I've written... a lot of content over the last five years here. At last check, about a year ago, it was about the length of one of the Song of Ice and Fire books, or most of the Hobbit and Lord of the Rings series put together. I don't say this as a brag (maybe a little bit), but mostly, it gets a little tricky coming up with new ideas sometimes.
So I'm turning to you, my audience. Let me write something for you- a subclass specific to a concept for your world, a creature for your game, a table of items that a merchant might sell, or something else useful. Give me enough information for inspiration, and something to inspire me, and I'll see if I can write something useful for you! I'll post them here and over on Game Masters Stash so I can then let people know when they're 'out', and hopefully it gives me some new ideas and you some homebrew content you can use for your world. So have a think about what you want to see, be prepared to break it down into what makes that exciting and interesting, and give me some ideas to work with! Perhaps almost single-handedly responsible for the fell reputation of undead, these dangerous creatures are created by malevolent fiends inhabiting the corpses of recently-killed humanoids. They delight in causing fear, confusion, and pain, and often get distracted by opportunities for havoc, rather than accomplishing their goals.
MALIGN CORPSE Medium undead, chaotic evil Armour Class 14 (armour scraps) Hit Points 37 (5d8 + 15) Speed 30ft. Str 15 (+2); Dex 16 (+3); Con 16 (+3); Int 7 (-2); Wis 10 (+0); Cha 10 (+0) Proficiency bonus +2 Damage Vulnerabilities radiant Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60ft., passive Perception 10 Languages Abyssal, Common Challenge 2 (450 XP) Divine Resistance. A malign corpse has advantage on saving throws against divine magic spells (such as a cleric, druid, paladin or ranger) and effects including channel divinity attempts, if they allow a saving throw. Passion for Suffering. A malign corpse regains 5 (1d10) hit points at the start of its turn if it is within 30 feet of a creature that is blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, prone, restrained, or unconscious. ACTIONS Martial weapon. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) bludgeoning, piercing, or slashing damage. REACTIONS Vile Blasphemy. If a malign corpse is the subject of a spell or effect (including turn undead) from a divine caster that it can see within 60 feet, it can use its reaction to force the caster to make a Wisdom saving throw (DC 12) or suffer 5 (2d4) psychic damage and have disadvantage on the next saving throw it makes before the end of its next turn. This effect functions only if the caster can hear the malign corpse, though it does not need to understand it. An attack by Orc forces should be a terrifying thing, not just a bunch of low-hit point humanoids rampaging from outside of fireball range, but a bunch of dangerous, unpredictable, destructive raiders. Orc raiders are independent warriors motivated by personal glory and opportunity for themselves. Here are some consequences the PCs might face for unattended or unaddressed orcs during a raid. You can roll for each or pick out a few and multiply for scale.
1 - A building is set on fire 2 - 1d3 commoners or other noncombatant NPCs are slain 3 - 1d2 town guards or other combatant NPCs are wounded or slain 4 - An important building is damaged, defiled, or looted 5 - 1d3 livestock creatures are slaughtered or stolen 6 - A fortification or construction is damaged 7 - A fight breaks out between raiders and one or both of them is slain 8 - An important NPC (a family member, friend, or town leader) is wounded or slain Fire is often considered the 'quick' path to power- although there are many dangerous creatures which resist its damage, it is efficient and effective on lower-powered creatures and their dwellings, making it an effective threat. Those pyromancers who become threats to civilized areas often lose themselves in the allure, the flicker, the inherent danger of the flame. They might be wanted as dangerous criminals, or merely spellcasters on the run, fleeing from the collateral damage they cause when attacked.
ROGUE PYROMANCER Medium humanoid (any race), usually chaotic Armour Class 13 (studded leather) Hit Points 44 (8d8 + 8) Speed 30ft. Str 9 (-1); Dex 13 (+1); Con 12 (+1); Int 10 (+0); Wis 9 (-1); Cha 16 (+3) Proficiency bonus +3 Skills Arcana +3, Survival +2 Damage Resistances fire Senses passive Perception 9 Languages Common, Draconic Challenge 5 (1,800 XP) Metamagic. Once per turn, the rogue pyromancer can heighten their spells, causing targets to have disadvantage on the saving throw. Once the rogue pyromancer has used this ability twice, they cannot use this ability again until they have finished a long rest. Spellcasting. The rogue pyromancer is an 8th-level sorcerer (spell save DC 14, +6 to hit with spell attacks). They know the following spells, and access to the following spell slots: burning hands, burning step, crown of madness, dimension door, fireball, levitate, ragefire, scorching ray, shield, thunderwave. 1st-level spells (4 slots) 2nd-level spells (3 slots) 3rd-level spells (3 slots) 4th-level spells (2 slots) ACTIONS Cast Spell. Fire Bolt. Ranged Spell Attack: +6 to hit, range 120ft., one target. Hit: 11 (2d10) fire damage. Flaming Staff. Melee Weapon Attack: +4 to hit, range 5ft., up to two targets. Hit: 2 (1d6 - 1 bludgeoning damage) and 3 (1d6) fire damage. The target is set on fire by this attack, taking 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. REACTIONS Flame Lash. When damaged by an attack, the rogue pyromancer can make a fire bolt attack against a creature or object within 10ft. as a reaction. This spell imbues the target with fiery quickness and an explosive burst of energy when they close with their foe. As they move, their flesh appears to momentarily transmute to living flame.
