For any servant of a deity, no joy is greater than at those rare moments when the presence of their patron deity is a real, tangible force, sending shivers of power through their body and sending their soul soaring. For some, the taste of this experience is such a powerful attraction that they begin devoting their lives to cultivating it, hoping to attain greater closeness to their deity through a life of contemplation. Those who follow this path are often referred to as contemplatives.
Contemplation Domain Spells You gain domain spells at the cleric levels listed below. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you. Cleric level 1st: Sanctuary, Sleep Cleric level 3rd: Augury, Calm emotions Cleric level 5th: Beacon of hope, Sending Cleric level 7th: Aura of purity, Divination Cleric level 9th: Circle of power, Commune Divine Health From 1st level, the divine magic flowing through you makes you immune to disease. Bonus Proficiencies From 3rd level, you gain proficiency in one skill of your choice. Channel Divinity: Deific Presence Starting at 2nd level, you can use your Channel Divinity to momentarily take on a deific form. You retain your game statistics, but your body becomes luminous, and you shed bright light within a 10-foot radius and dim light for an additional 10 feet. The form lasts until the end of your next round. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again. While you have assumed your deific form, you can treat any roll of 9 or lower on a d20 roll as a 10. In addition, any creature (including you) that enters or starts its turn within your radius of light regains a number of hit points equal to your Charisma modifier (minimum 1). Empowered Body From 6th level, any weapons you are using count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Divine Strike At 8th level, you gain the ability to infuse your weapon attacks with divine energy. Once on each of your turn when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. Eternal Body From 17th level, you become permanently suffused with some of the essence of your deity. You visibly take on some element of their form- for example, eyes that blaze with light, or sacred writings suffusing your skin. You are immune to poisons, and you suffer none of the frailty of old age, and cannot be age magically. You no longer need food or water. In addition, you have proficiency in all saving throws, and advantage on all saving throws against spells. On a bluff looming over the town of Greyglen is a crumbling ruin, its walls long since fallen away, haunted by hundreds upon hundreds of eerily silent ravens. At the peak of its highest tower is an ancient altar, where a phantasmal birdlike figure looms, bound many centuries ago. This demon, much reduced in power, manifests when the moon is full, and commands those who serve it to bring it fine sacrifices in the hope that one day it will have something worth enough to purchase its freedom.
Among its servants are a half-dozen cultists and a single warlock, imbued with what remains of its power, as well as several swarms of ravens who have been dominated by its strength. The shadow demon, Zar'Gokos, is deperate to escape. If adventurers come to break up its cult, it will feign defeat and attempt to possess one of them, in order to make its escape. Also posted on Game Masters Stash on 27 August 2021. On the walls overlooking the docks of Laufenzell, an urchin by the name of Drasia sits, bored and waiting for travellers. She sells exotic pets, often small creatures stolen or liberated from ship's holds. While chatty, Drasia doesn't really know a lot about the different types of creatures she sells, but will happily make up things she thinks they might do, if it'll get her the sale. She sells these creatures for her bosses, getting a percentage of the sale. She'll try to talk up the sale in order to get tips.
Here are a few of the critters she has for sale, and what she might say about them: 1. Fledgling Hyenagriff (150gp): This winged doglike beast, about the size and weight of a small kitten, only hatched last week. It has a scrap of leather as a collar, and barks manically like a chihuahua. Drasia says it'll breathe fire if you tell it the right jokes. 2. Ooze Salamander (75gp): This rather sluggish reptile with a blunt head has a frill of large scales behind its neck. It mostly just sits there but will occasionally eat an insect that wanders past. Drasia tells that if you treat it well, it grants wishes. 3. Floating Eyes (20gp each): Drasia has three of these single-eyed beasts with wings, tied up on string and flitting about at head-height. They're ugly and ill-tempered, and her bosses can't quite figure out what to do with them, so if someone buys all three, she can let them go for 50gp. Unknown to her, they are bizarre variants of Spectator Beholderkin, and can each Counterspell once per day, with a spellcasting ability modifier of +2. 4. Drakehound Hatchling (250gp): This small wingless drake, about the size of a Jack Russell dog, is a territorial and aggressive critter. Drasia says it's a fine creature and well-behaved. In actuality, it has a breath weapon which produces a 5-foot cone of cold, dealing 1d6 cold damage, which refreshes on a short rest. 5. Tentacle... Thing? (100gp): This roiling mass of tentacles and eyes emits pitiful mewling noises. It is being held in a wooden cage to avoid it slithering away. It is some juvenile form of chaos beast, found on a faraway island some time ago. Drasia has no clue what it is, and just wants it gone because it's creepy. 6. Iguana (35gp): This sizeable lizard is personable and has no magical talents. Drasia tells that it was once a prince, and that only his true love's kiss can turn him back to his proper dwarven form. Also posted on Game Masters Stash on 26 August 2021. Those who are granted foresight by the gods have special gifts to anticipate future events. Although their sight may not be clear, they can sometimes act on or communicate this foresight to others, and influence the outcome. Those with these gifts are called ‘oracles’.
