The infamous Salon D'eterriere, owned and operated by the scholar Jorylo Orelion, is a library and bookstore containing rare and highly sought-after books of occult lore, daemonology, and forbidden studies. It is whispered that Jorylo, an aloof and studious man, is secretly a Binder, a student of strange entities and bizarre creatures.
While he has an eclectic library at his fingertips, rare or unique books will guarantee his attention and the probability of coin. Here are some that your PCs might happen across, or require for study. 1 - Norenno's Mind Castle - A treatise on memory aids and maintaining concentration through complex distractions, this tome is bound in simple black leather with silver foil patterns traced within. Studying this book during a long rest grants a +1 bonus on Constitution saves and any memory-based Arcana checks for the next day. 2 - Celebrations of Mystical Medimagic - A rare scholastic tome by a clerical healer, this tome has an oilskin wrapping, although the page edges are stained by various substances. Within, it discusses the arts of mundane and magical healing in combination. Studying this tome during a long rest grants advantage on Medicine checks, and the user has gains 3 extra d6s which can be added to any healing spell which they cast during the next day. 3 - My Accidents in Protection Against the Dark Arts, by Seryna - This battered canvas-bound book is singed and scorched, and has definitely seen battle. While held in at least one hand, the user has advantage on ability checks used for Counterspell and Dispel magic spells. 4 - Displays of Dynamic Transformation, vol II - This tome of simple tan leather holds an array of dry technical knowledge on transmutational magic. What makes it truly fascinating is the scrawled margin notes by no less famous an archmage than the vampire Dynerion, which hold a bewildering and earthshaking array of knowledge on several historical figures and events, including incredibly personal disclosures. 5 - Unknown Astronomies of Nilaena - This book is bound in inky-black leather, and a minor illusion effect shows shimmering stars that shift as the book moves around. It goes into incredible detail of the astrology and astronomy of an unknown world, none of which matches any known stars. The book is valuable for its detail, and no-one is sure if this is fiction at an incredible level or truly a book belonging to a different planet. 6 - Voloris' Beginner Handbook of Mystical Sites - This book has incredibly detailed geographical maps with specifics on ley lines, specific mystical sites, and notes on the dazzling array of people who have welcomed the author and explained their ways. These include two archdruids, a tribe of verbeeg giants, and a singularly welcoming Aboleth. It is more thrilling as an adventure travel journal than its level of detail on the actual mystical sites. Also posted on Game Masters Stash on 30 September 2021. PROTECTIVE AEGIS
3rd-level abjuration (cleric, sorcerer, wizard spell) Casting Time: 1 reaction, which you take when you or a creature within 15 feet of you is targeted by an attack or spell Range: Self (15-foot radius) Components: V, S Duration: Concentration, up to 1 round A slightly-opaque sphere of force springs up around you, shielding you and your allies from harm. The aegis has a total of 50 temporary hit points. Until the start of your next turn, any damage dealt to any creatures inside is deducted from the aegis' pool of temporary hit points first (for example, if a dragon's breath weapon deals 60 points of damage, these would be deducted from the aegis' hit points first, and the leftover 10 points is then applied to each creature in the affected area). When the spell's duration expires, the aegis' hit points are lost. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the aegis has an additional 10 hit points for each spell level above 3rd. Also posted on Game Masters Stash on 29 September 2021. Clarn Fastness was once the seat of power in the Bellton region, and home to Earl Franic Branislav. Over a century ago, a curse saw the entire castle and the mount it was built on sunk below the cold waters of the vast lake surrounding it, and all lives were lost but a single servant, spared for some unknown reason. Now, only the top of one tower can be seen above the waves, lonely and ruined.
On clear days, the walls and spires of the castle can be seen stretching down into the inky depths, and adventurers have been known to hire boats from the local villagers in order to attempt swimming down to explore the castle's walls, but few have returned from the icy darkness. Some have spoken of seeing figures still stalking the halls by candlelight, and looking out the glazed windows. Other explorers say that from time to time, a door can be found in the basement of the tower which leads down into the interior of the fortress. Who know what evil lurks in the heart of this cursed fastness- phantoms, spirits trapped between life and death, or some other kind of challenges? It is said that the curse which sank the citadel resulted from Earl Branislav's betrayal of a witch who had performed some service for him, but the specifics have been lost to time, and buried beneath the inky waters of the Clarn Mere. Also posted on Game Masters Stash on 28 September 2021. Hocuspo is a confident, unassuming shaman who makes her home in the markets of Falidari. She singles out the PCs as they approach, telling them that she is fated to deliver them gifts which will aid them on her journey. If they could just pay something towards her costs of living, she'd really appreciate it, though... maybe a bit more... they certainly look like successful adventurers who can afford to be generous?