BURNING STEP 3rd-level evocation (Paladin, Sorcerer, Wizard spell) Casting Time: 1 bonus action Range: 30 feet Components: V, S, M (an ember, which is crushed in your hand during the casting) Duration: Instantaneous You choose yourself or a willing creature you can see within range, who can use their reaction to move up to 20 feet and make a melee attack with a weapon. This movement does not provoke opportunity attacks. If the attack hits, the attack deals an additional 2d8 points of fire damage. If the attack misses, the target of the attack takes half as much fire damage. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature and the fire damage increases by 1d8 for each slot level above 3rd. While true golems are imbued with some form of independent thought and power, automatons have only rudimentary intellect and judgement. Those artificers who craft and control them, known as warwrights, can control them and even embark within them to grant them advanced combat ability.
WARWRIGHTS Some artificers choose to specialize in building, maintaining, and operating the giant constructs known as automatons. While effective on their own, these warwrights can climb into their automatons and become true engines of destruction, wreaking havoc on their foes while encased in a suit of impregnable armour. Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. Warwright Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown below. These spells count as artificer spells for you, but they don't count against the number of artificer spells you can prepare. Artificer level 3rd: compelled duel, heroism. Artificer level 5th: heat metal, magic weapon Artificer level 9th: conjure barrage, elemental weapon Artificer level 13th: fabricate, staggering smite Artificer level 17th: conjure volley, destructive wave War Readiness From 3rd level, your training in use of battle constructs and armour prepare you to defend yourself well.
Automaton By 3rd level, your craft means you have finalized your very own automaton- a lumbering war-construct. It is friendly to you and your companions, and obeys your commands.See the creature's game statistics in the stat block provided. You determine the creature's appearance and constructions; your choice has no effect on its game statistics. Some are twisted flesh-shaped beings, while others are wheezing golemlike machines belching smoke and flames as they crash around. In combat, your automaton shares your initiative count, but takes its turn immediately after yours unless you are 'riding' it. It can move on its own, but does not possess enough acumen to attack other creatures unless you concentrate hard. The only actions it can take on its turn are to make the Demolish action in its stat block, unless you spend your action on your turn to allow it to take the Attack, Dash, Disengage, Dodge, Help, Hide, or Search action. If the mending spell is cast on your automaton, it regains regains 2d6 hit points. If it has died within the last 24 hours, you can use your smith's tools to revive it if you finish a long rest within 5 feet of it, and expend a spell slot of 1st level or higher. The automaton then returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new automaton if you have your smith's tools with you and expend a spell slot of 1st level or higher. If you already have an automaton from this feature, the first one immediately perishes. As an action, you can enter your automaton's space, staying there until you exit as an action. The automaton covers your body entirely, although you can deploy or retract the helmet as a bonus action. If the automaton dies, you exit immediately. While encased in your automaton, you cannot cast any artificer spells except on your automaton, and you cannot cast any non-artificer spells (if you possess them through multiclassing or other means). Extra Attack Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action. If you are not riding your automaton, you can instead make one attack and your automaton can make one attack as well, or allow your automaton to attack twice. Automaton Customization From 9th level, your automaton has been thoroughly improved, and you have personalized it for your own use. You can make one additional Infusion, which must be either a set of armour, boots, or helmet, or a weapon, which must be infused to your automaton. In addition, when you create your automaton, you can choose one of the below options to add to it, as well as choosing two different types of damage which it can deal with its Attack action.
Improved Automaton From 15th level, your Automaton can make an Attack action on its own turn. You can use this ability a number of times equal to your proficiency modifier. Any expended uses are refreshed when you complete a short or long rest. In addition, your automaton's Armour Class is increased by 2, and when your automaton makes a melee attack, its damage is increased by an additional 9 (2d8). The concept of 'star signs' is one that seems to strike a chord with many people, and especially in a fantasy milieu like D&D, people want those to have mystical and potentially magical effects on characters' personality.
