide whether a contractee has successfully fulfilled its contract.
its end of a deal. The lockbox is constructed of sturdy metal, and It does so using both the exact wording of the contract, as well as
is approximately 10 inches long, 6 inches wide, and 6 inches tall. what it believes to be the implied intent of the contract.
To use the lockbox, two creatures must simultaneously touch it,
while stating a contract that they wish the other to fulfill. As part
Twinned Aegis
of this contract, each creature must also present an offering to the Armor (shield), legendary (requires attunement)
lockbox. The offering can be anything or any combination of While holding this iron-reinforced wooden tower shield, you gain
things, as long as its total weight doesn’t exceed 500 pounds. a +1 bonus to AC. This bonus is in addition to the shield’s normal
Each creature must be aware of what the other offers. Once the bonus to AC.
contract has been stated and the offerings identified, the two If you are holding the shield and have another hand free, you
creatures must shake hands or perform an equivalent gesture, at can use your bonus action to split the shield into two halves.
which point the lockbox magically opens and the offerings are While split, the shield provides the same AC bonus as long as you
sucked inside it, stored in an extradimensional space. hold both halves, or a +2 total AC bonus if you hold only one
Until a creature fulfills its end of the contract, its offering half. Each half of the shield can be wielded as a magical weapon,
remains in storage, and the sentience contained within the which you are proficient in as long as you are proficient with
lockbox is able to telepathically communicate with it—an ability shields. You gain a +1 bonus to attack and damage rolls made
that the lockbox uses to resolve disputes about the contract, with this magic weapon. It deals 1d8 bludgeoning damage on a
remind the creature of what it agreed upon, and other such things. hit and has the light property. If you are wielding both halves of
Once a creature fulfills its end of the contract, its offering is the shield and take the Attack action on your turn to attack with
returned to it, teleported to its location regardless of distance. The one of the shields, you can use your bonus action to defend with
lockbox is still able to communicate with each of the contractees the other shield rather than attacking with it. If you do so, you
until both of them fulfill the contract. Also, new contracts cannot gain a +2 bonus to your AC until the start of your next turn.
be made with the lockbox until the previous contract is complete. If the shield is not split, you can use your action to plant the
Outside of fulfilling the contract, the offering cannot be shield in the ground, where it magically stays in place until it is
returned through any means short of a wish spell. If wish is used removed. The shield forms a 3-foot wide, 5-foot tall wall that
to cheat a contract in this way, the other contractee is immediately provides cover for those behind it—three-quarters cover for most
notified, and its offering is returned as well. Many contracts Medium creatures. The shield can be picked up and moved by
created with a negotiator’s lockbox include time limits, and if the you without issue, but if another creature attempts to move the
contract is not fulfilled in time, the contract is considered shield it must succeed on a DC 20 Strength check to do so. Once
complete even though the offerings may not have been returned. the shield is moved from the position it was planted, any creature
In this case, wish is the only means of returning an offering. can move the shield without issue until it is planted again.
Adamantine Golem Art by Igor Kieryluk >>

While the iron golem is the mightiest of the common golems, a


far more powerful class of golem exists. Adamantine golems are
near-unparalleled feats of magical engineering, beyond the skills
of all but the most well-learned mortal crafters.
Nearly impervious, an adamantine golem has but two
weaknesses—adamantine weapons, and the instability of the
antimagic field that surrounds it. While this antimagic field
usually prevents the golem from being affected by magic, no
crafter has yet been able to perfect it. The field occasionally
dissipates for a few seconds, allowing the golem to be affected
by spells. Even with this weakness, spellcasters still prove
ineffective against the golem, as any magic cast against it
charges up the golem, allowing it to rebuke its assailants
with a blast of force.
Manual of Golems. While extraordinarily rare,
manuals that detail the creation of adamantine golems
do exist. Such a manual can only be deciphered by a
spellcaster with 9th-level spell slots, and the creation
of the golem requires 360 days and an amount of raw
materials worth at least 1,000,000 gp in total.