Here are the six tokens she offers, and the powers they have. Each of these crumbles and loses its enchantment after being used once. 1 - A deer antler - This token speaks of connection to spiritual authority. While holding this token in one hand, the wielder gains the effect of an Enhance ability spell for 1 minute. 2 - A fresh green leaf - This token speaks of growth and openness. While holding this token in one hand, the wielder can cast Plant growth. 3 - An acorn - This token speaks of strength and durability. As a reaction when the wielder of this token would die, they instead drop to 1 hit point. 4 - A bone - This token symbolises worry and mortality. As a reaction when the wielder is subject to a spell of 3rd level or lower, they are immune to the spell effect instead. 5 - A feather - This token represents removal of a burden. As a reaction when the wearer falls, the wearer gains the effect of a Fly spell for 1 minute. 6 - A red crystal - This token represents working in harmony. While this token is held in one hand, the wielder of this token can use their reaction to cast Shield, affecting all friendly creatures within 5 feet until the start of their next turn. Also posted on Game Masters Stash on 25 September 2021. No-one knows exactly who made this magical blade, but when drawn, it forms a black vortex that shimmers and glistens along its blade, seemingly drinking in all of the light in the vicinity. As it is used in battle, it makes no sound except for a faint gasp as air is sucked through it.
THE SINGULARITY BLADE Magic weapon (longsword), very rare (unique), requires attunement You gain a +1 bonus to attack rolls made with this magic weapon, and a +10 bonus to damage rolls. All damage inflicted by this weapon is force damage. On an attack roll of 1, the wielder takes 10 points of force damage. Once per round, a creature reduced to 0 hit points by this weapon is disintegrated, and everything they are wearing and carrying, except magic items, is reduced to a pile of grey dust. The creature can be restored to life only by means of a true resurrection or wish spell. Also posted on Game Masters Stash on 24 September 2021. Assassins come in a variety of types, none the same. Each uses tools and weapons that suit their style, and if an assassin is hired to take out an important NPC (or even a PC), here are a few you can use, detailing their favoured approach.
1 - The Black Fletch - An archer, famed for taking out her targets unseen. This assassin uses distinctive raven-feather fletchings on her arrows, and is known for her patience and timing, sometimes waiting days for the perfect shot. 2 - Smudge - This assassin operates through a number of layers, hiring townsfolk to turn up and negotiate for them, collect their reward, and so on. They tend to arrange accidents or poisonings, sometimes even using compound poisons administered in several types of dose - an otherwise harmless contact poison on a doorknob, combined with another otherwise harmless poison administered in a drink. 3 - The Deadlock - A servant of the bloody god Guthurzk, this assassin cares not at all for collateral damage, dosing up on a combination of killdrugs before rampaging in the direction of their target. They pile the decapitated skulls of their victims in a shrine to their fell god, leaving them behind for witnesses to find. 4 - Silence - A diminutive and shy man who has been cursed with a permanent Silence spell. They use this to incapacitate spellcasters before bloodily finishing them with a knife. 5 - Dusk - A halfling bearing a variety of shiny knives, Dusk operates quickly and violently. He is still learning some of the killing arts, and has been shunned by the assassins' guild for taking out the wrong target a few times. 6 - The Bridesmaid - A half-elf who operates undercover for long periods of time. She is a master of disguise and deception, taking up a position as an assistant or trusted friend before turning on their target at an opportune time. Also posted on Game Masters Stash on 24 September 2021. The feared cavalry of Orcish armies are no elegant riders of knightly bearing. They are champions of destruction, able to shatter defensive lines and wreak terrible destruction on their foes. Each is a warrior of terrible skill and power, named Katafrakts by those who can speak their tongue. Each rides a dangerous beast - most commonly, a brown bear, dire wolf, or lion wearing half plate armour, giving them an AC of 17 (CR 4 for the katafrakt and mount).
ORC KATAFRAKT Medium humanoid (orc), chaotic evil Armour Class 17 (half plate) Hit Points 68 (9d8 + 27) Speed 30 feet (mounted 40 or 50 feet) Str 18 (+4); Dex 11 (+0); Con 17 (+3); Int 10 (+0); Wis 12 (+1); Cha 14 (+2) Saving Throws Str +6, Con +5 Skills Animal handling +3, Athletics +6, Intimidation +4 Senses darkvision 60ft., passive Perception 11 Languages Common, Orc Challenge 3 (700 XP) Aggressive. As a bonus action, the orc katafrakt can move up to its speed towards a hostile creature it can see. If it is mounted, its mount instead moves up to its speed towards a hostile creature it can see. ACTIONS Multiattack. The orc katafrakt makes two lance or brawl attacks against different targets. Lance. Melee weapon attack: +6 to hit, reach 10ft., one target. Hit: 10 (1d12 + 4) piercing damage. If the katafrakt has moved at least 40 feet this round, it deals double damage and makes a shove attempt against each target. Lance attacks have disadvantage when used at 5ft. reach. Brawl. Melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d3+4) bludgeoning damage. Also posted on Game Masters Stash on 22 September 2021. Adventuring through the ruins of ancient societies makes up a good part of what D&D is all about, but if you don't want to do a full-on dungeon, here are some quick ruins with details on what could be found within.