Influenced by the powers gained by star signs of the Elder Scrolls universe, here are some fantasy constellations and powers they might grant, probably only for heroic characters rather than for every single NPC. In most cases, these are minor passive benefits, but I have also included some powers for when the star sign is at its most powerful- whether this is due to some kind of celestial alignment or magical empowerment. 1 - The Hedgehog - Folk of this star sign tend to be reserved and protective of themselves, but warm to those within their friend group. Folk of this star sign gain a +1 bonus on saving throws against being poisoned. Empowered: Folk of this star sign gain a +2 bonus to Armour Class when empowered. 2 - The Swan - Folk of this star sign are dignified and renowned for their generosity. Folk of this star sign gain a +1 bonus on saving throws against being charmed. Empowered: When empowered, folk of this star sign can take an action to lower their maximum hit points by 10 for 24 hours, in order to heal allies within 5 feet by 5 hit points. 3 - The Hare - Ever alert for danger, folk of the sign of the hare tend to be independent and flighty. Folk of this star sign gain a +1 bonus on Initiative rolls. Empowered: Folk of this star sign gain a +10ft. bonus to their speed and +1 to Armour Class when empowered. 4 - The Spear - Those born under this sign tend to be decisive and impulsive. Folk of this sign gain a +1 bonus on saving throws against being frightened. Empowered: When empowered, folk of this sign gain a +1 bonus on melee attack rolls. 5 - The Archer - Folk of this sign tend to be observant and efficient. They gain a +1 bonus on Perception checks. Empowered: When empowered, folk of this sign have advantage on Perception checks and saving throws or Investigation checks against illusions. 6 - The Heart - Folk born under this sign are warm and friendly, and enjoy simple pleasures of life. Folk born of this sign gain a +1 bonus on saving throws against exhaustion or stunning effects. Empowered: When empowered, folk born under this sign gain 3 hit points at the start of their turn if they have 1 or more hit points, up to one-half their maximum hit points. 7 - The Albatross - Folk born under this sign are larger and stronger, tending toward self-reliance. They gain a +1 bonus on Survival checks. Empowered: Folk born under this sign cannot gain exhaustion levels when empowered. 8 - The Hammer - Tending towards insight and craft, folk born under this sign gain a +1 bonus to their Proficiency bonus when using a set of tools. Empowered: When empowered, folk born under this sign can cast mending as an action and can craft any objects at double the speed per day of downtime. 9 - The Throne - Tending to be mediators and diplomats, folk born under this sign are generally calm. They gain a +1 bonus on Insight checks. Empowered: When empowered, folk born under this sign have advantage on Deception and Persuasion checks. 10 - The Bear - Folk born under this sign tend to be slow to anger, but mighty. They gain a +1 bonus on Intimidation checks. Empowered: Folk born under this sign can increase any melee damage they deal when empowered by an additional 1d3. 11 - The Castle - Implacable and stoic, those of this sign gain a +1 bonus on Constitution saving throws. Empowered: When empowered, folk of this sign have advantage on checks or saving throws to escape being grappled, paralyzed, prone, restrained, or stunned. 12 - The Cauldron - Given to sharing and taking their time about things, folk born under this sign allow any allies who spend hit dice to recover hit points during a short rest, to recover 1 additional hit point. Empowered: When empowered, folk born under this sign grant any allies within 5 feet advantage on death saving throws. Legend speaks of a man from ancient times, named Ereumis, who chopped up his own son and boiled him in a stew which he served to the High Priest, and was cast down to the Hells to become the first Gluttivore.
Now the size of a mountain, Ereumis roams the wastes of the Hells to his black heart's content, filled but never satisfied by the thousands of souls within his belly. He has birthed many Gorge Devils himself, and now as one of the Ten Thousand Kings of Hell, he is served by many warlocks and cultists, as well as any who cannot or choose not to control their own hungers. Those who choose to serve Ereumis must snack almost constantly, and hunger for new tastes. Ereumis' demesne is a wasteground of rotted and discarded scraps of food, grown to colossal quantities although they never satisfy any hunger. Bands of devils and deceased mortals war across these wastes. His throne is the ribcage and spine of a gigantic demon which he consumed to attain his station, still with decaying sheets of flesh hanging from them and flapping in fetid wind. Statistics: Ereumis is the size of a mountain, and nearly invulnerable to harm, although he reacts very slowly to attack. His spellcasting is on par with any mortal archmage, although he is incredibly lazy and rarely formulates any plan due to his own apathy. He is of gargantuan size and has 60 Hit Dice, and although he is incredibly powerful physically, he is around the challenge of a powerful Pit Fiend. An enterprising and charismatic gnome by the name of Knagnog (pronounced "Nag-nog") owns and operates a travelling sale-wagon he calls Knagnog's Knicknacks, selling Potions of Dubious Quality and travelling from town to town. His patter is engaging and charming, and his goods are indeed of Dubious Quality, meaning he's sometimes chased out of town for being a fraud.