Adamantine Golem in its area of effect causes the golem to become overcharged in
this way. When the antimagic field is enabled again, the golem
Huge construct, neutral first releases a burst of force. Each creature within 30 feet of it
must make a DC 23 Dexterity saving throw. A creature takes
Armor Class 23 (natural armor)
force damage equal to 1d8 per slot level cast against the golem
Hit Points 270 (20d12 + 140)
on a failed save, or half as much damage on a successful one.
Speed 50 ft.
Actions
STR DEX CON INT WIS CHA
Multiattack. The golem makes two melee attacks and uses its
28 (+9) 15 (+2) 25 (+7) 8 (-1) 13 (+1) 3 (-4)
stomp once.
Saving Throws Str +17, Wis +9, Cha +4 Punt. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Skills Athletics +17, Intimidation +12, Perception +9 Hit: 18 (2d8 + 9) bludgeoning damage, and the target must
Damage Immunities fire, poison, psychic; bludgeoning, succeed on a DC 23 Strength saving throw or be pushed 10 feet
piercing, and slashing from nonmagical attacks that aren’t away from the golem and knocked prone.
adamantine. Slam. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Condition Immunities charmed, exhaustion, frightened, Hit: 25 (3d10 + 9) bludgeoning damage.
paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 19 Stomp. The golem jumps up a few feet into the air before
Languages the languages of its creator stomping back down, releasing a shockwave. An area of ground
Challenge 26 (90,000 XP) extending 10 feet out from the golem becomes difficult terrain,
and each creature within the area must make a DC 23 Dexterity
saving throw. A creature takes 22 (4d10) bludgeoning damage
Critical Resistance. Any critical hit against the golem becomes a
on a failed save, or half as much damage on a successful one. If
normal hit.
the ground the creature was standing on was already difficult
Immutable Form. The golem is immune to any spell or effect terrain before the golem stomped, the damage roll is increased
that would alter its form. to 33 (6d10) for that creature, as the loose rubble further
Magic Resistance. The golem has advantage on saving throws bludgeons it.
against spells and other magical effects.
Legendary Actions
Magic Weapons. The golem's weapon attacks are magical, even
The golem can take 3 legendary actions, choosing from the
within the area of an antimagic field.
options below. Only one legendary action option can be used at
Unstable Antimagic. The golem is surrounded by a 30-foot a time and only at the end of another creature's turn. The
radius area of antimagic, as in the antimagic field spell. At the golem regains spent legendary actions at the start of its turn.
start of each of the golem’s turns, roll a d6. On a 1 or 2, the anti-
Attack. The golem makes one attack.
magic field is disabled until the start of the golem’s next turn
Detect. The golem makes a Wisdom (Perception) check.
While the antimagic field is disabled, the golem’s core
Jumping Strike (Costs 3 Actions). The golem jumps to a point
becomes overcharged when magic is cast upon it. Any spell of
within 15 feet of it without provoking opportunity attacks,
1st level or higher that targets the golem or includes the golem
causing the same effect as its Stomp action at its destination.
Antephage Antephage
Antephages are oversized insect-like creatures that live in Small monstrosity, unaligned
complex colonies that span the hollowed-out trees of dense
jungles. They bear a resemblance to ants or mantids, though they
Armor Class 14 (natural armor)
have eight legs rather than six. Their two front-most legs each end
Hit Points 22 (4d6 + 8)
in sharp, serrated claws that can cut through tree branches or be
Speed 30 ft., fly 15 ft. (hover)
used to defend themselves from predators.
Their most unique feature, however, is the sac of viscous green
STR DEX CON INT WIS CHA
fluid that serves as their abdomen. From their diet, antephages
consume a variety of poisonous plants and animals, which in turn 8 (-1) 15 (+2) 14 (+2) 2 (-4) 10 (+0) 5 (-3)
toxifies the fluid they store in their abdomen. Through its innate
magic, an antephage can cause the fluid in its abdomen to become Damage Immunities poison
lighter than air, letting the antephage float. Antephages use this Condition Immunities poisoned
ability to traverse the forest canopy, as they slowly float from tree Senses darkvision 60 ft., passive Perception 10
to tree in search of food to bring back to the colony. Languages —
Blight Spreader. When threatened, an antephage can trigger a Challenge 1 (200 XP)
chemical reaction in its abdomen that causes it to explode into a
cloud of poisonous mist that carries a deadly disease. Though this
Death Burst. When the antephage dies, it explodes, and each
kills the antephage, it can also serve to kill those that threatened
creature within 5 feet of it must make a DC 14 Constitution
it. While anantephages won’t self destruct in this way if they
think it could be avoided, they prioritize the protection of their saving throw. A creature takes 7 (2d6) poison damage on a
colony over self-preservation. If the colony is threatened, failed save, or half as much damage on a successful one. The
antephages are more than willing to die in its defense. explosion then leaves behind a cloud of disease in a 15-foot-
Sometimes, the mere threat of this explosion is enough to cube for 1 minute. A creature that starts its turn in the cloud or
dissuade attackers. Weak creatures might die from just the initial enters it for the first time on a turn must succeed on a DC 14
poison, and even stronger creatures could succumb to the disease Constitution saving throw or become diseased.
if it is left untreated for too long. An antephage’s bright coloring A diseased creature is poisoned until the disease is cured.
can serve as a warning to predators, whether they be intelligent or Every 24 hours that elapse, the creature must repeat the saving
unintelligent beings. throw, curing itself of the disease on a success or reducing its
Appropriated for War. Many years ago, orcish tribes hit point maximum by 5 (1d10) on a failure. This reduction lasts
discovered that antephages could be raised in captivity. Though until the disease is cured. The creature dies if the disease
their original intent was to farm them for food, as their eggs can reduces its hit point maximum to 0.
be highly nutritious, it was eventually discovered that they could
be used for war as well. Actions
When raised in captivity, antephages consider the tribe that
raised them to be their colony, and therefore deserving of their Multiattack. The antephage makes two claw attacks.
protection. When taken into battle, antephages will seek to protect Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
their colony by suicidally attacking their foes, spreading poison Hit: 5 (1d6 + 2) slashing damage.
and disease that can decimate an army. Some tribes have taken to
launching antephages from catapults, as they can survive the Self-Destruct. The antephage triggers a chemical reaction in its
initial force of being launched, and use their ability to float to abdomen that near-instantly causes it to explode. The
reposition themselves mid-air and better strike their enemies. antephage reduces itself to 0 hit points, and causes its Death
As antephages emerge from their eggs nearly fully grown, Burst to deal additional damage equal to half the number of hit
warmongers can bring clusters of antephage eggs with points it lost from taking this action.
them on their campaigns, and
use them in battle shortly after
they emerge.