Oracular Domain Spells You gain domain spells at the cleric levels listed below. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you. Cleric level 1st: Bless, Detect evil and good Cleric level 3rd: Augury, See invisibility Cleric level 5th: Beacon of hope, Clairvoyance Cleric level 7th: Divination, Guardian of faith Cleric level 9th: Commune, Mislead Bonus Proficiencies At 1st level, you gain proficiency with Insight and Perception skills. Your proficiency bonus is doubled for any ability check you make that uses either of those skills. Bonus Cantrip At 1st level, you learn the Guidance cantrip. Channel Divinity: Oracular Vision Starting at 2nd level, you can use your Channel Divinity to glimpse the future. When you use your oracular vision, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these oracular vision rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each oracular vision roll can be used only once, and must be used within one hour. Any oracular vision rolls not used by the end of the hour are lost. Just as Planned Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level. Exact Strikes Beginning at 8th level, you gain the ability to place your blows in the precise spot they are most needed. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage, of the same type as the weapon’s base damage. When you reach 14th level, the extra damage increases to 2d8. Foresight From 17th level, any time you use your Oracular Vision, you gain the benefit of a Foresight spell on yourself for one hour. Feared even among the ranks of the Stygian Legionaries, the caste known as Irreverends are profane abominations. They teach the tenets of Infernalism, but even worse, these vile beings are Ur-Priests, villains that despise the gods and their very existence. Their foul rites allow them to curse their opponents, and even to counter and reverse their opponents' spells. They are rightly dreaded, and their presence among the legions of Stygians immediately points to an aim more than mere occupation. When they assemble in covens, they can accomplish great and terrible deeds.
These creatures wear less armour than their legionary contemporaries, although they are still clad in form-fitting fluted plates. They scorn the use of weapons and even of natural laws, floating about a foot above the ground at all times. Their gaunt and shunken forms are hideous to behold, and their bared teeth glisten like polished steel. Many have undertaken scarification, writing profane verses upon their own skin, although others prefer a pristine appearance, the better to pass among mortals and corrupt them. STYGIAN IRREVEREND Medium humanoid (Stygian, Devil), Lawful Evil Armour Class 16 (breastplate) Hit Points 52 (8d8 + 16) Speed 20ft. Str 13 (+1); Dex 14 (+2); Con 14 (+2); Int 17 (+3); Wis 18 (+4); Cha 17 (+3) Saving Throws Charisma +6 Damage Resistances Cold, fire, necrotic, poison, radiant Skills Deception +6, Intimidation +6, Insight +7, Persuasion +6, Religion +9 Senses Darkvision 30ft., passive Perception 14 Languages Common, Infernal Challenge 5 (1,800 XP) Devil's Sight. Magical darkness does not impede a Stygian irreverend's vision. Grim Halo. Stygian irreverends have an incorporeal halo floating around or behind their heads, granting them resistance to radiant damage. Once per day, if a Stygian irreverend fails a saving throw, it can choose to succeed instead. Once it has used this ability, it instead has vulnerability to radiant damage. Levitation. Stygian irreverends ignore the movement penalties from difficult terrain. ACTIONS Blasphemous word (Recharge 5-6). The Stygian irreverend croaks an un-word of the Dark Speech which causes instant agony in any who even perceive it. Each creature who can hear the Stygian irreverend within 15 feet takes 21 (6d6) points of necrotic damage. Divine Inversion (Recharge 6, concentration). For 1 minute, the Stygian irreverend emits an aura denying divinity itself and inverting positive energy. Any creature within 30 feet that would regain hit points instead takes necrotic damage equal to half the amount that would be healed. Profane Bolt. Ranged spell attack: +6 to hit, range 30/100, one target. Hit: 13 (3d6+3) necrotic damage. A target hit by a profane bolt becomes poisoned until the start of the Stygian irreverend's next turn. Vicious Whisper. The Stygian irreverend selects a creature that can hear it within 10 feet. That creature takes 3 (1d6) psychic damage and becomes poisoned until the start of the Stygian irreverend's next turn. REACTIONS Deny Divinity (Recharge 5-6). As a reaction when the Stygian irreverend can see a creature casting a spell within 60 feet, it can cast counterspell. Also posted on Game Masters Stash on 25 August 2021. Legend tells that deep in a forest, a hero once died, and that their anguished companion called to all the gods of nature to heal their wounds, for the sake of love. Fruitlessly they channeled energy, slamming every incantation they could recall into the lifeless corpse. The magical energy, wasted, flowed off and into the ground around the body, sprouting a tangle of impenetrable vines and blooms around the body.