Here are some of the goods he might have for sale: 1 - Ichor Draught (50gp): These green, honey-consistency potions contain a couple of tentacles from some aquatic monster, and are popular with cultists as a defensive measure. They taste absolutely vile, but grant the drinker the ability to manifest shadowy tentacles which lash out at all around them. When drunk as an action, the target can manifest Arms of Hadar. 2 - Cure-All (50gp): This thin vial of clear liquid seems unremarkable, having the consistency of water, and no discernible smell or taste. Knagnog promises that it'll "cure your ills" and sells it to folks who are unwell. When drunk, this potion cures the drinker of any of the following conditions which currently affect them: blinded, charmed, deafened, exhaustion, frightened, invisible, paralyzed, petrified, poisoned, stunned, or unconscious. The drinker then gains the poisoned condition for the next 24 hours. 3 - Anti-venom Elixir (50gp): A brilliant cobalt-coloured solution with the taste of rotted chalk, Knagnog promises that this will cure any poison. When drunk, the drinker loses the poisoned condition and if they have taken any poison damage in the past 24 hours, they regain 2d6 hit points. However, they gain 5 levels of exhaustion. 4 - Fun-Gal Libation (25gp): This liquid is pinkish-grey and streaky, flavoured something like strawberry syrup. He promises this will give someone a 'good time' (accompanied by a creepy wink). If drunk or consumed with alcohol, this potion enhances the drinker's enjoyment and fun, without impairing their judgement at all. Any children conceived by the drinker or their immediate partner in the next 24 hours will be born as baby Myconids, who will escape at the first opportunity to found a new colony. 5 - Thirst Quencher (50gp): This drink comes in a comically-large conical flask, nearly two pints, and is a soft red colour. It tastes of burned copper, and when drunk, which requires at least an entire round's worth of actions, the drinker is cured of any levels of exhaustion and finds themselves feeling bloated with liquid and strongly smelling of copper. For the next hour, the wearer has vulnerability to fire damage, and any attempts to locate them by smell have advantage. 6 - The Swagswig (500gp): Knagnog promises that this very rare potion will bring incredible luck to someone who drinks it, and only carried one, in a secure box. The potion comes in a bottle wrapped with golden wire and decorated with tiny quartz gems, and has tiny flakes of gold floating within its liquid. As surprising as it sounds, this potion is actually blessed by the gods of fortune. When drunk, the value of any random amounts of coinage, art objects, or jewellery that the drinker discovers or finds in the next 24 hours are doubled. In an idea taken from Gloomhaven, these rats have been mutated by exposure to some kind of vile influence, whether this is some kind of evil magic or some chemical or radiation causing uncontrolled and harmful growth. These rats are particularly dangerous to due their aggressive nature and the harmful contents of their bodies, which erupt when they die.
The size of a large dog, these shuffling monsters often spawn other giant rats or rat swarms themselves, which accompany them in defending their territory. RAT MONSTROSITY Medium beast, unaligned Armour Class 13 (natural armour) Hit Points 16 (3d8 + 3) Speed 20ft. Str 8 (-1); Dex 12 (+1); Con 12 (+1); Int 2 (-4); Wis 10 (+0); Cha 2 (-4) Proficiency bonus +2 Senses darkvision 60ft., passive Perception 10 Languages - Challenge 1/2 (100 XP) Keen Smell. The rat monstrosity has advantage on Wisdom (Perception) checks that rely on smell. Vile Eruption. When a rat monstrosity is reduced to 0 hit points, their growths overrun their body, causing an almost-instantaneous explosion of viscera and poisonous fluids. Creatures in a 5-foot radius must succeed on a DC 11 Dexterity saving throw or take 5 (2d4) points of poison damage. ACTIONS Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) piercing damage and 2 (1d4) poison damage. Spit Bile (recharge 6). The rat monstrosity vomits forth toxic bile and fluids in a 10-foot cone. Each creature in the cone must make a DC 11 Dexterity saving throw, taking 5 (2d4) acid damage and 5 (2d4) poison damage on a failed saving throw, or half as much damage on a successful one. Favoured weapons of criminal syndicates and vile warlords, chem-berserkers are encased in a protective suit and given stimulant drugs that can spur them into horrifying and violent action. Inured to pain and suffering, they move at near-lightning speed and can be controlled by their masters until they are unleashed upon their enemies, a blur of violence and wheezing. By the time an addict becomes a chem-berserker, their mind is all but lost, and many months of magical cures would be necessary for them to return to their normal state.