Art by Simon Dominic >>


Apocalyptic Heralds
Apocalyptic heralds are fiendish creatures borne from an
unknown plane—signs of the end-times, feared by all the
good races of the world. These creatures have no specks of
good in them. They live only to destroy, and kill all those they
come across. A herald takes great pleasure in killing, and often
draws out its combats for as long as it can, giving its victims
prolonged, agonizing deaths. The herald might feign defeat in
an effort to give its victims hope, only to quash that hope
Art by Jack Wang >>
moments later.
Two varieties of heralds are presented here, though more are
rumored to exist. Though all heralds share their evil nature,
different types go about their evil in distinct ways.
Heralds of Fear are cunning, talkative
fiends, and surprisingly witty in their
insults and fear-mongering. Through
their use of illusions and mimicry, these
creatures tend to play with their victims for an
especially long time before closing in on the kill.
Heralds of Destruction are simpler creatures, and less talkative
than their kin. They prefer to use brawn over brains, and rip apart
their victims in particularly gory displays of violence.

Herald of Fear At will: command, disguise self, sending


1/day: fear Art by James Ryman
Medium fiend, chaotic evil
Actions
Armor Class 17 (natural armor) Multiattack. The herald either casts one spell from its Innate
Hit Points 165 (22d8 + 66) Spellcasting trait or uses Illusory Creature, and then makes
Speed 40 ft. three melee attacks or two ranged attacks. It also uses Veil of
Fear, if available.
STR DEX CON INT WIS CHA
Forked Spear. Melee or Ranged Weapon Attack: +10 to hit, reach
14 (+2) 20 (+5) 17 (+3) 17 (+3) 16 (+3) 21 (+5)
10 ft., or range 20/60 ft., one target. Hit: 16 (2d10 + 5) piercing
Saving Throws Dex +10, Int +8, Wis +8, Cha +10 damage. If a thrown spear hits its target, the herald can choose
Skills Acrobatics +10, Deception +10, Intimidation +10, to teleport to an unoccupied space within 5 feet of the target.
Perception +8, Stealth +10 Hit or miss, the spear returns to the herald’s hands.
Damage Resistances acid, cold, fire, lightning; bludgeoning, Illusory Creature. The herald casts the major image spell,
piercing, and slashing from nonmagical attacks without requiring components nor needing to maintain
Damage Immunities poison, psychic concentration. The illusion must depict a creature that the
Condition Immunities poisoned herald has killed.
Senses darkvision 120 ft., passive Perception 18 The herald can have up to three of these images conjured at
Languages Abyssal, Common, Infernal, telepathy 120 ft. once. Each image must be of a different creature.
Challenge 14 (11,500 XP) The herald can move all of its images on its turn without
needing to use its action.
Cunning Action. The herald can use its bonus action to take the Illusory Strike. Melee Spell Attack: +10 to hit, one target within 5
Dash, Disengage, or Hide action. feet of an illusion created by the herald. Hit: 16 (2d10 + 5)
Magic Resistance. The herald has advantage on saving throws psychic damage. The illusion appears to strike the creature, and
against spells and other magical effects. the target perceives the damage as a type appropriate to the
illusory attack.
Magic Weapons. The herald’s weapon attacks are magical.
Veil of Fear (Recharge 4-6). The herald turns invisible until the
Mimicry. The herald can near-perfectly mimic any voice or
start of its next turn. When it reappears at the start of its next
sound it has heard. If a creature uses its action to investigate
turn, each creature within 10 feet of it must make a DC 18
the sound/voice, it can determine that it is mimicry with a
Wisdom saving throw. On a failed save, a creature takes 11
successful DC 18 Wisdom (Insight) check.
(2d10) psychic damage and is frightened of the herald until the
Innate Spellcasting. The herald’s spellcasting ability is Charisma start of the herald's next turn. On a successful save, a creature
(spell save DC 18). The herald can innately cast the following takes half as much damage and isn't frightened.
spells, requiring no material components:
Fiendish Link Herald of Destruction
Two heralds of the apocalypse might share an unholy link. When
Large fiend, chaotic evil
one of the linked heralds dies, its being is fused with the other. A
new head grows onto the living herald’s body. This head has the
same appearance as the head of the deceased herald, and has its Armor Class 16 (natural armor)
memories and personality. In the living herald’s stat block, the Hit Points 209 (22d10 + 88)
Hellfire Blast/Veil of Fear action option is replaced by the Speed 30 ft.
following, and its CR becomes 15 (13,000 XP).
Veil of Hellfire (Recharge 4-6). The herald hits the ground STR DEX CON INT WIS CHA
with a heavy stomp, causing the earth around it to crack and 21 (+5) 12 (+1) 19 (+4) 9 (-1) 16 (+3) 16 (+3)
crumble. A 10-foot radius area around the herald becomes
difficult terrain for creatures other than the herald. That area also Saving Throws Str +10, Dex +6, Con +9, Wis +8
becomes lit by dim light, as the cracks shed a fiery glow. Also, the Skills Athletics +10, Intimidation +8, Perception +8
herald becomes invisible until the start of its next turn. Damage Resistances acid, cold, lightning; bludgeoning,
At the start of the heralds next turn, it can choose up to two piercing, and slashing from nonmagical attacks
targets standing in this area of difficult terrain. Each target must Damage Immunities fire, poison
make a DC 16 Dexterity saving throw as pillars of flame erupt Condition Immunities poisoned
beneath them. A target takes 21 (6d6) fire damage on a failed
Senses darkvision 120 ft., passive Perception 18
save, or half as much on a successful one.
Languages Abyssal, Common, Infernal, telepathy 120 ft.
Also at the start of the herald’s next turn, each creature within
10 feet of it that wasn’t targeted by the flames must make a DC Challenge 14 (11,500 XP)
18 Wisdom saving throw. On a failed save, a creature takes 11
(2d10) psychic damage and is frightened of the herald until the Magic Resistance. The herald has advantage on saving throws
start of the herald's next turn. On a successful save, a creature against spells and other magical effects.
takes half as much damage and isn't frightened.
Magic Weapons. The herald’s weapon attacks are magical.
Innate Spellcasting. The herald’s
Art spellcasting
by James Ryman ability is Charisma
(spell save DC 16). The herald can innately cast the following
spells, requiring no material components:
Art by Joseph Meehan >>
At will: detect magic, sending
1/day: fireball
Actions
Multiattack. The herald makes four attacks: one with its bite,
two with its fists, and one with its tail. The bite and tail attacks
must each be against separate targets. It then uses Hellfire
Blast, if available.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) piercing damage plus 3 (1d6) poison damage. If
the target is a creature, it must succeed on a DC 16 Constitution
saving throw or become poisoned for 1 minute. The poisoned
target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.
Tail. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) slashing damage. If the target is a creature, it
must succeed on a DC 16 Constitution saving throw or become
incapacitated with pain until the end of its next turn.
Hellfire Blast (Recharge 4-6). The herald hits the ground with a
heavy stomp, causing the earth around it to crack and crumble.
The ground within 10 feet of the herald becomes difficult
terrain for creatures other than the herald. That area also
becomes lit by dim light, as the cracks shed a fiery glow.
At the start of the herald's next turn, it can choose up to two
targets standing in this area. Each target must make a DC 16
Dexterity saving throw as pillars of flame erupt beneath them.
A target takes 21 (6d6) fire damage on a failed save, or half as
much on a successful one.
Blightwidow
Large monstrosity, chaotic evil

