The Leshy, mightiest of Blights, is a terrifying force of nature. Some say it grew from a tree used to stake a vampire into the earth, absorbing its evil. Others say that it is a primal force, uncaring for any mortal concerns and only stirred into action by the most grievous of crimes against nature.
Those who have witnessed the Leshy Blight in person testify to its vast size, branches blotting out the sky, and the eerie silence of the trees around it. They say it has the power to dominate creatures of the forest and wield them as weapons against its foes. LESHY BLIGHT Huge plant, neutral evil Armour Class 16 (natural armour) Hit Points 270 (20d12 + 120) Speed 20ft. Str 25 (+7); Dex 13 (+1); Con 22 (+6); Int 7 (-2); Wis 14 (+2); Cha 14 (+2) Proficiency bonus +5 Condition Immunities Blinded, charmed, deafened, frightened, unconscious Senses Blindsight 3 miles or 300ft. or 120ft. (blind beyond this point), passive Perception 9 Languages understands all languages, can speak Primordial Challenge 13 (10,000 XP) Commune with Nature. The leshy blight constantly communes with nature each round. This gives it blindsight to a range of 3 miles in the outdoors. If the leshy blight enters caves and other natural underground settings, this is reduced to 300ft. Where nature has been replaced by construction, such as dungeons or towns, this is reduced to 120ft. Dominating Gaze. When a beast starts its turn within 120ft. of the leshy blight and is able to see the leshy blight, the leshy blight can force it to make a DC 15 Charisma saving throw, unless the leshy blight is incapacitated. On a failed saving throw, the beast becomes dominated by the leshy blight. This domination is permanent, however each time the beast is damaged, it can make another Wisdom saving throw (with disadvantage) against the effect. If the saving throw is successful, the effect ends for that beast. While dominated, the beasts can take only move actions, unless the leshy blight spends an action to cause them to attack, as below. Innate Spellcasting. The leshy blight's innate spellcasting ability is Charisma (spell save DC 15). The leshy blight can innately cast the following spells, requiring no material components: At will: Druidcraft, entangle, plant growth, tree stride 1/day each: Control weather, earthquake, heal 1/week: Storm of vengeance Magic Resistance. The leshy blight has advantage on saving throws against spells and other magical effects. Pass Without Trace. The leshy blight has a constant pass without trace effect. ACTIONS Multiattack. The leshy blight makes two slam attacks. Slam. Melee weapon attack: +12 to hit, reach 10ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage. Summon Ravens (recharge 4-6). The leshy blight summons four swarms of ravens within 60ft. Direct Beasts. The leshy blight directs all of the beasts under its domination to make an Attack action. Also posted on Game Masters Stash on 30 November 2021. Mortality is a powerful motivating force in real life and in fantasy gaming. D&D has methods for dealing with character death, but sometimes these seem mechanical, robbing the narrative of consequences for failure as quickly as just forking over a 5,000 gold piece diamond and 10 minutes. However, there are ways you can make this more interesting or engaging without making it just a quick fix solution.