Decades later, guarded by a forest of roses and thorns, there lies a corpse refusing to rot. Still instilled with healing energy, this incorruptible body is held by druids of the Circle of the Rose as an example of nature's finest gift- that of life itself. These druids are sometimes-gentle, sometimes-wild defenders of living things, guarding them against those who would harm them. Good-aligned druids of this circle are protectors of all life, while evil-aligned druids who follow these teachings choose which lives they value, and which are expendable. Disciple of Life From 2nd level, when you choose this circle, your healing spells are more effective. When you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. Circle Spells The druids who follow the teachings of this circle learn additional mystical secrets, granting them access to certain spells. You gain access to the additional circle spells below. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the nuber of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. Druid level 2nd: Healing word Druid level 3rd: Gentle repose, prayer of healing Druid level 5th: Aura of vitality, revivify Druid level 7th: Aura of purity, death ward Druid level 9th: Circle of power, raise dead Instil Vitality From 6th level, as a bonus action you can select a creature that you can see within 30 feet. That creature gains temporary hit points equal to 10 + your druid level. From 12th level, this increases to 20 + your druid level. You can use this ability a number of times per day equal to your proficiency bonus. All expended uses are restored when you finish a long rest. Surging Energy From 10th level, you have resistance to necrotic energy and at the start of any round where you have less than 50% of your maximum hit points, you regain 5 hit points. In addition, when you cast a spell of 1st level or above which restores hit points to a creature, you can chose for it to gain resistance to necrotic damage until the start of your next turn. Anointed Ground From 14th level, your prolonged presence brings life to the world. When you and any creatures within 30 feet of you expend hit dice to regain hit points during a short rest, any dice rolls of 1, 2, or 3 are considered to be a 4. When you finish a long rest, you may choose to cast Hallow on the immediate area without expending a spell slot or material components. The additional effects you can choose from are: courage, energy protection, everlasting rest, extradimensional interference, or tongues. The zone lasts until the next time you use this ability. This class archetype inspired by a tumblr post by Otherwindow. Also posted on Game Masters Stash on 24 August 2021. Devoted seekers of a goal that may never be achieved in their lifetime - whether recovery of a fabled artefact, restoration of a lost kingdom, or to embody a set of ideals- paladins who swear the Oath of the Quest are faithful and hopeful figures. They strive to be the best kind of champions, and their inner strength and grace shine through to inspire others. Good-aligned paladins of this oath are true champions of humility and mercy, while evil-aligned paladins of this oath (although rare) are driven and inspiring figures.
Tenets of the Oath of the Quest Restless devotion. You must seek the goal of your quest without relent or distraction. Seeking the object of your quest if the highest responsibility. Forsake worldly possessions to accomplish this goal if you must. Franchise. Your carriage shows what others could be if they strove hard enough. Commoners should look up to you, contemporaries should emulate you, and lords should wish for servants as faithful as you. Chivalry. Defend those who cannot defend themselves. Stand as a beacon of hope and prowess. Be loyal to your oath, and your fealty. Faith. You must keep and demonstrate your faith unwaveringly. Your commitment provides an example to others, even when they challenge it. Oath Spells Paladin level 3rd: Hunter's mark, shield of faith. Paladin level 5th: Locate object, warding bond. Paladin level 9th: Beacon of hope, crusader's mantle. Paladin level 13th: Aura of purity, freedom of movement. Paladin level 17th: Commune, dispel evil and good. Channel Divinity You gain the following two features, either of which can be activated with your Channel Divinity. Overcome Adversity. As an action, you focus on your quest and power through an effect that torments you. You cast lesser restoration on yourself. From 15th level, you cast greater restoration instead. Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (to a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or you fall unconscious, this effect ends. Aura of Warding From 7th level, from grace shields you and others around you from harm caused by the cowardly attacks of others. You and creatures within 10 feet have resistance to damage from ranged weapons and ranged spell attcks. Purity of Spirit Beginning at 15th level, you are always under the effect of a protection fom evil and good spell. Glorious Icon When you reach 20th level, your inner grace shines through at all times. You can use your Channel Divinity twice between each short rest. You also gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Once on each of your turns, you can add your Charisma modifier (with a minimum bonus of +1) to either an attack or damage roll you make. You can choose to add this after the roll, but before the GM declares a success or failure. The few, the proud, Knight Protectors are warriors dedicated to following the ideals of knightly chivalry before they fade forever. They see moral decay everywhere they look in the world around them, brought on by a lapse in ethical behaviour.
Protective Fighting At 3rd level, when you choose this archetype, you gain the Defense or Protection fighting style. If you already have both of these fighting styles, you may gain another fighting style of your choice. Shining Beacon Also at 3rd level, whenever you or a friendly creature within 10 feet makes a saving throw to avoid becoming Frightened (or any effect that also includes becoming frightened), you may add your proficiency bonus to the roll. You must be conscious to grant this bonus. From 18th level, the range of this aura increases to 30 feet. Relentless From 7th level, you have advantage on any opportunity attacks you make. In addition, you may take a second reaction after you have already used your reaction in a round, which must be triggered by a different action. Once you have used a second reaction, you must finish a short or long rest before you can use this ability again. Retributive Attack From 10th level, as a reaction when an ally is reduced to 0 hit points, you may make a melee attack against the creature that damaged them, if you are in reach. In addition, allies who are adjacent to you have advantage on death saving throws. Master Defender From 15th level, when you use your Indomitable ability to reroll a saving throw if you fail, one adjacent ally can also reroll a failed saving throw, if you choose. Untouchable From 18th level, you can use your reaction when you are damaged by an attack to reduce the damage by a number equal to your Armour Class. Once you have used this ability, you must finish a long rest before you can use this ability again. With deathly-pale skin and clad in their trademark black-enamelled plate armour, the Deathsworn Knights are a mysterious clique, each slowly ritually slain through a magical ritual and returned to the living. Through this ritual, they become inured to the energies of death, and able to strike down spirits that threaten the mortal realm. The order was formed to combat a legion of undead that assaulted the lands for several generations, and although this threat seems to have subsided, the order has forged on, their skills still of clear use. In joining the order, a member is pronounced legally dead, and all debts and bonds must be forsworn.