Armor Class 16 (natural armor)


Hit Points 105 (14d10 + 28)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA


16 (+3) 20 (+5) 14 (+2) 5 (-3) 14 (+2) 4 (-3)
Art by Daniel Ljunggren
Skills Stealth +8, Intimidate +3
Damage Resistances poison; bludgeoning, piercing, and
slashing from nonmagical attacks.
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 10
The Black Blight Languages —
A blightwidow’s bite can bestow a frightening curse, called the Challenge 7 (2,900 XP)
black blight. The curse’s effects are gradual. After 1 day, the
first effects appear: the cursed target gains a climbing speed
equal to its walking speed, and it gains the Spider Climb, Web Spider Climb. The blightwidow can climb difficult surfaces,
Sense, and Web Walker traits, as written in the Blightwidow’s including upside down on ceilings, without needing to make an
statblock. After 2 days, the target gains blindsight with a radius ability check.
of 30 feet, darkvision with a radius of 60 feet, and resistance to Web Sense. While in contact with a web, the blightwidow knows
bludgeoning, piercing, and slashing damage from nonmagical the exact location of any other creature in contact with the
attacks. Every day thereafter, the target must make a DC 20
same web.
Constitution saving throw at dawn. Once the the target fails this
save 4 times, the curse fully takes hold, and the target is Web Walker. The blightwidow ignores movement restrictions
transformed into a Blightwidow. caused by webbing.
Every time the target fails one of these saving throws, its
alignment gradually moves towards chaotic evil, and two spider Actions
legs painfully sprout from its back. If one of these legs is Multiattack. The blightwidow makes three melee attacks, only
severed, it regrows within an hour. Before the target becomes a one of which can be a bite attack.
Blightwidow, the curse may be removed by the remove curse
spell or similar magic. Afterwards, it may only be removed by Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
the wish spell. Once the curse is removed, the creature becomes Hit: 8 (1d10 + 3) slashing damage, and the target must make a
immune to the curse. DC 14 Constitution saving throw, taking 9 (2d8) poison damage
on a failed save, or half as much damage on a successful one. If
the target is a humanoid, it is cursed with the black blight on a

Blightwidow failed save.


Leg Slash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
The black blight is an ancient but rare curse, feared by all that
Hit: 9 (1d8 + 5) slashing damage plus 4 (1d8) poison damage,
know of its existence. This curse can transform even the most
good-hearted person into a bloodthirsty, monstrous arachnid with and the target’s speed is reduced by 10 feet until the end of the
no semblance of its former self. blightwidow’s next turn. If the target’s speed is reduced to 0
The curse is often spread thanks to greed and desire for power. feet, it is restrained by webbing until the speed reduction ends.
When the curse initially takes hold, it harbors no downsides and Blighted Web (Recharge 5-6). Ranged Weapon Attack: +8 to hit,
grants the cursed humanoid some extraordinary powers that make range 30/60 ft., one creature. Hit: 28 (8d6) poison damage, and
them near-superhuman. But this phase of the curse lasts only a the target is restrained by webbing. As an action, the restrained
few days. In less than a week, a humanoid inflicted with this
target can make a DC 14 Strength check, bursting the webbing
curse will be transformed into a blightwidow, and from then on
on a success. The webbing can also be attacked and destroyed
the curse is much more difficult to remove.
(AC 10; hp 5; vulnerability to fire damage; immunity to
Once transformed, the blightwidow hunts down and attacks any
humanoid it can find, either killing and consuming them or bludgeoning, poison, and psychic damage).
inflicting them with the black blight.
Gloomweb Greatweaver
Huge monstrosity, neutral evil

Armor Class 16 (natural armor)


Hit Points 168 (16d12 + 64)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA


Art by Yohann Schepacz
20 (+5) 21 (+5) 18 (+4) 5 (-3) 13 (+1) 4 (-3)

Saving Throws Dex +9, Con +7, Wis +5


Skills Perception +5, Stealth +13, Survival +5
Damage Resistances poison
Senses blindsight 10 ft, darkvision 60 ft., passive Perception 15
Languages —
Challenge 11 (7,200 XP)

Assassin’s Pull. As a bonus action, the greatweaver can pull one


creature that is restrained by its webbing up to 30 feet closer to
it. If the target is pulled within 5 feet of the greatweaver, the
greatweaver can make a bite attack against the target.
Invisibility. As a bonus action, the greatweaver can magically
turn invisible until it attacks, or until its concentration ends (as
if concentrating on a spell). Any equipment the greatweaver
wears or carries is invisible with it.