CHEM-BERSERKER Medium humanoid (any race), chaotic evil Armour Class 17 (half plate) Hit Points 45 (6d8 + 18) Speed 50ft. Str 19 (+4); Dex 19 (+4); Con 14 (+2); Int 4 (-3); Wis 11 (+0); Cha 1 (-5) Proficiency bonus +2 Damage Resistances Psychic; Bludgeoning, piercing and slashing Senses passive Perception 10 Languages Understand fragments of Common but can't speak Challenge 3 (700 XP) Lightning Speed. The chem-berserker can choose to use either the Dash action or a Blade attack as a bonus action each round. If a chem-berserker uses the Dash action, ranged attacks against it are made with disadvantage until the start of its next turn. Razor-Sharp. The chem-berserker's blade attacks score a critical hit on a roll of 19 or 20. Suit Components. The various chem-injection components of a chem-berserker's suit can be targeted by attacks. The three components each have an AC of 15 and 10 hit points, and for each one that is destroyed, the chem-berserker gains one level of exhaustion. The suit components are considered worn or held objects, and cannot be damaged by most area spells. ACTIONS Multiattack. The chem-berserker makes two blade attacks. Blade. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 9 (1d10 + 4) slashing damage. Crossing the icy sea or the planes of endless snow takes bravery even when it's not deep winter. Luckily, the distant city of Jorpalur offers a warm haven for those making this dangerous journey. Perched on a crag of rock above what would be a vast lake, were it water, the city offers respite in the form of a warm bed, a hot bath, and a hot meal- all welcome rarities in this remote locale. Jorpalur is renowned as the 'jewel of the North', and its people are brusque and businesslike.
The North Rangers patrol the vicinity within a hundred miles of Jorpalur, operating singly or in small teams to keep the wilderness as safe as they can. Its main exports are preserved fish, woven cloth made from domesticated bear fur, a curious alcohol called Snowstorm which can be used as a fuel, and mithril ore, mined from the mountains nearby. Those who hail from Jorpalur tend to be a little standoffish until they know they can trust someone, and then will welcome that person into their homes and hearts forever. Hooks: - The first King of the North was a duke from Toranath, sent with an army to conquer unclaimed regions. After his people had settled, a mighty dragon rose from the polar regions and destroyed the castle. He was ordered to withdraw his army and abandon the outflung territories, but refused. Those knights who chose to stay with him to defend the people of the North became his fist rangers, and they warred with the dragon for many years before driving it off. Seven hundred years have passed now, and there are rumours of great silhouettes in the midst of the blizzards blowing from the pole... - The region around Jorpalur makes an excellent setting for a West Marches style campaign, where the city means warmth and safety, but the hostile environment and surrounds mean there might be frozen riches in the wilderness. Players might be members of the North Rangers, or unaffiliated adventurers seeking their own fortune here. - The tiefling queen Violetandra is protective of her people, and sometimes suspicious of strangers. However, those who perform services to keep her city safe from intruders may earn her rewards and her friendship. - The alliance with the Orc tribes of the east has held firm for three generations now, but firebrands on one side or another sometimes choose to begin trouble. In cases of unrest between their people, foreigners are often called upon to act as neutral intermediaries- and PCs are often ideal for this purpose. However, others may have less idealistic motives. The stone giant known as the Rumbling Sentry keeps watch over a valley pass and wards off bandits. Arumalok, as he is named, swore a powerful oath to his ancestors to guard their cavesfrom intruders, and has spent centuries sitting watch, mostly (and accidentally) disguised as a mossy boulder. Those who idly damage the valley, or who intrude on the caves where his people make their homes, or those who would do harm on other passers-by, incur his wrath. This most often comes in the form of a horse-sized boulder being hurled at their head at tremendous speed, although he is not shy about taking to hand-to-hand combat with these foes.
Arumalok is a Stone giant who has sworn the Oath of the Ancients, and glowing chains of magical energy seem to bind him without restricting his movement. He can use his powers to resist magic, and to bind those foes who attempt to intrude on upon his territory. However, he is content to observe those who cause no damage to the region, and enjoys hearing songs and chatter from those who make camp in the area. If noticed and welcomed, Arumalok may join in, singing in a deep throat-rumble or telling an epic of his people, who pass through the region only about once a decade. As a dweller in the Dreaming World (as stone giants call the realm with a sky), Arumalok is lonely even among his own people, and craves some kind of interaction from time to time. STATISTICS Arumalok's statistics are identical to a stone giant, with the following additions: Huge giant, lawful neutral Challenge 8 (3,900 XP) Aura of Warding. Arumalok and friendly creatures within 10 feet have resistance to damage from spells. Divine Health. Arumalok is immune to disease. He also suffers no drawbacks of old age, and can't be aged magically. ACTIONS Greatclub. Melee Weapon Attack: +9 to hit, reach 15ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage and 4 (1d8) radiant damage. Ensnaring Strike (Recharge 5-6). Melee Weapon Attack: +9 to hit, reach 15ft., one target. Hit: 19 (3d8 +6) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or restrained by magical vines for 1 minute. Large or larger creatures have advantage on this saving throw. While restrained by this ability, the target takes 3 (1d6) piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a DC 17 Strength check. On a success, the target is freed and the effect ends. Hooks:
Sometimes it can be fun to challenge your players by giving them an encounter that they can't (or at least, shouldn't) just cut their way through. A good example of this is someone with some kind of legal or inherited authority (usually, with witnesses), whether that's a squad of guards wearing the local lord's livery and collecting taxes, a spoiled noble, a well-connected employer, or the child of the royal family themselves. In all these cases, the PCS probably shouldn't just kill their opposition because it'll result in bounties levelled against them or warrants for their arrest.