Inured to Death From 3rd level, when you choose this archetype, you gain resistance to necrotic damage. In addition, you have advantage on saving throws against any effects that deal necrotic damage, or would make you Frightened or Poisoned. Deathsworn Strike From 3rd level, you can empower strikes against beings not of this world. Your melee weapon attacks count as magical for penetrating resistance and immunity to non-magical attacks and damage. In addition, when you hit a creature which is a fiend or undead with a melee weapon attack. you can deal force damage in addition to the weapon's damage. The extra damage is 1d6 at 3rd level, and increases to 2d6 at 7th level, 3d6 at 10th level, and 4d6 at 15th level. You can use this ability a number of times equal to your proficiency bonus. You regain expended uses when you finish a short or long rest. Drain Resistance From 7th level, your maximum hit points cannot be reduced by life drain effects, such as a vampire's bite or a wight's life drain attack. Spare the Dying From 7th level, you learn the Spare the dying cantrip. Old Familiar Companion From 10th level, you have advantage on death saving throws. Banishing Blow From 15th level, your deathsworn strikes have the ability to banish creatures from reality. When you activate your deathsworn strike, the target must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma bonus) or be banished. While banished in this way, the creature's speed is 0 and it is incapacitated. At the end of its next turn, it reappears in the space it vacated or the nearest unoccupied space, if that space is occupied. Deathless Duty From 18th level, death holds no dread nor danger for you, being such a familiar friend. You are immune to necrotic damage and to being Frightened. Additionally, you only die on your fourth failed death saving throw. If any effect would kill you immediately or slay you when you reach 0 hit points (such as the effects of a Disintegrate spell), you instead drop to 0 hit points. Once you have used this feature, you must finish a long rest before you can use it again. Those sworn to the conclave of couriers are rangers who brave the wilderness to preserve civilization, proceeding through any hardship to carry out their dangerous duty. They are driven, determined individuals, and neither snow, nor rain, nor gloom of night stays them from the swift completion of their appointed rounds. Although they are as skilled as any other ranger in dealing with the wilderness, they are also experienced envoys and ambassadors.
Bonus Proficiencies From 3rd level, when you select this conclave, you have additional training in the diplomatic arts. You gain proficiency with two languages, and either Deception, Insight, or Persuasion. Determination At 3rd level, your determination allows you to continue on when you would otherwise fall behind. You have advantage on ability checks or saving throws against any effects that would grant you the grappled, prone, or restrained conditions. In addition, your speed increases by 5 feet when you aren't wearing heavy armour. Emissary From 7th level, your status as a courier means you are respected by all parties, even those who would ordinarily treat you as an enemy. An opponent's first attack against you in a round is made at disadvantage. If you make an attack against a creature, this effect ends for that creature. In addition, you gain proficiency in Intelligence or Charisma saving throws (your choice). Greater Determination From 11th level, your determination is so great that it allows you to power through even magical effects. If you are subject to any of the following conditions at the end of your turn, you can make a saving throw against one of the effects (at the effect's saving throw DC, or DC 15 if there has not been a saving throw otherwise). On a successful save, you end the effect. Conditions: blinded, charmed, deafened, frightened, incapacitated, paralyzed, petrified, poisoned, prone, restrained, stunned, or unconscious. Vigilance From 15th level, your constant vigilance for danger in an situation leaves you able to react to danger when surprised. You have advantage on initiative rolls. In addition, if you make a successful weapon attack against a creature which has a lower initiative score than you, you deal an additional 1d8 points of damage. This damage is the same type as the weapon's attack. Monks who follow the way of the Crystal Soul turn their Ki energy outwards, channeling it into tangible energy to overcome their foes. This usually takes the form of a blade or staff of blazing energy, although they can also manifest telekinetic power. Some favour balance in the universe, while others are driven by their emotions and ethics to affect change in the world. As combatants, they tend to be decisive and favour an aggressive style.