Greatweavers Spider Climb. The greatweaver can climb difficult surfaces,


including upside down on ceilings, without needing to make an
Greatweavers are monstrous, magic-infused spiders that are
rumored to be the creations of a mad sorcerer whose name has ability check.
been lost to time. If these rumors are to be believed, these Unseen Regeneration. If the greatweaver is invisible at the start
creatures were designed to guard the sorcerer’s tower, but ended of its turn, it regains 10 hit points.
up slaying their master and escaping into the world, where they
instantly became apex predators. Web Sense. While in contact with a web, the greatweaver knows
Greatweavers most often lair in remote forests, though it is not the exact location of any other creature in contact with the
unheard of for one of these monsters to encroach upon same web.
civilization and begin laying waste to entire villages. Web Walker. The greatweaver ignores movement restrictions

Gloomweb Greatweaver caused by webbing.

Despite their great size, gloomweab greatweavers are Actions


exceptionally quiet on their feet, and make for masterful Multiattack. The greatweaver makes three attacks, only one of
ambushers. Capable of turning invisible, these creatures stalk which can be a bite attack.
their prey from the treetops, waiting for the opportune moment to
ensare their quarry and pull it into their fanged maw. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
Though fearsome, gloomweb greatweavers can actually be 12 (2d6 + 5) piercing damage, and the target must make a DC
quite cowardly when faced with a strong or equally matched 15 Constitution saving throw, taking 18 (4d8) poison damage on
opponent. They prefer to prey upon the weak, and will not a failed save, or half as much damage on a successful one. If
hesitate to use their power of invisibility to escape. However, the poison damage reduces the target to 0 hit points, the target
these creatures regenerate quickly, and may return to finish off the is stable but poisoned for 1 hour, even after regaining hit
now-wounded prey. points, and is paralyzed while poisoned in this way.

Mindlash Greatweaver Leg Slash. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 18 (2d12 + 5) slashing damage.
Mindlash greatweavers are primarily distinguished by their
Web (Recharge 4-6). Ranged Weapon Attack: +9 to hit, range
exceptional intelligence and ability to cast actual spells. While
30/60 ft., one target. Hit: The target is restrained by webbing. As
other greatweavers will poison their prey’s body, mindlash
greatweavers will instead poison their mind. They incite fear and an action, the restrained target can make a DC 15 Strength
chaos by crafting illusions and dominating creatures that are check, bursting the webbing on a success. The webbing can also
unlucky enough to be caught within their webbing. be attacked and destroyed (AC 10; 10 hp; vulnerability to fire
Mindlash greatweavers do not usually kill their prey in a quick damage; immunity to bludgeoning, poison, and psychic
or painless manner. They tend to play with their food, and kill in damage).
exceptionally cruel and painful ways.
Art by Ben Maier >>

Mindlash Greatweaver same web, and can speak with such a creature telepathically
regardless of distance.
Huge monstrosity, chaotic evil
Web Walker. The greatweaver ignores movement restrictions
Armor Class 18 (natural armor) caused by webbing.
Hit Points 209 (22d12 + 66)
Speed 40 ft., climb 40 ft.
Actions
Multiattack. The greatweaver makes four attacks, only one of
STR DEX CON INT WIS CHA
which can be a bite attack.
17 (+3) 20 (+5) 17 (+3) 18 (+4) 15 (+2) 16 (+3)
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Saving Throws Dex +10, Con +8, Int +9, Wis +7 Hit: 14 (2d8 + 5) piercing damage, and the target must make a
Skills Arcana +9, Intimidation +8, Perception +7, Stealth +10 DC 17 Wisdom saving throw. On a failed save, it takes 26 (4d12)
Damage Immunities psychic psychic damage and is frightened of the greatweaver until the
Damage Resistances bludgeoning, piercing, and slashing from end of the greatweaver’s next turn. On a successful save, it
nonmagical attacks takes half as much damage and isn’t frightened. If the psychic
Senses blindsight 10 ft, darkvision 60 ft., passive Perception 17 damage reduces the target to 0 hit points, the target is stable
Languages telepathy 30 ft. but frightened for 1 hour, even after regaining hit points, and is
Challenge 16 (15,000 XP) paralyzed while frightened in this way.
Leg Slash. Melee Weapon Attack: +10 to hit, reach 10 ft., one
Innate Spellcasting. The greatweaver's innate spellcasting target. Hit: 18 (2d12 + 5) slashing damage.
ability is Intelligence (spell save DC 17). It can innately cast the Mindweb (Recharge 5-6). Ranged Weapon Attack: +10 to hit,
following spells, requiring no components: range 30/60 ft., one target. Hit: The target is restrained by
At will: blur, mirror image, phantasmal force, Tasha’s mind whip webbing. As an action, the restrained target can make a DC 15
1/day each: fear, phantasmal killer Strength check, bursting the webbing on a success. The
webbing can also be attacked and destroyed (AC 15; 20 hp;
Magic Resistance. The greatweaver has advantage on saving
vulnerability to fire damage; immunity to bludgeoning, poison,
throws against spells and other magical effects.
and psychic damage).
Spider Climb. The greatweaver can climb difficult surfaces, At the start of each of a restrained target’s turns, it must
including upside down on ceilings, without needing to make an make a DC 17 Wisdom saving throw. On a successful save, it is
ability check. magically charmed by the greatweaver until the end of the turn,
Web Sense. While in contact with a web, the greatweaver knows and the greatweaver can choose to free it from the webbing.
the exact location of any other creature in contact with the On a failed save, the target isn’t charmed. A charmed target is
under the greatweaver’s control and can’t take reactions.
Night Terror psychic damage on a failed save, or half as much damage on a
successful one.
Large fiend, chaotic evil
Unless surprised or paralyzed, a creature can avert its eyes to
avoid the saving throw at the start of its turn. If the creature
Armor Class 15 (natural armor)
does so, it has disadvantage on attack rolls against the night
Hit Points 102 (12d10 + 36)
terror until the start of its next turn. If the creature looks at the
Speed 40 ft.
night terror in the meantime, it must immediately make the
STR DEX CON INT WIS CHA saving throw.