Be cautious though, as these encounters can easily lead to Chaotic Stupid syndrome (or equally, Lawful Stupid syndrome) where someone decides to start fights for laughs and then derails your campaign as they're suddenly wanted for murdering the Crown Prince. Ideally, you want these encounters to be clearly nonlethal (guards brawling and using their spear butts rather than swords), and be able to lead to gathering some kind of evidence that could lead to their arrest or revocation of their legal authority, if they have crossed a moral line that the PCs just can't put up with (killing commoners, for example). I've talked previously about how important it is to be able to de-escalate situations that spiral out of control when you don't expect them, and the example was of a corrupt guard force trying to tax adventurers, after the adventurers had found evidence of children being mistreated in their city. The PCs spiralled very quickly to "we'll kill these guards in a fight, in plain view of the citizens" because they thought the guards were full-on Big-E Eeeevil, when it was intended to be an annoying encounter rubbing in just how lazy and uncaring (low-level small-e evil) they were. You could also include a non-combat 'out' like paying a bribe, persuading the other parties that the PCs' cause is important, and so on. Bearing this in mind, here are some examples of legal authorities you could use in your game:
I hope these examples give you some ideas you could work with! Neither a true golem, nor actually an elemental, this creature is known colloquially as a 'Scrollemental' by inventive young apprentices who think themselves clever. It is remarkably resilient, but vulnerable to mundane flames, although the risk of destroying the knowledge that makes up such a creature, as well as the collateral damage to its surrounds, often preclude this as an option.
Their structure is formed of hundreds of spell scrolls, held together by their own magical force. They can summon up bolts of raw evocation energy to hurl at those who threaten them, and are guarded by shimmering fields of abjuration. Hooks:
SCROLLEMENTAL Large construct, unaligned Armour Class 15 (natural armour) Hit Points 117 (18d10 + 18) Speed 20ft. Str 16 (+3); Dex 8 (-1); Con 13 (+1); Int 1 (-5); Wis 17 (+3); Cha 1 (-5) Proficiency bonus +3 Damage Vulnerability Fire Damage Resistances Bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities Poison, psychic Condition Immunities Blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned, petrified Senses Truesight 60ft., passive Perception 13 Languages - Challenge 8 (3,900 XP) Immutable Form. The scrollemental is immune to any spell or effect that would alter its form. Magic Resistance. The scrollemental has advantage on saving throws against spells and other magical effects, and resistance to damage from any spell or other magical effect. Magic Weapons. The scrollemental's weapon attacks are magical. Chromatic Energy. A scrollemental can fire bolts of shifting evocation magic, and those struck by its blows are struck similarly. For each slam attack or surging bolt which hits, roll 1d6 to determine the type of energy produced.
ACTIONS Multiattack. The scrollemental makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage, and 13 (3d8) chromatic energy (see the chromatic energy trait, above). Surging Energy Bolt. Ranged Spell Attack: +6 to hit, range 90ft., one target. Hit: 26 (6d8) chromatic energy (see the chromatic energy trait, above). Updated from the earlier version of the Scrollemental, published on 19 March 2019. This version also posted on Game Masters Stash on 11 January 2022. These powerful golems are made to protect the final resting place of the honored dead. At the core of such a creature is a solid stone sarcophagus, holding the body of its ward. The headstone literally shows the face of such a creature, and when it emerges from the earth, its powerful stone limbs and revealed. Unless the grave is disturbed, they usually stay dormant. However, they may animate if people approach the site.
Hooks:
SEPULCHREATION Large construct, unaligned Armour Class 16 (natural armour) Hit Points 178 (17d10 + 85) Speed 30ft. Str 22 (+6); Dex 7 (-2); Con 21 (+5); Int 3 (-4); Wis 11 (+0); Cha 1 (-5) Proficiency bonus +4 Damage Immunities poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks not made with adamantine weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120ft., passive Perception 10 Languages understands the languages of its creator but can't speak Challenge 10 (5,900 XP) Immutable Form. The golem is immune to any spell of effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells or other magical effects. Magic Weapons. The golem's weapon attacks are magical. Spell Vulnerability. If Gentle repose is cast on the sepulchreation, it becomes paralyzed for 1 round. It Animate dead is cast on the sepulchreation, it enters a rage state for 1 minute, gaining a +4 bonus on weapon damage for all of its attacks and giving it advantage on melee attack rolls. Attacks against the sepulchreation have advantage during this time. Both of these bypass the golem's normal magic resistance and condition immunities. ACTIONS Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage Spirit Guardians (Recharge 5-6). The golem casts Spirit guardians (save DC 12), manifesting glowing spiritual representations of the person buried within them. Updated from the earlier version of the Sepulchreation, published on 12 January 2019. Those familiar with earlier editions often complain of 5e lacking in combat options, and may be pleasantly surprised to find that the Dungeon Master's Guide touched on several of these already, with options for dealing with initiative differently, as well as several options for different combat actions, and other familiar options like death from massive damage, and morale.