Energy Weapon From 3rd level when you select this way, you gain the ability to manifest a weapon made of energy as a bonus action. You choose the form of this weapon when you select this way, but can select a different form instead when you gain a new monk level. This weapon is considered to be a simple melee weapon which has the finesse quality, and deals 1d6 force damage on a hit. This counts as a monk weapon. At 6th level, this increases to 1d8 points of force damage. At 11th level, this increases to 1d10 points of force damage. At 17th level, this increases to 1d12 points of force damage. If you become unconscious or incapacitated, this energy weapon dissipates. Actualization From 3rd level, your study allows you better control of your body, and you begin to be able to manifest telekinetic energy with your Ki. You gain proficiency with either Acrobatics or Athletics, and count double your proficiency bonus when making checks with the selected skill. In addition, you gain the Mage hand cantrip. Ki Smite From 6th level, when you have hit an enemy with your energy weapon, you may spend 1 Ki point to deal additional damage by an amount equal to your Martial Arts die. You can use this feature only once on each of your turns. Living Energy Control From 6th level, you can spend 2 Ki points as an action to cast Gust of wind. Additionally, you can spend 2 Ki points as an action to cast Haste affecting yourself for 1 minute, or until you lose concentration. Improved Energy Control From 11th level, you can spend 3 Ki points as an action to use Telekinesis. Living Energy Sense From 11th level, you are also in tune with the living energy of the universe, and you can tune in with this sense. You can spend 5 Ki points when you finish a short rest to Commune with nature. Improved Energy Sense From 17th level, your control of the living energy allows you to sense all things around you. You gain truesight with a range of 30 feet. Clerics who follow the domain of Inquisition seek the truth, delving into mysteries to discover whether miracles are real, whether heresy has been committed, and deeper truths of philosophy. They are investigators, interrogators, and scholars above all. Their keen minds are sometimes employed to solve mysteries, although evil-aligned inquisitors can be the architects of truly fiendish plots themselves.
Bonus Proficiencies From 1st level, you gain proficiency with Investigation and one skill from the following: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any checks made with these two skills. Compel Truth From 1st level, when you speak to someone, you have a way of ferreting the truth out of them, whether they want to or not. If you make a successful Deception, Insight, or Persuasion check against a creature, you learn a fact or secret about them that they wish to conceal - where they have hidden a weapon, how many allies they have with them, whether they believe in the truth of what they have said. You may use this ability a number of times equal to your proficiency bonus. Any expended uses are restored when you finish a short or long rest. Domain Spells Cleric level 1st: Command, identify Cleric level 3rd: Hold person, zone of truth Cleric level 5th: Dispel magic, speak with dead Cleric level 7th: Compulsion, locate creature Cleric level 9th: Legend lore, modify memory Channel Divinity: Reveal Truth Starting at 2nd level, you can use your Channel Divinity to counter illusions and lies. As a reaction when you or another creature you can see within 30 feet makes a saving throw against an illusion effect or an ability check against a deception, you present your holy symbol and utter a prayer of revealing. This saving throw or ability check is made with a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the saving throw or ability check was successful. Channel Divinity: Counter magics At 6th level, you can use your Channel Divinity to counter hostile magics. As a reaction when you see a creature within 60 feet of you casting a spell, you present your holy symbol and attempt to shut it down. Unlike the counterspell spell, you must make an ability check using your spellcasting ability, regardless of the spell's level. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. Potent Cantrips Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Pierce Secrets At 17th level, your long experience allows you to see through any illusions or concealment. You gain truesight, with a range of 90 feet. In addition, any time you cast a spell of 1st level or higher and a creature fails its saving throw against the spell, you learn one secret from the creature, as if you had used compel truth on it. If a spell causes multiple creatures to fail saving throws, you may choose which creature's secret you learn. Bards who "study" from the college of the Troubadour might tell you that the roads are their teacher, and that their bruises are the lessons they give and take. They are rambunctious, independent souls who wander the world, even less predictable or organized than standard bards. Many are self-taught or have learned from another bard from this college, without having ever had any formal training. They are a diverse and bizarre lot with a disparate skill set. Some join societies like the Harpers or the Zhentarim, looking for a cause to make their own, while others merely roam the land having adventures.
Bonus Proficiencies From 3rd level, when you select this college, you gain proficiency with two skills of your choice, as well as one tool or instrument. Tavern Brawler From 3rd level, you are proficient with unarmed attacks and improvised weapons, and that damage with these weapons is always at least 1d4. In addition, when not wearing armour, your AC is 12 + your Dexterity modifier. Diverse Experience Your experience surviving on the road and alone means that you have picked up a variety of abilities. At 3rd level, you gain one of the following features of your choice. At 6th level and again at 14th level, you can pick another feature as well. You cannot choose the same feature twice. - Creative: You gain proficiency with any two tool sets, and your proficiency bonus is doubled when making checks with these two tool sets. - Cross-caster: You learn any two cantrips of your choice, and can treat these as bard spells for you. - Enthusiastic brawler: When using improvised weapons or unarmed attacks, your damage die is always at least 1d6. - Improved Help: When you take the Help action, the next attack roll against you before the start of your next turn is made with disadvantage. Diverse Expertise From 6th level, you have picked up all sorts of unexpected tricks. You gain the following three features, and you can use each ability once. All expended uses are restored when you finish a long rest. - Greater Inspiration: When you use a Bardic Inspiration die, you can roll the die twice and take the better result. - Magic and Mayhem: When you cast a bard spell that has a casting time of 1 action, you can make a weapon attack with an improvised weapon or unarmed strike as a bonus action. - Sword and Sorcery: When you make an Attack action, you can cast a bard cantrip that has a casting time of 1 action as a bonus action. Use Magic Device From 14th level, you have picked up enough of just about every career path that you can fake it. You ignore all class, race, and level requirements on the use of magic items. These curious supernatural creatures are playful and trusting beasts, given to taking shiny things and establishing social communities of 20 or more at a time. Local legend tells that with their shining eyes, they can see evil spirits, and that their howls at night-time frighten spirits away. They are adorable and very friendly, often taken as pets by those who can catch one. Prized as spiritual beings by the A'toan people, they are well-regarded, and harming one is considered a crime among their tribes.