1 - Colonnade - A thicket of stone columns, each decorated with reliefs depicting religious or cultural scenes. Some clues or lore about the society can be found, and perhaps the stone tablet equivalent of some spell scrolls, if someone can take the care and time to chisel them off. 2 - Reflecting Pool - A shallow pool, choked with algae and slime, perhaps with a statue or fountain at the centre. An amphibious creature like a Chuul might make its lair here, submerged beneath the surface, and a scattering of ancient coins might be found at the bottom. 3 - Temple - A wrecked temple, its consecration long faded. The deity's statue has been decapitated and defiled long ago. Spending a little time tidying and making a small offering here might gain a short-term charm (DMG, p228). 4 - Barracks - This area was used for training and equipping a number of warriors. The polished stone floors are worn but bear the marks of the old, broken weapons scattered around. The aged skeletons here might rise up to do battle against intruders, defending their territory forever. 5 - Armoury - Racks of weapons and armour hold a variety of rusted or crumbling weapons. However, an old magical weapon might still be found here amid the heaps of garbage. Some of the suits of armour may be animated to guard against those who would steal equipment. 6 - Arcane Lab - This area bears the damage of destroyed arcane equipment- broken crystals, shattered glass, torn and burned tomes. Perhaps a demon broke free of its binding - or perhaps it still inhabits the area, unable to stray far. Also posted on Game Masters Stash on 21 September 2021. Rembert Höger, the many who came to be known as the Door to Many Worlds, was once an unassuming scribe, who made the mistake of reading out loud as he transcribed a tome that had slipped into his pile of works. The Unspeakable Oath to Vhor'krutl spoken, he was granted the powers of a Warlock, and discovered despite his intentions that he was quite good at it. Over the span of two decades, he amassed vast powers and accomplished great deeds in the world. But too many oaths led down paths of forbidden and abominable deeds, and finally all that he was was given over to his monstrous master.
Now, he walks the earth as something no longer truly human, driven by an alien intelligence and struggling to recall fragments of mortal life. In form, he appears a ragged, dusty human with unknowable patterns somehow embossed into his skin, covering his body. Something about his form seems pathetic and unnatural, and he is often mistaken for a beggar. When wounded, his skin splits like that of an overripe fruit, and horrid limbs reach through to claw at those who would harm him. Where his blood falls, tiny aberrant creatures wriggle forth from the fabric of reality, joining and growing until they can protect their once-master. Rembert can serve as a stereotypical unaware villain, much like Diablo II's Wanderer, ranting in an unknown tongue and perhaps sprouting useful prophecy. Or perhaps Vhor'krutl's hunger for the Material World has grown, and he is actively wandering the earth to spread corruption and weaken its defenses as he draws near. Rembert Höger, the Door to Many Worlds Medium humanoid (once human), Neutral Evil Armour Class 13 Hit Points 116 (21d8+21) Speed 25 feet Str 10 (+0); Dex 12 (+1); Con 12 (+1); Int 7 (-2); Wis 9 (-1); Cha 24 (+7) Saving Throws Constitution +6, Wisdom +4, Charisma +12 Skills Arcana +3, Survival +4 Damage Resistances Bludgeoning, piercing, and slashing; Cold, fire, electricity Damage Immunity Psychic Senses Truesight 30 feet; passive Perception 9 Languages speaks only Primordial, understands all spoken words. Challenge 15 (13,000 XP) Aberrant Mind. Any attempt to read Rembert's mind fails, and the creature attempting this takes 14 (4d6) psychic damage. If Rembert is targeted with an attack that would deal psychic damage, the attacking creature takes the psychic damage instead. No Longer Human. When Rembert is hit by a weapon attack that deals bludgeoning, piercing, or slashing nonmagical damage, he ignores the extra damage from any critical hit. Legendary Resistance (3/day). If Rembert fails a saving throw, he can choose to succeed instead. Spring Forth Life. When Rembert takes 10 or more damage from a weapon attack, his blood transforms into a writhing mass of aberrant life, which is treated as a swarm of insects. This should placed within 5 feet of his space immediately, if possible. This insect swarm deals an additional 2 points of psychic damage per attack. Pact Magic. Rembert is a 21st-level spellcaster. His spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can cast dissonant whispers (3d6 psychic damage) and detect thoughts at will and has the following warlock spells known (5 slots, all at 5th level). Cantrips. Eldritch blast (4 beams), mage hand, minor illusion, prestidigitation. Spells Known (5 slots, all at 5th level). Arms of Hadar, banishment, blight, contact other plane, counterspell, crown of madness, darkness, dimension door, dominate person, dream, Evard's black tentacles, hold monster, hunger of Hadar, hypnotic pattern, ray of enfeeblement, unseen servant. Mystic Arcanum (6th). Eyebite. Mystic Arcanum (7th). Forcecage. Mystic Arcanum (8th). Power word stun. Mystic Arcanum (9th). Imprisonment. ACTIONS Multiattack. Rembers can attack once with his dagger and once with each of his horrid protrusions. Dagger. Melee weapon attack: +6 to hit, reach 5 feet, one target. Hit: 3 (1d4+1) piercing damage. Eldritch Blast. Ranged spell attack: +12 to hit, range 300 feet, 4 targets. Hit: 12 (1d10+7) force damage. Horrid Protrusion. Melee weapon attack: +6 to hit, reach 10 feet, one target. Hit: 7 (2d6) bludgeoning damage and Rembert can attempt to grapple the target. LEGENDARY ACTIONS Rembert can take 2 legendary actions per turn, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Rembert regains spent legendary actions at the start of his turn. Dimension Door. Rembert casts Dimension door. Engulf. After Rembert is hit by a melee attack, he can attempt to engulf the attacker. The attacker must make a Dexterity saving throw (DC 20) or disappear through his form and begin hurtling through a nightmare landscape of other planes. If the target is not an Aberration, they take 28 (8d6) psychic damage at the start of their turn while in this nightmare landscape of planes. At the end of their turn, they can make another saving throw. On a success, they return to the space they previously occupied, or the nearest space, if that space is now occupied. Horrid Protrusion. After Rembert is damaged by a melee attack, he sprouts one horrid protrusion as his skin splits open and tentacles, fanged claws, or a maw filled with his bones appears. He can make one attack with this horrid protrusion immediately. When he uses this legendary action again, a second horrid protrusion forms, and so on. Also posted on Game Masters Stash on 18 September 2021. Guided by the far-too-real spirits of their ancestors, an Atavist embodies the concept of genetic memory. While some are empowered by their forebears living on through them, others find the experience maddening and that it robs their own agency. Depending on an atavist's own ancestry and their ability to control the experience, some might be honourable guardians or crusaders, while others use this strength and skill to oppress others.
Ancestor Spirit From 3rd level, when you choose this archetype, you have ancestor spirits which speak to you. When you finish a short rest, you can make a Wisdom saving throw (DC 15) to change which aspect of spirit inhabits you for the time. When you finish a long rest, you can choose which aspect of spirit inhabits you. While a spirit's aspect inhabits you, you gain the listed features. Aggressive. Your spirit favours direct confrontation, and action over discussion. You can add +2 to your initiative rolls, and you can add +2 to Athletics and Intimidation rolls. Cautious. Your spirit favours being unnoticed and avoiding enemies. You can increase your AC by +1, and you can add +2 to Acrobatics and Stealth rolls. Insightful. Your spirit is perceptive and wise. You can cast Resistance as a bonus action without requiring any components, and you can add +2 to Insight and Perception rolls. Sociable. Your spirit is friendly, and interacts with others well. You can cast Message as a bonus action without requiring any components, and you can add +2 to Deception and Persuasion rolls. At the GM's discretion, feel free to name and assign personality traits to these ancestor spirits, although this does not affect their aspect or powers. Ancestral Guidance From 3rd level, you can seek help from your ancestor spirits. You gain the Guidance cantrip. Spiritual Focus From 7th level, you can concentrate, becoming more in tune with your ancestral spirits. Depending on what aspect of spirit inhabits you, you gain an additional power. Aggressive. Your strikes land with spiritual and physical might at once, counting as magical for the purposes of overcoming damage resistance and immunity to nonmagical attacks and damage. Cautious. Your spirit speeds your body, increasing your base movement speed by 10 feet. Insightful. Your spirit's awareness of the surrounding area spreads to you, granting you blindsight out to a range of 10 feet. Sociable. Your spirit inspires you, granting you advantage on saving throws against effects that would charm or frighten you. Speak With Dead From 7th level, you can Speak with dead, but only as a ritual. Unity of Purpose From 10th level, you can select which aspect of spirit inhabits you on finishing a short rest without being required to make a saving throw. As an action, you can make a Wisdom saving throw (DC 15) to change which aspect inhabits you. In addition, you can use your Second Wind ability a second time before needing to finish a short or long rest. Second Spirit From 15th level, you can commune with multiple aspect of your ancestor spirits at a time. As an action, you can call a second aspect to inhabit you for 1 minute. At the end of this period, you gain 1 level of exhaustion. True Unity From 18th level, when a spirit inhabits you, you mantle all of their power, becoming perfectly in tune. The features you gain for being inhabited by an aspect change to the below features instead of those listed under Ancestor Spirit. Aggressive. Your spirit favours direct confrontation, and action over discussion. You can add +4 to your initiative rolls, and