Climbing onto a bigger creature Letting 'standard' player characters that are Medium or Small climb up onto a larger creature, treating it as difficult terrain either in order to access a different place, or to access a vital spot, can be a really fun option to liven up movement and make for a great dynamic combat. Disarm A staple of swashbuckling, being able to remove the weapon that your opponent is attacking with (or an arcane focus, magic staff, or the like) can change the way an opponent comes at you. Taking away the weapon they are attacking with, the bat guano they're about to use to drop a fireball on your friends, or the horn they're about to use to sound the fortress alarm, can really help you in a clinch. Mark An option that's adapted from 4e, marking opponents when you land a hit on them can really help, giving you advantage on opportunity attacks against that foe. This is a good one to implement because it really gives more of a feeling of a combatant focusing on one of their opponents. Overrun Moving through a hostile creature's space is sometimes necessary to get to a downed friend, get out a door, or reach another objective. This rule gives you an option that means overrunning a smaller opponent is easier, while trying to overrun something larger than you gets much harder. Shove aside This option allows you to use the Shove attack to push someone aside, rather than just away from you. Tumble A favourite of 3e/3.5 and Dark Souls players, this option lets you use Acrobatics to move through a hostile creature's space. This might let a Rogue or warrior-type get to a more tactically-useful position, or just evade an attack. Hitting Cover Whether someone is taking refuge behind a hostage or wants to gather their ammunition afterwards, it can sometimes be really useful to know what gets hit when you miss with a ranged attack. Cleaving Through Creatures Another old 3e/3.5 favourite, this option allows melee attacks which deal high damage to a low-hit point target to deal any remaining damage to other targets in reach. While it's not locked behind a few feats like it was in earlier editions, this is a good option to add as it gives a little more usefulness when fighting low-level monsters like Goblins. Injuries An option I've discussed a few times before, this option suggests that you could gain a lingering injury under a few conditions, including: - When you take a critical hit - When you drop to 0 hit points but aren't killed outright - When you fail a death saving throw by 5 or more These can be a little painful to sustain as a player character, but can make the game feel a little more dangerous and realistic. Massive Damage This option forces creatures that take large amounts of damage in one go to make a Constitution saving throw or make a System Shock roll, which might drop them to 0 hit points immediately, or just leave them a little shaken. Morale This option can force enemies to be scared off if they're surprised or if they lose their leader or enough of their number. While this needs a little extra work on the behalf of the GM, it can mean that particular enemies might be more brave or more cowardly than others, and might influence the tactics of the player characters. If you need to find any of these options, they're located on pages 271- 273 of the Dungeon Master's Guide. Also posted on Game Masters Stash on 8 January 2022. There are times when you want to have some kind of magical blessing that's not just "here's a +1 sword", whether that's the local tribal shaman bestowing some powers in defending their village, an ancient Elven crone attuning the PCs with powers from the spirit world, or something that feels a little less mechanical than 'standard'.