Here are a few ideas you can use for allowing characters to return from death. Most involve varying or removing Raise dead, Resurrection, and True resurrection as spells, replacing them with actions or rituals as below. Quest to the Underworld Hearkening to Greek mythology, this option involves a metaphysical or physical journey, entering the realm of the dead to liberate their fallen companion. This journey usually needs some kind of bargain or offering and takes some great time, as well as overcoming dangerous enemies, to avoid this just being something routine. Like Orpheus' journey to recover Eurydice, this might even involve impossible tasks that test the willpower and resolve of those who choose to make the journey. Such a quest can be used to build the mythology of the world and the deities that inhabit it. Deal with Death In this option, the force of Death is personified, either as a deity or some other powerful creature. Those who die in heroic ways might be allowed to make an offering or trade, or as in the popular trope of playing dice against death for your life. If this is the case, it can allow the players something to do during their turns while dead or dying, as well as giving some use for the underutilised gaming tool proficiencies. Loss against death might render a character permanently dead or lead to some ongoing effects like level loss or penalties to Constitution. Returned, with consequences Some kind of ritual magic might be able to restore life to the deceased, but they come back changed somehow. Like with Buffy's resurrection following her death, they might have spent time in Heaven (or their version of it, at least), and returning to the mortal realms might leave them overwhelmed and bewildered for some time, or maybe until they would gain their next level. Such a development means there are still consequences for dying, and a heroic death still feels earned and appropriate. Exactly who returns them from death might be up for grabs- an enemy, an ally, or someone uninvolved, perhaps. Returned, to walk a different path The character is offered the chance to return to their allies, but at the cost of their soul or service. Becoming a cleric is always a classic here, but the paths of druidry, a paladin's oath, a warlock's pact, or some similar service works neatly. It might even be a mundane service- returning to an abusive family, agreeing to perform a service for the Thieves' guild, joining the college that has been trying to leverage someone's attendance. The essence of this path allows you as the GM to further a narrative- perhaps one for which you have laid groundwork earlier, or revealing a new threat. Returned, but changed The character is changed into something different- an undead or some kind of different creature like a lycanthrope. They might be able to be transformed back or helped to regain control somehow (another quest for your players to follow!), or perhaps this means having to lose some levels, in exchange for the additional powers of whatever creature they have become. Ritual return Matt Mercer's rules for resurrection (which can be found at Geek and Sundry) lock resurrection behind a mechanical roll that requires actual contribution, rather than just a spell slot. This option makes the resurrection track more with the rest of the game, which requires rolls for success. This still allows for magical restoration of the deceased, but can require research into the life and interests of the deceased to make it function. Also posted on Game Masters Stash on 27 November 2021. A Loose Cannon is an artificer unburdened by the vagaries of "health and safety", specialising in a variety of destructive energies. Their chaotic creations bring panic, devastation, and overwhelming firepower to the table, perhaps at the cost of others around them. The loose cannon might be a savant of slaughter, or merely an experimenter driven by the burden of terrible knowledge. Either way, their inventions are as calamitous as they are awe-inspiring.
Bonus Proficiencies When you adopt this specialisation at 3rd level, you gain proficiency with smith's tools. In addition, your reflexes are enhanced, perhaps honed by years of your own destructive creations. You gain proficiency with Dexterity saving throws. Loose Cannon Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown below. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. Artificer level 3rd: Chromatic orb, faerie fire Artificer level 5th: Shatter, silence Artificer level 9th: Fear, fireball Artificer level 13th: Confusion, wall of fire Artificer level 17th: Cone of cold, destructive wave Chaos Bombs From 3rd level, you learn how to create chaos bombs. Using smith's tools or tinker's tools, whenever you finish a long rest, you can produce a number of chaos bombs in an empty flask or canister equal to your proficiency bonus. You can create additional chaos bombs when you finish your long rest by expending a spell slot of 1st level or higher for each one. Each chaos bomb requires its own flask or container. As an action, you can attach a chaos bomb to a creature within 5 feet of you or throw it with range 20/60 feet. In either case, make a melee or ranged spell attack roll against a target creature. It can trigger immediately, or you can use a bonus action to have it trigger within 3 rounds. If you do not trigger it within 3 rounds, the chaos bomb deactivates and no longer functions. When the chaos bomb triggers, roll on the Chaos Bomb table below for the results. For any results that require a saving throw, use your spell save DC. If you choose, you can expend a spell slot of 1st level or higher when the chaos bomb triggers to either add 1 or subtract 1 from the d6 result (to a minimum of 1 or a maximum of 6). Creating a chaos bomb requires you to have smith's tools or tinker's tools on your person, and any chaos bombs you create with this feature last until they are used or until the end of your next long rest. Chaos Bomb Table d6 --- Effect 1 - Dud. The chaos bomb lets out a disappointing puff of smoke or a sad trombone noise, and there is no effect. 