17 (+3) 16 (+3) 16 (+3) 13 (+1) 14 (+2) 14 (+2) Actions


Skills Intimidation +8, Perception +5, Stealth +6 Multiattack. The night terror can use its Terrorizing Glare. It
Damage Resistances cold, fire, lightning then makes two slam attacks.
Damage Immunities poison, psychic Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Condition Immunities frightened, poisoned Hit: 10 (2d6 + 3) bludgeoning damage.
Senses darkvision 120 ft., passive Perception 15 Terrorizing Glare. The night terror targets one creature it can
Languages Abyssal, Common, Infernal, telepathy 120 ft. see within 30 feet of it. That creature must succeed on a DC 13
Challenge 6 (2,300 XP) Wisdom saving throw against this magic or become frightened
for 1 minute. A creature can repeat the saving throw at the end
Limited Invisibility. The night terror is invisible. If the night of each of its turns, ending the effect on itself on a success. If a
terror uses its Terrorizing Glare on a creature, it becomes creature’s saving throw is successful or the effect ends for it,
visible to that creature for 10 minutes. the creature is immune to the night terror’s Terrorizing Glare
Deathly Gaze. When a creature that can see the night terror for the next 24 hours.
starts its turn within 30 feet of it, the creature must make a DC An unconscious creature has disadvantage on the initial
13 Wisdom saving throw if the night terror isn't incapacitated saving throw and wakes up if it has at least 1 hit point. If it fails
and can see the creature. The creature takes 14 (4d6) its save, it is paralyzed while frightened in this way.

Night Terror
A night terror slips into the bedroom of its next Art by John Thacker
unsuspecting victim, moving swiftly and silently
despite its monstrous size. The fiend perches above
its victim, laying on their chest as its many eyes
stare into their soul. The victim’s eyes open, yet
they cannot move nor scream. As they stare upon
the night terror’s horrifying visage, blood pours
from their eyes and ears as the life drains from their
body. Even in death, the victim’s eyes remain wide open.
A night terror has a vaguely humanoid form, with long,
spindly limbs, a pronounced spine, and pale skin that is
stretched thin over its body. In place of a face, its head contains
a void filled with eyes that move independently and erratically.
A night terror’s form is rarely seen clearly, however, as it is
invisible to all but its victims, and even they only see it when
it attacks in the dead of night.
Relentless Stalker. Though night terrors only attack at night,
they often select their victims long before they plan to strike.
They follow their quarries from the shadows, unseen and
unheard, subtly terrorizing them while carefully hiding their
presence. In the hours or days before a night terror attacks, its
victim might hear disembodied screams, or come across the
bloody entrails of wildlife formed into images or symbols.
Hag-spawn. A night terror is a fiend born from a
corrupted soul that was once trapped within a night
hag’s soul bag. Only the most evil of souls can
become night terrors—creatures of pure hatred and
malice, perhaps even more evil than the hags that
spawned Them. Though native to Hades, night
terrors always seek to enter the material plane so
they might terrorize the living.
Primordial Sap • The tree does not inherit the sap’s Amorphous or Spider
Large ooze, unaligned Climb traits, nor its damage immunities, and it can be
knocked prone, but it otherwise shares the rest of the sap’s
Armor Class 8 in ooze form, 15 (natural armor) when condition immunities, senses, and speed.
inhabiting a tree • The tree has resistance to bludgeoning and piercing damage.
Hit Points 59 (7d10 + 21) Fire Aversion. If the primordial sap takes fire damage, it has
Speed 20 ft. disadvantage on attack rolls and ability checks until the end of
its next turn. If a tree inhabited by the primordial sap takes
STR DEX CON INT WIS CHA
more than 40 fire damage in a single round, the sap is forced
18 (+4) 6 (-2) 17 (+3) 5 (-3) 8 (-1) 2 (-4) out of the tree at the start of its next turn.

Damage Immunities acid, cold, lightning, slashing Spider Climb. The primordial sap can climb difficult surfaces,
Condition Immunities blinded, charmed, deafened, including upside down on ceilings, without needing to make an
exhaustion, frightened, prone ability check.
Senses blindsight 60 ft. (blind beyond this radius), passive Actions
Perception 9
Languages — Multiattack. In ooze form, the primordial sap makes three
Challenge 15 (13,000 XP) pseudopod attacks. In tree form, it makes three slam attacks
and one grasping root attack.