you can add +4 to Athletics and Intimidation rolls. In addition, all of your weapon attacks deal an additional 1d6 force damage on a hit. Cautious. Your spirit favours being unnoticed and avoiding enemies. You can increase your AC by +2, and you can add +4 to Acrobatics and Stealth rolls. In addition, you can cast Misty step as a bonus action without requiring any components. Insightful. Your spirit is perceptive and wise. You can cast Resistance as a bonus action without requiring any components, and you can add +4 to Insight and Perception rolls. In addition, you are always under the effects of a Protection from evil and good spell. Sociable. Your spirit is friendly and interacts with others well. You can cast Message as a bonus action without requiring any components, and you can add +4 to Deception and Persuasion rolls. In addition, you can cast Detect thoughts as an action without requiring any components. Also posted on Game Masters Stash on 17 September 2021. Adventurers are often on the lookout for a little more coin, and going bounty-hunting either as their main side gig, or as a brief dalliance, is a favourite way to do it. Here are some bounties offered for targets, and what they might have done, as well as complications that can make claiming the bounty more difficult.
1 - Wanted for Murder! Matias Mangual, brigand. 50gp reward. Matias is an escaped slave with a high price on his head, and is trying to escape those who would see him in irons again. He slew his overseer in escaping, and just wants to make his way home to his family. 2 - Wanted! Dead at any costs! The traitor Ransekh. 1,000gp reward. Ransekh is indeed a traitor, known for having opened the gates to the Crimson Fortress while it was under siege for a sum. Now, scorned and hated by all those who survived the slaughter, he broods over a tribe of Goblins who he has beaten into submission. 3 - Bring back ALIVE! 50 gp for information, 500 gp for living return. The thief known as the Lily Shadow. The Lily Shadow is a talented catburglar who stole a fabulous package of uncut gems from a crime lord following a heist. The crime lord wants to make an example of the thief to discourage any further 'initiative'. 4 - LSOT KAT. Plz Halp. 3sp. Looks like this <stick drawing of a cat>. The local orphans have lost their cat, and have pooled a small pile of copper pennies for its safe return. The cat got out after a door was left open, and has made its way across town into an abandoned warehouse. This adventure could lead into further danger with criminals, guards, or cultists (or all at once, go nuts). 5 - Reward for bringing in those who took my staff. See Archmage Tadraek for details. Archmage Tadraek's staff was stolen recently, and he wants it back. But more importantly, he wants to punish those responsible. He suspects his former housekeeper, who has gone missing since the robbery, but does not have the time or skillset to go searching himself. He is willing to part with his prized Ring of Protection for returning the volatile Staff of Power, as he fears what it might do in the wrong hands. 6 - Lord Gavyn Dathalzi, Peer of the Realm, Purse of the Exchecquer, is hereby stripped of all titles and ranks, and a purse of 10,000 gold coins is offered for his capture. By command of the King. Lord Gavyn Dathalzi is an embezzler who has been lining his own pockets for years. While this would ordinarily be punished by some quiet imprisonment as a Ward of the Realm, and loss of some family estates, the amount embezzled was quite astronomical and when confronted, he drew a weapon and fought to escape. Several bounty hunters are likely to pursue this bounty at once, and Gavyn himself might be able to turn some of them with the offer of hidden coin. 7 - For forfeit of ransom, the knight Sir Clementine Mournlance is declared an escapee. 1,000 gold coins offered for her return, unharmed, 500 gold for dead body. Sir Clementine is a knight who gave her promise to surrender when captured, and a ransom of 1,000 gold pieces was agreed upon. However, when she saw that her captor planned to use her to ambush the family members who would bring her ransom, she escaped and is fighting her way home to save them. 8 - Miscarriage of Justice! The judge Reth Willowsworn has accepted corrupt bribes! 100 gold pieces for his capture and bringing to trial. Reth Willowsworn is a travelling judge who is accompanied by a pair of Knights while on the road. While thoroughly morally corrupt, the bribes have been for approving shoddy building practices rather than for making faulty judgements. Also posted on Game Masters Stash on 16 September 2021. Coenobials (pronounced see-NO-be-al) seem to be the curious holdover of a long-dead undersea race. They appear to have bodies forged of organic porcelain and glass, often finely decorated with brass or gold, and incorporating a hollow torso of glass which contains a coloured orb glowing with dim magical energy. They seem to be constructs of some kind, and yet demonstrate personality, warmth, and empathy. When chipped or broken, they show signs of pain, although they do repair over time. Perhaps most curiously, they lack any distinct culture, and seem to find each other as curious as 'ordinary' folk find them.