2 - Thunderbomb. The chaos bomb detonates loudly with a 10ft. radius, inflicting 2d8 thunder damage on each creature in the area and becoming deafened until the end of their next turn. Creatures can make a Constitution saving throw, taking half damage and not becoming deafened if they are successful. 3 - Forcebomb. The chaos bomb detonates with concussive force in a 10ft. radius, inflicting 2d8 force damage on each creature and object in the area, and knocking them prone. Creatures can make a Strength saving throw, taking half damage and not becoming prone if they are successful. 4 - Shriekbomb. The chaos bomb emits an ear-piercing siren in a 20ft. radius, inflicting 2d6 psychic damage on each creature in the area and making them frightened until the end of their next turn. Creatures can make a Wisdom saving throw, taking half damage and ignoring the frightened effect if they are successful. 5 - Spatterbomb. The chaos bomb erupts in brightly-coloured sticky fluid in a 10ft. radius, inflicting 3d6 acid damage on each creature and object in the area. Creatures can make a Dexterity saving throw, taking half damage if they are successful. 6 - Firebomb. The chaos bomb detonates with a 10ft. radius, inflicting 3d6 fire damage on each creature and object in the area. Creatures can make a Dexterity saving throw, taking half damage if they are successful. Boisterous Chaos From 5th level, when you use the Attack action to attack with a chaos bomb, or when you use an action to cast an artificer spell with a casting time of 1 action, you can make an additional attack with a chaos bomb as a bonus action. Improved Chaos Bombs From 9th level, the effect of your chaos bombs is enhanced. When you roll the effect of a chaos bomb, you can you can choose to enhance the effect when it is triggered. If you do so, increase the radius by 5ft. and increase the damage by 1 die of the appropriate type. From 15th level, the radius increases by an additional 5ft. and the damage dice are increased by a further 1, for a total increase of 10ft. radius and 2 damage dice, when you choose to enhance the effect. Delayed Blast Starting at 15th level, you can delay the detonation of your damage-dealing spells in order to increase their potency. When you cast a spell that inflicts damage and has an instantaneous duration, you gain the option to hold concentration on the spell for up to 1 minute. The spell effect becomes a visible and glowing point of magical energy at the end of the tool you use to create the spell. When your concentration breaks or you choose to end delaying the effect, it takes effect immediately. At the end of your turn, if you have not ended the delaying effect, increase the spell's damage by an additional 1d6, of the spell's base damage type. For spells that deal multiple types of damage, only one type of damage increases. If the glowing point of energy is touched before you choose to end delaying the effect or your concentration is broken, the creature touching it must make a Dexterity saving throw. On a failed save, the delay ends immediately and the spell takes effect at the point of energy. On a successful save, the creature can throw the point of energy up to 40 feet. When it strikes a creature or solid object, the spell takes effect from that point immediately. Those rogues who feel the relentless need for speed and mobility turn to the path of the Breakneck. Driven by devil-may-care attitude and hair-trigger reflexes, a breakneck is nearly impossible to restrain, and a master of striking first and striking hard.
Relentless Speed From 3rd level, your speed increases by 10 feet while you aren't wearing medium or heavy armour. This bonus increases to 15 feet from 6th level, 20 feet from 10th level, 25 feet from 14th level, and 30 feet from 18th level. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. Ambush Master From 3rd level, you can add your proficiency modifier to your initiative rolls. In addition, you have advantage on your first attack against any creature that hasn't taken a turn in the combat yet. Breakneck Dodge From 9th level, when you take the Dash action, you can spend your reaction to take the Dodge action as well. Free Running From 13th level, you can use a bonus action to be affected by Freedom of movement until the start of your next turn. You can use this ability a number of times equal to your Dexterity bonus, and all expended uses are refreshed when you finish a short or long rest. Break Time From 17th level, your velocity can break the laws of time and physics themselves. As an action, you can use Haste yourself for up to 1 minute (although you still need to maintain concentration). Once you have used this ability, you must finish a short or long rest before you can use it again. Additionally, as an action, you can cast Time stop affecting yourself. Once you have used this ability, you lose the ability to break time until you finish a long rest. Born and trained to social station, some bards hone their talents in the trade of favours and influence. They are experts at logistics, the courtly arts, and leadership. Clad in the finest of garb, their bearing alone is often enough to give inspiration to others.