Amorphous. The sap can move through a space as narrow as 1 Pseudopod (Ooze Form Only). Melee Weapon Attack: +9 to hit,
inch wide without squeezing. reach 5 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage
plus 7 (2d6) acid damage.
Arboreous Animator. By spending 1 minute spreading its
gelatinous body throughout the inside of a Huge tree, the Slam (Tree Form Only). Melee Weapon Attack: +9 to hit, reach 10
primordial sap can magically animate that tree for as long as it ft., one target. Hit: 25 (6d6 + 4) bludgeoning damage.
inhabits the tree and the tree remains intact. While inhabiting a Grasping Root (Tree Form Only). Melee Weapon Attack: +9 to hit,
tree, the primordial sap’s statistics change as follows: reach 10 ft., one creature not grappled by the tree. Hit: The
• Any damage that would be dealt to the sap is instead dealt to target is grappled (escape DC 17). Until the grapple ends, the
the tree, which has 171 (18d12 + 54) hit points and 15 AC. If target takes 18 (4d6 + 4) bludgeoning damage at the start of
the tree is reduced to 0 hit points, it becomes inanimate and each of its turns. The root has AC 15 and can be severed by
is rendered unusable by the sap. The sap is only forced out of dealing 10 slashing/fire damage or more to it at once. Cutting
the tree if the tree is burned or completely destroyed, the root doesn't damage the tree, but ends the grapple.
however, and can otherwise hide inside it indefinitely.

Primordial Sap
Out from the hollow of a tree seeps a primordial sap, a large, Art by Daarken >>
yellowish-green blob of gelatinous goo that hungers for flesh and
blood. Possessing the unique ability to take over trees and grant
them mobility, a primordial sap makes for a frightening foe that is
often mistaken for a blight or awakened tree.
Ambush Predators. Primordial saps spend little time out in the
open—they only leave the safety of their animated trees in order
to feed on their prey, or to migrate to a new tree after their
previous one is damaged or destroyed. When hunting prey, a
primordial sap remains motionless within its tree for long periods
of time, waiting for a suitable target to stray too close.
Once a creature gets within range of its attacks, it lashes
out, slamming it with the branches of its tree and grasping
it with its roots. Its innate magic grants the tree it takes
over immense strength, making it a tougher enemy than
the blights and awakened trees it is often mistaken for.
Back From the Dead. When a primordial sap’s tree
is damaged beyond repair by prey that it underestimated,
it doesn’t leave the tree immediately. It “plays dead” for a
while, waiting for the coast to clear before it finds another
tree and resumes its hunt. If the fight was close, it may track
down the creature that defeated it and attack again. Adventurers
that know of a primordial sap’s weakness to fire,
however, can use this weakness to force it out
of its tree and destroy it for good.
Siphon Devil
Small fiend (devil), lawful evil

Armor Class 14
Art by Lucas Graciano >> Hit Points 27 (6d6 + 6)
Speed 40 ft.

Siphon Devil STR


7 (-2)
DEX
18 (+4)
CON
12 (+1)
INT
9 (-1)
WIS
14 (+2)
CHA
10 (+0)
Siphon devils serve a specialized role within the armies of the
Nine Hells—mage slaying. Named for their innate ability to Damage Resistances cold; bludgeoning, piercing, and slashing
siphon magic from both creatures and magic items, siphon devils
from nonmagical attacks that aren’t silvered.
are frightening opponents for creatures that are used to being able
Damage Immunities fire, poison
to rely on their spellcasting. Though not particularly threatening
Condition Immunities poisoned
on their own, siphon devils usually attack in groups, alongside
other devils that can protect them. Senses darkvision 120 ft., passive Perception 11
A siphon devil is smaller and weaker than most devils, but just Languages Common, Infernal
as fierce. With blood-red, leathery skin, long horns, a split tail, Challenge 2 (450 XP)
and sharp claws, a siphon devil resembles a slightly larger, but
flightless imp. Though it lacks wings, a siphon devil is quick on Antimagic Aura. When a non-devil creature within 10 feet of the
its feet and adept at running down its foes. devil casts a spell, it must make a DC 12 Constitution saving
Though rare outside of the Lower Planes, siphon devils are throw. On a failed save, the spell has no effect.
occasionally found in the service of mortal barbarians, fighters,
and rogues. Though siphon devils do not make contracts as imps Devil’s Sight. Magical darkness doesn't impede the devil’s
do, they may join forces with sufficiently evil humanoids if there darkvision.
is mutual benefit to be gained. Taking on a siphon devil as a Magic Resistance. The devil has advantage on saving throws
familiar is dangerous, however, as siphon devils have little loyalty against spells and other magical effects.
to non-fiends and may turn against their “master” at a moment’s
notice. Actions
Siphon devils are lesser devils, ranked between spined devils
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
and bearded devils on the Infernal Hierarchy.
Hit: 7 (1d6 + 4) slashing damage and the target must make a DC
12 Constitution saving throw, taking 7 (2d6) psychic damage on
Dust of Dispelling a failed save, or half as much damage on a successful one. Also
Wondrous item, uncommon on a failed save, the devil chooses one of the following effects
to apply to the target:
When a siphon devil dies, it disintegrates into a small pile of
fine red dust. There is enough dust for one use. When you use • One spell of the devil’s choice that’s currently affecting the
an action to throw the dust into the air, you and each creature target ends.
and object within 10 feet of you is affected by the dispel magic • One magic item of the devil’s choice that the target is
spell cast at 3rd level. Any ability checks caused by this spell holding loses half of its maximum charges, or becomes
are made as if the spell was cast by a creature with a nonmagical if it has no charges.
spellcasting ability score of 14. The dust is consumed when its The item’s magic and any of its lost charges are restored
magic takes effect. after 1 hour or when the devil dies.
Alternate Attacks Die Changes and Unarmed Attacks
HIS MINI SUPPLEMENT HAS THREE MAIN If something else also changes the size of a weapon’s damage
Goals: to make martial combat more engaging, to die, such as shillelagh or monk’s Martial Arts feature, the
increase weapon variety, and to mildly buff martial damage die of its alternate attacks change proportionally, so they
classes. With this system, every weapon has one or are always the same amount of die-sizes below the die used for
more alternate attack options, which you can attacking normally. For example, a 17th level monk wielding a
choose to use in place of a normal weapon attack shortsword would have a damage die of 1d8 for its Maneuver
whenever you would make one. These alternate and Protect alternate attacks, but 1d10 when attacking normally.
attacks are meant to be situationally useful. You Also, if a character’s unarmed strike has a damage die of 1d4
are still expected to make normal weapon attacks much of the or higher, its unarmed strike gains any two of the Daze, Feint,
time, but when the opportunity arises you can take advantage of Maneuver, and Oppose alternate attacks, each of which are 1
one of these other options. die-size lower than attacking normally. As an action, a character
A weapon’s alternate attacks have a smaller damage die can change its stance, allowing it to change its two alternate
compared to attacking with that weapon normally, but also have attack options to a different combination of those four.
secondary effects. The damage die used for an alternate attack
appears in parentheses next to each alternate attack option in the
Alternate Attacks by Weapon table. If two damage dice appear in Weapon Alternate Attacks
the parentheses, the first is for when the weapon is wielded in one Simple Melee Weapons
hand, and the second is for when its wielded in two. The Club Daze (1), Stagger (1)
secondary effects of each alternate attack option are described in Dagger Maneuver (1), Feint (1)
the List of Alternate Attack Options below.
Greatclub Daze (1d6), Stagger (1d4)