Using the Charms section of the Dungeon Masters' Guide can be a real help here, giving players a short-term or short-use magical power that often functions similarly to a magic item, perhaps represented by a rune written in ochre on the recipient's face, a tattoo inked onto or into their skin, or drinking some concoction during a mystical ceremony. Different characters might even receive different effects, at the shaman's discretion. Here are some additional charms you might find useful: Charm of Alteration. This charm usually decorates the recipient's face and hands. When activated as an action, the recipient's face changes, as the 'change appearance' option of an Alter self spell. However, the recipient cannot end the effect early. After 1 hour, the charm fades away. Charm of Bravery. This charm allows you to find courage when you are terrified. When you would become frightened of an opponent, you can instead become immune to that effect (spell, frightful presence, etc.) from that opponent or type of opponent, for 24 hours. The charm then fades away. Charm of Gentle Repose. This charm preserves the spirit within the body, preventing its corruption. For 10 days, the recipient cannot be transformed into an undead creature, and if they die, the time to restore them to life does not start until the 10 days expire. The charm fades after 10 days. Charm of Health. This charm often takes the form of a tattoo or marking upon the chest and back of the recipient. For 24 hours, the recipient is immune to any disease, and then the charm fades away. Charm of Longstriding. This charm decorates the recipient's limbs, allowing them to run faster and more cleanly. When activated as an action, the recipient is under the effect of a Longstrider spell, increasing their movement speed by 10 feet. After 1 hour, the charm fades away. Charm of Seeing Invisibility. This charm takes the effect of bold kohl rims around the eyes of the recipient. While worn, the recipient can tap their forehead as an action to See invisibility for 1 hour. The charm then fades away. Also posted on Game Masters Stash on 7 January 2022. Swaggering boss of the Whispering Bastards mercenary company, the woman called Ella Gantz is a dangerous warrior and a cunning foe. She's crafty, charismatic, and wants work for her employees. To that end, she's happy to cast shade on the reputation or competence of her rivals, sabotage their supply lines to make them turn up late to jobs, and even outright challenge them for work. The Whispering Bastards keep the skulls of those among their number who have fallen in battle, embodying the concept that 'dead men tell no tales', often tying them to their belts in memory of their friends. Ella herself keeps the skull-plates of her two ex-husbands on her belt, and it is rumoured that she's been looking for a third.
Her company, the Whispering Bastards, usually number fifty to a hundred tough warriors willing to get in a scrap, and might work for local nobles feuding for land, local warlords, or rich merchants needing guards. They get in, get the job done roughly, and get paid, and then go drinking after- but that doesn't mean they won't look for a scrap in between jobs. But as trained and professional warriors, they watch their own backs and each others', making them trouble for unwary adventurers or town drunks. Ella is a brash, wily, and smart veteran, able to end a fight as quickly as she can start one. She could be a valuable ally, a dangerous liability, or a very dangerous foe, depending on how she's treated. And enough coin can probably change that category quickly! Also posted on Game Masters Stash on 6 January 2022. These horrible creations were built to suppress populations and terrify the survivors. Wrought of iron and dark magic, they roam the land and abduct its people, imprisoning them until they die of starvation and exposure, and then reanimating them as zombies.
These constructs are surrounded by the anguished cries of those inside, and the tortured squealing of iron, make it all but impossible for them to move quietly. Hooks:
TERROR CONSTRUCT Gargantuan construct, neutral evil Armour Class 18 (natural armour) Hit Points 324 (24d20 + 72) Speed 30ft. Str 22 (+6); Dex 6 (-2); Con 17 (+3); Int 3 (-4); Wis 8 (-1); Cha 1 (-5) Proficiency bonus +5 Skills Stealth -12 Damage Resistances necrotic, thunder Damage Immunities poison, psychic; bludgeoning piercing, and slashing damage from attacks not made with silvered weapons Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned, stunned, unconscious Senses Blindsight 120ft. (blind beyond this range), passive Perception 9 Languages - Challenge 14 (11,500 XP) Cries of Anguish. A terror construct has a -10 penalty to Dexterity (Stealth) checks, and any Constitution saving throws made to retain Concentration within 100 feet have disadvantage. Immutable Form. A terror construct is immune to any spell or effect that would alter its form. Imprison. The body of a terror construct can hold up to 100 Medium-size humanoids in cramped and filthy conditions. A creature that ends its turn grappled by a terror construct becomes paralyzed unless they are released, although they can still speak. If an inhabitant is reduced to 0 hit points while within the terror construct, it is transformed into a Zombie. If the terror construct is destroyed, all of its inhabitants are released, including any zombies (most will contains at least 3d6 Zombies, if you don't want to keep track), and their paralysis ends immediately. Creature imprisoned within the terror construct cannot be damaged by attacks from outside the terror construct. Magic Resistance. A terror construct has advantage on saving throws against spells and other magical effects. Magic Weapons. A terror construct's weapon attacks and trample are magical. ACTIONS Multiattack. The terror construct makes two slam attacks. Slam. Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage and the target becomes grappled (escape DC 19). The terror construct can choose to deal 0 damage when it it hits, only grappling an opponent. LEGENDARY ACTIONS The terror construct can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The terror construct regains spent legendary actions at the start of its turn. Early Release. The terror construct releases three Zombies in, or adjacent to, its space. Foul Repair. The terror construct deals 27 (5d10) necrotic damage to one paralyzed creature imprisoned within it, and regains 10 hit points. Howls of the Damned. Creatures within 50 feet of the terror construct must succeed on a DC 16 Constitution saving throw or take 16 (3d10) thunder damage and become Deafened until the end of their next turn. This howl can be heard for approximately 3 miles. Trample. Creatures within 5ft. of the terror construct must succeed on a DC 11 Dexterity saving throw or take 15 (2d8 + 6) bludgeoning damage. Updated from the earlier version of Terror Constructs, published on 25 May 2019. |
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