They stand almost uniformly 6 and a half feet tall, although some seem to vary slightly. This means that their internal orb is at about eye level for most humans. Their angular, noseless faces have jaws which move and articulate much like humanoid mouths, and they have glassy eyes which blink. They require food and drink for sustenance, although none can say what they do with it, or how it is processed through their torso, although they sleep and excrete waste like other humanoids. If slain, the light in their orb goes out, and their body disintegrates swiftly, quickly leaving only the porcelain and glass elements. Coenobials are often curious about magical objects and studies, perhaps seeking out a way of discovering more about themselves and their own history. All can conjure cheap magical tricks, knowing the Prestidigitation cantrip, but have no further innate magical talent. COENOBIALS AS PLAYER CHARACTERS Your coenobial character has the following traits. Note that some of the traits give you a choice; consider what background your coenobial remembers, if any. Ability Score Increase. Your Constitution score increases by 2, and one other ability score increases by 1. Age. Coenobials do not seem to deteriorate with age, although their memory stretching back any further than a dozen years gets very hazy. As such, you are immune to magical aging effects. Alignment. Most coenobials are curious and inquisitive, seeking to understand the world rather than to influence it strongly. Thus, they tend towards neutrality. However, some make choices which set them on paths of moral discovery, and they can take any alignment that they choose. Size. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier. Size modifier: 2d4 Height: 6 feet 1 inch plus size modifier Weight in pounds: 150 + (6 x your size modifier) Speed. Your base walking speed is 30 feet Unfleshed Resilience. Your non-biological body confers extraordinary resilience, represented by the following benefits: - You count as either a construct or a humanoid, whichever is more beneficial to you at any given time. - You have advantage on saving throws against being poisoned and have resistance to poison damage. - You don't need to breathe, and you are immune to the pressure effects of water depth. - You are immune to disease. Innate Magical Talent. You learn and can cast Prestidigitation. Integrated Protection. Your body has built-in defensive construction, which can be enhanced with armour. - You gain a +1 bonus to your Armour Class. - You can don only armour with which you have proficiency. To don armour, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armour. To doff armour, you must spend 1 hour removing it. You can rest while donning or doffing armour this way. - While you live, your armour cannot be removed from your body against your will. - You have vulnerability to bludgeoning damage from magical weapons. Bludgeoning damage from non-magical sources does not cause any additional damage. - You gain proficiency in one saving throw of your choice. Hazy Background. You gain one skill proficiency and one tool proficiency of your choice. Languages. You can speak, read, and write Common and one other language of your choice. Also posted on Game Masters Stash on 15 September 2021. Woven of the light from a thousand Arctic sunrises and stitched with threads from the aurora borealis, this elegant and legendary gown wraps the wearer in shimmering colours. Comprised of a body sheath with voluminous skirts and a half-cape woven with mithril threads, it makes a stunning appearance as well as being heavily woven with magic. It is said that Malagdax, Sable Archduke of the Winter Court, bid for its ownership but that some other offer outstripped his, which left him pledging cold vengeance.
The Prismatic Ensemble Wondrous item, very rare (requires attunement by watching the sunrise while wearing it) This dress sheds softly-coloured light in a 10-foot radius, and dim light for 30 feet beyond that. While worn, the user has an AC of 14 + Charisma modifier, but armour cannot be worn over the top. The dress has one charge, which can be spent as an action to cast Prismatic spray. This charge is restored by wearing the dress while standing in, or holding it up to, the light of a sunrise. Also posted on Game Masters Stash on 14 September 2021. The tale of the dryad named Junipher is a tragic one. In ages past, she lived in the deep woods, undisturbed by mortals and frolicking in the sunlight and the shadowed groves alike with badgers and wolves. She swam in the ponds and creeks, and made friends with the freshwater fish that inhabited them. She made her home in a coil of brambles that caressed her skin, and she lived a happy existence.