SPIRIT TAMARIN Tiny beast, unaligned Armour Class 11 Hit Points 1 (1d4 -1) Speed: 20ft., climb 20ft. Str 2 (-4); Dex 12 (+1); Con 9 (-1); Int 2 (-4); Wis 14 (+2); Cha 4 (-3) Senses Truesight 20ft., passive Perception 12 Languages - Challenge 0 (10 XP) Spirit Sight. A Spirit Tamarin has truesight, with a range of 20 feet. In addition, they can detect evil and good constantly. They are disturbed by the presence of such creatures, and howl loudly with an otherworldly and ululating cry if they detect something. ACTIONS Bite. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit: 1 piercing damage. Also posted on Game Masters Stash on 21 August 2021. Once known as the Queen of Blood, the tyrant by the name Ethellanor was brought low nearly eight centuries ago by a revolt of her people. She was slain, and her body mummified and spread across the Emerald Islands so that she could never again return to wreak terror on her people. Her soul wandered for many many years in the Desert of Souls, slowly atrophying until nothing but a wandering husk devoid of memory remained, ready to begin its final journey into the Halls of the Dead.
However, a passing kindness by travellers seeking to restore a lost friend saw her husk restored to life and able not only to regather some of its memories, but to escape the Halls of the Dead altogether, returning in whole to the mortal realm. Now, restored against the wishes of gods and men, she seeks to establish her cruel reign again, and rule forever as an undead monarch. She has only a fraction of her previous power, but seeks to reunite her original body and to regain the magical items and artefacts she once used to rule. Ethellanor recalls knowledge of the magics she once held, and her frustration at the ultimate powers now denied to her ensures that her cruelty continues unabated. She appears much as she did in life- a confident elf, floating about a foot from the fround, with long blackened talons instead of hands. She wears a veil of gold covering her mouth, hiding her sharpened teeth. ETHELLANOR, THE QUEEN OF BLOOD Medium humanoid (elf), Lawful Evil Armour Class 16 (breastplate) Hit Points 77 (11d8 + 22) Speed 30ft., levitate 30ft. Str 13 (+1); Dex 15 (+2); Con 14 (+2); Int 12 (+1); Wis 14 (+2); Cha 20 (+5) Saving Throws Con +6, Int +5, Cha +19 Skills Arcana +6, History +6, Religion +6 Damage Immunities Necrotic Damage Resistances Poison; Bludgeoning, Piercing, and Slashing damage from nonmagical weapons Condition Immunities Sleeping Senses Darkvision 60ft., passive Perception 12 Languages archaic Common, Elven Challenge 9 (5,000 XP) Magic Resistance. Ethellanor has advantage on saving throws against spells and magical effects. Rejuvenation. Ethellanor has walked the Desert of Souls and returned for her crown, and cannot be truly destroyed without the intervention of deific forces, or until all of the remnants of her original body are found and destroyed. If slain, she rejuvenates in 24 hours, regaining all of her hit points and becoming active again. The new body appears within 5 feet of where she died. Spellcasting. Ethellanor is an 11th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Ethellanor knows the following spells (some used from vanDorne's Spell Compendium, volume I): Cantrips: Friends, mage hand, message, prestidigitation, thaumaturgy, true strike 1st level (4 slots): Blade of regrets, blood of retribution, inflict wounds 2nd level (3 slots): Crown of madness, silence, suggestion 3rd level (3 slots): Outburst, spirit guardians 4th level (3 slots): Blight, guardian of faith, ragefire 5th level (2 slots): Call forth the scarlet flux 6th level (1 slot): Eyebite ACTIONS Multiattack. Ethellanor can use her corrupting gaze and strike once with her blighted claws. Blighted claws. Melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 9 (2d6+2) slashing damage and 10 (3d6) necrotic damage. If the target is a creature, it must make a Constitution saving throw (DC 14) or lose one Hit Die until it finishes a long rest. If the creature has no remaining Hit Dice, it takes an additional 10 (3d6) necrotic damage instead. Corrupting Gaze. Ethellanor targets one creature that she can see within 60 feet. If the target can see Ethellanor, it must make a DC 17 Charisma saving throw or become Charmed until the end of Ethellanor's next turn. If the target fails the saving throw by 5 or more, it is also vulnerable to necrotic damage for the same duration. LEGENDARY ACTIONS Ethellanor can take 1 legendary action, choosing from the options below at the end of another creature's turn. Ethellanor regains spent legendary actions at the start of her turn. Attack. Ethellanor makes one attack with her blighted claws or her corrupting gaze. Queen of Blood. Ethellanor vanishes into an existing puddle of blood and emerges from another within 60 feet, recovering 4d8 hit points as she does. Recover Spell Slot. Ethellanor regains a single spell slot, up to 3rd level. Reviled Word. Ethellanor utters a blasphemous word. All creatures within 60 feet that can hear her take 18 (4d8) points of necrotic damage. Also posted on Game Masters Stash on 20 August 2021. Bloodspiller is a viciously-shaped greataxe wrought of some alien metal, with a brightly-pulsing gem at its heart. Its shape is viciously-pointed and hooked, and it thrums lightly when held. Its powers are strong, but attuning to this axe drains vitality from the user. Its ability to sap life from its targets is powerful, but its most incredible ability is rumoured to be the ability to replicate itself and strike all around like a monstrous hydra.