Bonus Proficiencies When you join the college of aristocracy at 3rd level, you gain proficiency with two languages of your choice, as well as with one set of artisan's tools, gaming set, or musical instrument of your choice. Title and Airs From 3rd level, when a creature knows your name or title, you gain a bonus on Deception, Intimidation, and Persuasion checks made to influence them equal to your proficiency bonus. Note that creatures which do not understand your language cannot be affected by this ability. Retinue From 3rd level, when you choose this college, you can call in favours and services accorded to your by your rank. When you finish a long rest in a town or similar area, you can call upon the services of two NPCs who are in service to you and will follow your orders to a friendly level, even if they do not personally like you. The GM determines what NPCs are available in any area. Note that these NPCs have no compulsion to behave in any particular way, and are not obliged to commit their life for you unless you make an appropriate offer. From 3rd level, these NPCs can be up from Challenge rating 0 to 1/8 (which might include Bandits, Commoners, Cultists, Guards, Nobles, or Tribal Warriors). From 6th level, these can be up to Challenge rating 1/2 (which might include Acolytes, Scouts, or Thugs). From 9th level, these can be up to Challenge rating 1 (which might include Spies). From 12th level, these can be up to Challenge rating 2 (which might include Bandit Captains, Berserkers, Cult Fanatics, Druids, or Priests). From 15th level, these can be up to CR Challenge rating (which might include Knights or Veterans). When you use this ability, you must wait 7 long rests and either release the service of the NPCs before you can requisition more retinue NPCs, or renew the service of one or more of the NPCs. If a retinue NPC dies while in your service, you must wait an additional long rest before you can replace them. (For more NPCs of appropriate Challenge rating, see the appropriate section of the archives) Grandiose Command From 6th level, you gain the ability to cloak yourself in a magic that makes others want to serve you. As a bonus action, you cast Command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a bonus action on each of your turns, without expending a spell slot. Any creature frightened by you automatically fails its saving throw against the command you cast with this feature. Once you use this feature, you can’t use it again until you finish a long rest. Ongoing Training At 6th level, you gain proficiency with one language and one skill of your choice. Majestic Countenance From 14th level, your bearing is so impressive as to cow attackers and make them rethink bearing weapons in your presence. The first time a creature attacks you with a melee attack during its turn, it must make a Charisma saving throw against your spell save DC or be frightened of you until the end of its next turn. The first time a creature hits you during its turn, it takes 10 points of psychic damage and has disadvantage on saving throws against effects that would make it frightened by you, until the start of its next turn. Also posted on Game Masters Stash on 26 November 2021. Adventurers are likely to encounter a variety of non-combatant NPCs in the course of their explorations. These might be people they need to protect from harm, consult for advice, escort on a mission through a perilous dungeon, or keep as hirelings for consulting when they need advice.