But some time ago, evil came to the forest. A nest of vampires were chased from their homes and fled from those who would see them destroyed. These vampires made their way into the deep forest, where the terrain might favour them and where their fell will could forge them an army of beasts. Many lives were lost in overcoming these monsters, and the few who survived stumbled, ragged, into Junipher's grove, begging for succour. The dryad was curious, as she had never met beings like this. However, they showed kindness to one another, and respected her wishes, and even offered some of their meagre rations to her and her animal friends. One of them even showed that he wielded natural magic as a druid, although his powers were limited. She decided that whatever force had harmed them was worthy of protecting her own grove from, and agreed to shelter them, to guide them through the forest at dawn, and to help to find and destroy their enemies. The battles that followed lasted through a season of bitter winter in the forest. The snows were stained with blood, packs of wolves hunted at the command of the vampire masters, and Junipher and her allies made fast hit-and-run attacks, pruning off the lesser spawn of the vampires' nest. It was not until spring came, and the passes reopened, that the vampires attempted a final push to escape. At the mouth of the Kerropon Pass, the furthest Junipher had ever gone from her forest, they finally brought the vampires to bay, their backs against a cliff face as the sun began to rise. Radomir, last of all the vampires gathered, seized Junipher in the battle, and bit her savagely. Knowing that her time was ending, and that these evil beings would only spread further if allowed, Junipher called upon all the magic she knew, and transformed into a thick tangle of woody thorns, piercing Radomir through and rending him asunder. Heartbroken, the survivors gave thanks to Junipher and returned to civilization, except for one - the druid. This druid, having given his love to the brave dryad, swore vengeance upon all vampires, and called forth a weapon designed to slay them, grown from Junipher's arboreal body. This weapon, Heartsthorn, somehow made its way to civilization. However, a darker magic than he envisioned has played a part, and now, gorged on the blood it has drained, Heartsthorn waits to be fed enough to restore its mistress to unholy life, as a full-fledged vampire! While she may initially spare those who played a part in her restoration, her hunger will soon take over. Junipher's love for comfort may take her back to the forest that spawned her, but prey will be scarce there. And attempting to reverse this almighty curse, or overcome the vampire herself, will be yet another tale to tell. Also posted on Game Masters Stash on 11 September 2021. This weapon, wrought of a Druid's vengeance and broken heart, writhes in the hand as if alive. Its thorns shiver and jut unexpectedly. Within its handle beats a sagging and withered humanoid heart, which drips dark sticky blood.
HEARTSTHORN Weapon (rapier), unique (requires attunement by a humanoid spending 3 hit dice) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on your attack roll with this weapon, the target's maximum hit points are reduced by the amount equal to the damage inflicted. This can be restored by a restoration spell or a healing spell of 5th level or higher. Heartsthorn then gains one charge. When Heartsthorn has gained three charges, the heart inside its handle swells and then on its next turn, Heartsthorn attempts to plant itself in the nearest fertile soil. Over the course of the next 24 hours, it grows into a mighty tree forty feet tall, and then a Dryad named Junipher hatches forth from it, confused by her return to life. Also posted on Game Masters Stash on 10 September 2021. Although it's referenced as one of the "three pillars" of D&D adventuring, there's really not much to mechanically encourage exploring. Experience is awarded for reaching milestones or beating enemies. And while you can give out XP for "finding" new locations or different regions of a dungeon like you're playing Fallout, this pretty much just ends up as a low-grade milestones for the dungeon. However, having just recently played the newer Dark Alliance game, it makes a point of having some big sweeping vistas where you can see other areas of the level stretching out nearby and get a hint of what you're likely to come up against, so here's a mechanic based on that.
Exploration Dice When you've progressed to an area where you can see what kinds of threats you might face, or take at least 1 hour during a short or long rest to study the region and what threats you might face there, you can gain 1 exploration die for the region, which is a d6. If you have proficiency in Survival or if this region is your favoured terrain, you instead gain 2 dice. This die can only be used in the specific area related to where it is gained (the Glengrave Foothills, the Caverns of the Magister - upper level, the Weeping Hollow, the Verdant Pit, and so on), and is lost if you take a long rest outside of the area or gain an exploration die for another region. You can spend 1 die as a reaction when a natural terrain effect forces you to make a saving throw, or when you make a check relating to knowing about the region or a Survival check. When you use an exploration die, roll the die, and add the number rolled to your ability check or saving throw. Once you have used an exploration die, you cannot gain any more exploration dice until at least a week has passed, unless you have an exploration die to 'trade in'. Important: To make this feel useful, it's important to not always give it away straight away. While resting at an overlook opposite a series of cliffside lairs might be useful in letting you be aware of the risks of falling, you might have to venture several rooms into an abandoned dwarven citadel with unstable stonework and slick, slimy floors before you've explored enough to be able to gain a familiarity die. The 'cooldown' period will also prevent your players just camping on every location to be able to bypass all the traps. So give it a try- get out there and explore! Also posted on Game Masters Stash on 10 September 2021. Made most commonly by the Church of Rania the Worldwalker, this translucent gel takes on the appearance and shape of real flesh in a matter of moments, even emitting a realistic-looking blood when cut. Members of her church use it for training in how to administer medicine, or sometimes for pranks. In a pinch, a jar's worth can be used to simulate a very messy death, and has saved the lives of its users many times over.