BLOODSPILLER Weapon (axe), unique (requires attunement by spending at least 2 Hit Dice per day) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you attack a creature with this weapon, maximize your damage dice. When you attack a creature with this weapon and roll a 20 on the attack roll, the target takes an extra 15 points of necrotic damage as blood pours from their every wound and is absorbed by the axe. The axe gains one charge, which is lost at dawn the next day. The axe can hold up to three charges. You can spend one charge from the axe when you make an Attack action in order to make a single melee attack against each creature in reach. Also posted on Game Masters Stash on 19 August 2021. There are areas of the city where whistles, bangs, and booms draw attention- but not so much near Urrek's Boomshop. There, brightly-coloured flashes, loud explosions, and painful curses are expected and commonplace, although still disturbing for locals. Urrek Bitterfingers (because he's "still got a bit o' fingers") experiments with, manufactures, and sells a variety of explosives to brave (and sometimes unfortunate) adventurers.
Among his wares are: 1 - Whistle Rocket (25 gp each, 1/2 lb.): A Whistle Rocket can be lit as an action. At the start of the next turn, it launches as a thrown ranged attack (range 30/120), dealing 2d6 bludgeoning damage on a successful hit and then detonating in a 10-foot radius to deal an additional 3d6 thunder damage (Dexterity save DC 11 for half damage). It whistles loudly on its passage and can automatically be heard for 100 feet around. 2 - Brightflare (20 gp each, 1/2 lb.): A Brightflare rocket can be lit as an action. At the start of the next turn, it launches as a thrown ranged attack (range 80/600), dealing 2d6 bludgeoning damage on a successful hit and then detonating in a 50-foot radius to deal an additional 2d6 fire damage (Dexterity save DC 11 for half damage). This explosion is brightly-coloured and can automatically be seen for at least a mile in any direction. 3 - Silverbanger (5 sp each, 1/10 lb.): A Silverbanger is a tiny explosive, barely the size of a little finger. A Silverbanger can be lit as an action. At the start of the next turn, it can be thrown as a ranged attack (range 10/30), detonating in a 5-foot radius to deal 1d3 thunder damage (Constitution save DC 9 for half damage, minimum 1). This explosion is loud, and draws attention from anyone nearby. 4 - Boombundle (150 gp each, 5lb.): A Boombundle is a bundle of brightly-coloured sticks of explosive, banded together with strips of steel and with a small pouch of alchemical glue tied to one side. A Boombundle can be lit as an action, and then thrown as a ranged attack (range 10/20), or attached to a surface as a Use An Object action (Strength DC 16 to dislodge). The Boombundle detonates at the start of the next turn, dealing 6d6 fire damage and 4d6 thunder damage to all creatures and objects in a 20-foot radius. If mounted to a surface using the alchemical pouch, all damage die rolls of 1 or 2 on the object to which it is mounted are counted as a 3 instead, and the radius is only 10 feet. 5. BIG ROKKET (1,500 gp, 25lb.): Urrek's prize and joy invention, the BIG ROKKET is a cylinder almost a foot high, and nearly as thick as it is tall. The BIG ROKKET can be lit as an action. At the start of the next turn, it launches as a thrown ranged attack (range 200/1000), dealing 4d6 bludgeoning damage on a successful hit and then detonating in a 40-foot radius to deal 10d6 thunder damage (Dexterity save DC 18 for half damage). The explosion is incredibly loud and bright, and anyone caught in the radius must also make a Constitution saving throw at DC 18 to avoid being Blinded and Deafened for 1 minute afterwards. The explosion can be seen and heard from over a mile away, and using it indoors expands the radius to 80 feet as the shockwave rebounds from hard surfaces nearby. Urrek has only manufactured one of these, and producing more would take nearly 6 months each in addition to his normal work. 6 - Lightstarter (10 gp each, 1/2 lb.): One of Urrek's inventions, this contraption combines a flint and tinder into a one-handed device that produces a shower of sparks with a Use An Object action (or the action above to light any of his other devices). If used offensively, the sparks can deal 1d2 fire damage to an creature or object within 5 feet (Dexterity save DC 8 to avoid) but might also briefly blind or distract an opponent. The fuse on any of these can be lengthened, as Urrek sells additional fuse string for 2 silver pieces per 'round', in pre-cut lengths of 1-6 rounds. On an attack roll of 1 for any of the above items, the rocket instead detonates immediately in the user's hands. Also posted on Game Masters Stash on 18 August 2021. While it's fairly commonplace for adventurers to leave town to go on an adventure, it can be a welcome change of pace for the adventure to come to them! If a merchant brings back some kind of monster frozen in ice, captured in a cage, or unearths some imprisoned being beneath the earth, adventure can erupt swiftly onto the otherwise-safe streets and tavern floors.