Here are statistic blocks for three different varieties of experts which you can use for your game. If used in combat, these NPCs shine when used to assist others, rather than winning fights on their own. A scribe is a civilian expert, one skilled at writing and copying text, and learned in the history of their kind. Some might be dragged along on an adventure or end up tangled in some kind of intrigue. SCRIBE Medium humanoid (any race), any alignment Armour Class 11 Hit Points 4 (1d8) Speed 30ft. Str 9 (-1); Dex 12 (+1); Con 10 (+0); Int 14 (+2); Wis 13 (+1); Cha 9 (-1) Skills History +4 Proficiency bonus +2 Senses passive Perception 11 Languages Common and any two other languages Challenge 1/8 (25 XP) Expertise. A scribe doubles their proficiency bonus to +4 for use of a calligraphy tool set. Instruction (recharges after a long rest). A scribe who spends one hour instructing a creature in History allows them to make History checks using the scribe's proficiency bonus of +2 until they finish a long rest. ACTIONS Unarmed. Melee weapon attack: -1 to hit, reach 5ft., one target. Hit: 1 bludgeoning damage. An expert is a skilled scribe, one acknowledged as a professional among their kind. Many are aged, having lost the flexibility of their youth but even more experienced in their chosen career. An expert might be consulted or brought along on a mission for their useful knowledge. EXPERT Medium humanoid (any race), any alignment Armour Class 10 Hit Points 18 (4d8) Speed 30ft. Str 9 (-1); Dex 11 (+0); Con 10 (+0); Int 16 (+3); Wis 14 (+2); Cha 10 (+0) Skills Arcana +5, History +7, Investigation +5 Proficiency bonus +2 Senses passive Perception 12 Languages Common and any three other languages Challenge 2 (450 XP) Expertise. An expert doubles their proficiency bonus to +4 for use of a calligraphy tool set or History skill check. Expert Instruction (recharges after a long rest). An expert who spends one hour instructing a creature in Arcana or History allows them to make skill checks using the expert's proficiency bonus of +2 until they finish a long rest. ACTIONS Dagger. Melee weapon attack: +1 to hit, reach 5ft., one target. Hit: 2 (1d4 - 1) piercing damage. Identify Weakness (recharges after a short rest). The expert chooses a target it can see within 50 feet. The next attack made by an ally who can hear the expert, until the start of the expert's next turn, has advantage. A sage is a world-class expert, schooled in a variety of skills and able to identify commonalities in methods to effect amazing insight. While they make poor combatants, sages are nevertheless useful to bring along for their tremendous reserves of knowledge. SAGE Medium humanoid (any race), any alignment Armour Class 10 Hit Points 28 (8d8 - 8) Speed 30ft. Str 8 (-1); Dex 10 (-1); Con 9 (-1); Int 19 (+4); Wis 16 (+3); Cha 12 (+1) Skills Arcana +6, History +10, Investigation +6, Nature +6, Religion +6 Proficiency bonus +2 Senses passive Perception 13 Languages Common and any four other languages Challenge 3 (700 XP) Expertise. A sage triples their proficiency bonus to +6 for use of a calligraphy tool set or History skill check. Sage Advice (recharges after a long rest). A sage who spends one hour instructing up to three creatures in Arcana or History allows them to make skill checks using the sage's proficiency bonus of +2 until they finish a long rest. During this time, they can reroll a skill check result of 1. ACTIONS Dagger. Melee weapon attack: +1 to hit, reach 5ft., one target. Hit: 2 (1d4 - 1) piercing damage. Identify Weakness. The sage chooses a target it can see within 50 feet. The next attack made by an ally who can hear the sage, until the start of the sage's next turn, has advantage. Also posted on Game Masters Stash on 25 November 2021. Driven by fierce independence, those barbarians who walk the Path of Belligerence are generally poorly-trained and poorly-disciplined. Barely able to control their own rage, they direct their energies outwards, trying to change the world by the most direct path they can. Those who walk this path are brawlers and scrappers, able to shrug off blows and debilitation.
Defiant Rage From 3rd level, your determination shines through adversity. While raging, add the below points to the benefits you gain if you aren't wearing heavy armour:
Scrapper From 3rd level, your experience in battle allows you to fight unarmed. You gain the following benefits while you are unarmed (including fighting with gauntlets) or wielding improvised weapons:
Dogged Pursuit From 6th level, your forward momentum helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks. Exhilarating Advance From 10th level, your excitement is infectious, bringing others along with you. When you make a Move action, allies within 10 feet of you can choose to spend their reaction to move half their speed immediately. When you make an Attack action, one ally within 10 feet of you can choose to spend their reaction to make a single attack. Violent Impulse From 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make an unarmed strike or improvised weapon against that creature. Eberron introduced the concept of Magewrights, skilled NPC crafters who can build low-level magical items for everyday use. While these don't work for every campaign, having very limited-use items can be fun and characterful, especially in a magic-rich region such as a mage school.