MOULAGE JAR Wondrous item, uncommon This cream can be applied once per day to a target, either healing them of 3d4 hit points or simulating 3d4 hit points' worth of damage. If applied to simulate damage, the target gains a +10 bonus on Deception checks to pretend that they have been wounded. This check can be opposed by a Medicine check, if a viewer is proficient. The cream wears off in an hour, or can be dissolved by alcohol. The entire jar can be used to create a feign death effect one a target, who can end the effect by taking an action if they wish to. Also posted on Game Masters Stash on 9 September 2021. PERFECT OUTCOME
5th-level Divination (Cleric, Wizard spell) Casting Time: 10 minutes Range: Self Components: V, S, M (a faceted crystal lens worth 1,000gp) Duration: 10 minutes You use magic to scry the skeins of possibility for the timeline which will yield the optimal solution to your current problem. Although your knowledge of these possibilities is fleeting and does not last, you can call upon your knowledge to affect the immediate future. When you cast this spell, set aside four d20s, and set two to 20 and two to 1. 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 rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each die can be used only once, and must be used within the spell's duration. Any dice not used by the end of the duration are lost. Once you have used all of the dice, or when the spell's duration ends, you gain one level of exhaustion. At Higher Levels: When you cast this spell using a spell slot of 6th level or above, you gain one additional 20 and one addition 1 die for each slot level above 5th. Also posted on Game Masters Stash on 8 September 2021. Khehili was once a Warlock, but his own lust for power led him to be disavowed by the one who once gave him power. For years, he stumbled, adrift and bitter, and in a back alley after too many drinks, cut the throat of another warlock. Suddenly, power flooded through him once more, filling him with purpose and potency. But it faded all too soon, leaving him empty again.
Now, he is a predator- one who preys on others whose power is not their own. He has become a vicious serial killer, hunting warlocks and draining them of their power in order to fuel his own depraved hunger. KHEHILI, THE HOLLOW Medium-sized humanoid (Human), Neutral Evil Armour Class 13 Hit Points 58 (9d8+18) Speed 30 feet Str 12 (+1); Dex 13 (+1); Con 14 (+2); Int 14 (+2); Wis 9 (-1); Cha 16 (+3) Saves Wis +2, Cha +6 Skills Arcana +5, Deception +6, Stealth +5 Senses passive Perception 9 Languages Common Challenge 6 (2,300 XP) Hungry for Power. When Khehili reduces a creature that is a warlock to 0 hit points, he gains the following abilities for 1 hour. If the warlock returns to life, they lose all warlock abilities until they have completed 1d4 long rests.
ACTIONS Stealthy knife. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 4 (1d4+2) piercing damage. If the target is unaware of Khehili or surprised by the attack, they take an additional 10 (3d6) piercing damage. Note that unless he has recently absorbed power from another warlock, Khehili is not magical himself, and cannot be detected by most magical spells. How you can use Khehili, the Hollow, in your game: - Khehili serves as a fine antagonist for a murder mystery. Once he has burned through his power, he seems to be just an old man with bad eyes, even to magical detection. However, he is a cunning and vicious opponent, and awaits an opportunity to ambush and steal power, stealing away as quickly as possible. - Khehili's ambition and cleverness might lead him to sponsor or encourage a cult of warlocks, allowing him to prey upon them at his own will. Rumours of an unstoppable spellcaster causing havoc and unleashing hellfire blasts might leave red herrings which could distract from Khehili or even the warlocks. - Khehili might pose as an ally, a mentor who lost his power and someone who could offer to help another warlock. Of course, he is only waiting for an opportunity to steal their power and escape, which might make him a memorable returning villain. Also posted on Game Masters Stash on 7 September 2021. Forest reeves patrol local wilderness areas, checking for dangers and activities that could be harmful to the land. While they have druidic powers, they learn the skills of civilized lands as well, in order to tread the borders and keep the peace.
Guard the Borders From 2nd level, when you choose this circle, you are no longer bound by the restriction that druids cannot use armours or shields made of metal. You also learn the Blade ward cantrip. In addition, you gain proficiency in your choice of Strength or Constitution saving throws. Alter Self From 2nd level, when you activate Wild Shape, you may instead expend a use of wild shape to Alter self, which changes your form to suit your surroundings. This requires concentration, as if you had cast it as a spell. Land’s Stride From 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell. Defender of the Land Starting at 10th level, you learn to make your weapon attacks undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. Nature’s Rejuvenation Your service to the natural world grants you understanding and endowment. From 14th level, when you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Commune with nature, mass cure wounds, or plant growth (as the 8-hour casting). Once you use this feature, you can’t use it again until you finish a long rest. |
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