Threatening somewhere that seems safe can change up the feel of an adventure mid-event, whether that involves changing evading the notice of the patrolling guards to escaping the vision of the vicious hellbeast that's been unleashed, or saving loved (or hated) NPCs from the familiar streets of your hometown. Suddenly, knowledge of where the windows and doors are, how far it is from one district to another, and the level of NPCs in the area will be incredibly useful. The creature may not even be beatable at the PCs' level- the challenge might be in evading collapsing buildings, rescuing NPCs, and fleeing to safety (like the beginning of Skyrim, for example). Some monsters you could use for this idea: - Giants - Demons/devils - Beholders - Dragons - Abominations (including the Tarrasque!) At lower levels, you could consider a Hydra, Deepspawn, or other similar creature with the ability to influence multiple events across a large area. Also posted on Game Masters Stash on 17 August 2021. Stelbarth, self-titled 'the stoutarm' is a genial and efficient city guard. He loves to chat with adventurers, and often offers recommendations or gossip that he's become aware of, to help him feel valued and important. Stelbarth will proudly proclaim his friendship with a particular adventuring party to all nearby, waving brightly to them while carrying out his guarding duties, inspecting a tavern, or conducting a raid. This might be of benefit to them, or severely embarassing.
Stelbarth's friendship should be equal parts useful and cringey, whether that involves loudly bringing his friends to the head of a line or allowing them to leave a crime scene because they're well-trusted friends of the Guard, even sometimes to his own detriment at getting him in trouble with his superiors. He just wants desperately to feel important, and appealing to his own sense of loyalty and favouritism is the best way to reach him. Also posted on Game Masters Stash on 14 August 2021. Thrargobela Kragmane, or 'Bella', as she is known to her confidantes and allies, is a fierce warrior and skilled performer. Although her family was initially confused by her new identity, they came to cherish her as one of their finest defenders, and one that brought them much prestige due to her continued performance in the Fighting Pits. Her victories over rival gladiators, captive beasts, and mechanical traps there brought the Kragmane family great honour. Although she still enjoys her pre-fighting career of smithing, she loves to sit with her friends and embroider or practice courtly dance.
Bella is a heavily-muscled dwarf woman who bears a neatly-braided beard and a tracery of fine crawling vine tattoos crossing her cheeks and the bridge of her nose. She wears finely-made clothing with heavy leather panels sewn in, covered in heavy embroidery and polished steel beads. In combat, she bears a greatsword with hooked ends, and moves with a speed and grace unexpected for a stolid dwarven frame. Her exposed skin glistens with a network of old scars, long since healed. Those who cheer for her in the arena chant her family name- "Kragmane!". BELLA KRAGMANE, GLADIATOR Medium humanoid (dwarf), Chaotic Good Armour Class 14 (studded leather) Hit Points 75 (10d8 + 30) Speed 30ft. Str 16 (+3); Dex 15 (+2); Con 16 (+3); Int 10 (+0); Wis 12 (+1); Cha 14 (+2) Saving Throws Str +6, Dex +5, Con +6 Skills Athletics +6, Intimidation +5, Performance +5 Senses Darkvision 60ft., passive Perception 12 Languages Common, Dwarven Challenge 5 (1,800 XP) Brave. Bella has advantage on saving throws to avoid being frightened. ACTIONS Multiattack. Bella makes two greatsword attacks and one unarmed strike. Greatsword. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6+3) slashing damage. Unarmed Strike. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4+3) bludgeoning damage. REACTIONS Parry. Bella adds 3 to her AC against one melee attack that would hit her. To do so, Bella must see the attacker and be wielding a melee weapon. How you can use Thrargobela Kragmane in your games: - Bella may be a childhood friend or relative of a Dwarven PC, and if she can help out in a combat, in between her arena fights, her skillsare likely to be appreciated. However, she has many obligations, and will not be able to babysit the group forever. Her involvement might be a gateway to adventures in or around the Dwarven Fighting Pits. - Bella might be able to help a PC fight an Honour Duel in the Fighting Pits, or might request the aid of the PCs if she has somehow been pulled in to something beyond her capability or understanding- pledging to help a friend who then turns out to be guilty, or becoming entangled in criminal activity. - If the ancient enemies of her family declare a vendetta and somehow eliminate the rest of her family, Bella's sweet nature may turn to violent retribution. In this instance, she may seek out old friends and allies to help her discover those responsible for the attack, and to assist her in her quest for vengeance. Also posted on Game Masters Stash on 13 August 2021. |
AuthorI'm Luke. He/him pronouns. Archives
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