List of Alternate Attack Options Handaxe


Javelin
Cripple (1d4)
Lacerate (1), Lunge (1d4)
The alternate attack options are listed in alphabetical order. Light Hammer Daze (1), Maneuver (1)
Cleave. When you make this attack, you can choose two targets Mace Daze (1d4), Stagger (1)
that are within the weapon’s reach and within 5 feet of each other. Quarterstaff Daze (1d4/1d6), Self-defense (1/1d4)
You make two attacks, one against each target. The second attack Sickle Cripple (1), Lacerate (1)
has disadvantage.
Spear Lunge (1d4/1d6), Feint (1d4/1d6)
Cripple. After you hit a target with this attack, its speed is
Simple Ranged Weapons
reduced by 10 feet until the start of your next turn. This reduction
Crossbow, Light Prone Shot (1d6)
can stack, but it cannot reduce the target’s speed below 5 feet.
Daze. After you hit a target with this attack, it has disadvantage Dart Maneuver (1), Lacerate (1)
on ability checks until the start of your next turn. Shortbow Maneuver (1d4)
Feint. If you miss with this attack, the next melee weapon Sling Stagger (1)
attack you make against the target before the end of your next Martial Melee Weapons
turn is made with advantage. Battleaxe Cleave (1d4/1d6), Stagger (1d4/1d6)
Lacerate. After you hit a target with this attack, it can’t regain Flail Cripple (1d6), Feint (1d6), Stagger (1d4)
hit points until the start of your next turn. Glaive Cleave (1d6), Self-defense (1d6)
Lunge. For this attack, your reach is increased by 5 feet. Greataxe Cleave (1d8), Lacerate (1d10), Pull (1d10)
Maneuver. Before or after you make this attack, you can move Greatsword Cleave (2d4), Oppose (1d10)
up to 5 feet. Halberd Cripple (1d8), Pull (1d8), Stagger (1d6)
Prone Shot. You do not gain disadvantage on this attack roll Lance Lunge (1d10), Cripple (1d10)
for being prone. Longsword Oppose (1d6/1d8), Self-defense (1d4/1d6)
Pull. For this attack, your reach is 10 feet. Also, If you hit a Maul Daze (1d10), Push (1d10)
target that’s your size or smaller with this attack, it is pulled 5 feet
Morningstar Daze (1d6), Lacerate (1d4), Stagger (1d4)
towards you.
Pike Lunge (1d8), Cripple (1d8)
Push. If you hit a target that’s no more than one size larger than
Rapier Feint (1d6), Lunge (1d6)
you with this attack, it is pushed 5 feet away from you.
Oppose. After you hit a target with this attack, it has Scimitar Feint (1d4), Self-defense (1)
disadvantage on the next attack roll it makes against a target other Shortsword Maneuver (1d4), Oppose (1d4)
than you before the end of your next turn. Trident Cripple (1d4/1d6), Lunge (1d4/1d6)
Self-defense. After you hit a target with this attack, it has War Pick Lacerate (1d4), Stagger (1d4)
disadvantage on the next attack roll it makes against you before Warhammer Daze (1d6/1d8), Push (1d6/1d8)
the end of your next turn. Whip Maneuver (1), Oppose (1), Stagger (1)
Stagger. After you hit a target with this attack, it can’t take Martial Ranged Weapons
reactions until the start of your next turn. Blowgun Prone Shot (1), Lacerate (1)
Crossbow, hand Maneuver (1d4), Prone Shot (1d4)
Alternate Attacks by Weapon Crossbow, heavy Daze (1d8), Prone Shot (1d8)
Each weapon may have one or more alternate attack options, as Longbow Lacerate (1d4), Stagger (1d4)
detailed in the table on the right. Net —

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