Here are a variety of low-level magical items you could use for your campaign, either as purchases or magic items which a player character might start with: 1 - Ring of Preparation: By turning this ring entirely around a finger, the wearer's clothing is made clean and fresh. The ring recharges at dawn of the next day. 2 - Bear's Tooth: This trophy necklace is engraved with a rune and worn as a necklace. When the wearer lets out a bestial roar, their voice booms three times as loud as normal. It cannot be used to amplify spoken words. 3 - Light stone: This fist-sized chunk of yellowish quartz shines like a candle when shaken, and then can float in the air, as if affected by Levitate. Over the course of an hour, the stone drifts to the ground and then the light goes out. If grasped by a creature during this time, the light extinguishes and the levitation ceases. 4 - Remembrance Urn: This urn stores the ashes of a deceased family member, marked with a memorial skull. When the urn is held in both hands, a silent image of the deceased appears, about a foot high. It shows a pre-prepared loop of about three seconds. 5 - Straw Effigy: This simple child's doll made from straw has a pair of daises for eyes. It can repeat three phrases of up to ten words which are set when the effigy is made, such as "someone's poisoned the waterhole" or "there's a snake in my boot". 6 - Sympathetic Lantern: This glass and iron box lantern causes all other nonmagical candles or lantern flames within a 10-foot radius to go out when the lantern is extinguished. 7 - The Anykey: This mostly-unremarkable iron key can be pressed to another nonmagical key as an action, instantly changing to duplicate the tines. It retains its plain iron ring hole at the top. 8 - Enchanted Acorn: This fat acorn is marked with a triple-swirled triskelion. If planted and watered with the contents of a waterskin, it grows to a 5-foot height tree by the next round, becoming difficult terrain. The oak sapling grows naturally from there. 9 - Sunhat: This straw hat bears a green kerchief pressing a small card with a magical rune painted on it. While very rural-looking, the hat keeps the wearer and their clothing dry from any nonmagical rain or weather effects. 10 - Freshened Fruit: This fruit has been marked with a rune keeping it from going off. This means it can last for up to a year before starting to rot. 11 - Spectaculars: These iron-rimmed round eyeglasses can be adjusted as an action. They can be set for long range (granting advantage on vision-based Perception checks and disadvantage on vision-based Investigation checks), or close range (granting advantage on vision-based Investigation checks and disadvantage on vision-based Perception checks). 12 - Timber Axe: This plain woodcutter's axe never dulls while cutting wood. It might be used as a hand axe in combat, although its enchantment is rarely useful when used for this purpose. Also posted on Game Masters Stash on 24 November 2021. A Gloomdark is a vast and terrible spirit, one that stirs negative emotions in a population base before feeding on the energies of their rage-fuelled deaths. Invisible to the human eye, they appear only as an inky cloud looming low over an area, seeming to be a normal part of terrible weather. Those under its spell feel a heavy and oppressive foreboding that drives them to anguish and hatred, and can rarely trace the effect to the creature. Perceiving a gloomdark with truesight or the ability to perceive invisible creatures reveal a pair of dreadful eyes at the heart of the cloud, glaring down with frightful intent, as well as many cloudy tethers leading to its victims as it saps their energy.
GLOOMDARK Gargantuan elemental, neutral evil Armour Class 9 Hit Points 77 (8d20 - 8) Speed 0ft., fly 40ft. (hover) Str 1 (-5); Dex 8 (-1); Con 9 (-1); Int 7 (-2); Wis 10 (+0); Cha 17 (+3) Proficiency bonus +3 Damage Vulnerabilities Radiant Damage Resistances Force, psychic Damage Immunities Acid, cold, fire, lightning, necrotic, poison, thunder; Bludgeoning, piercing, and slashing Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses Darkvision 1 mile., passive Perception 10 Languages - Challenge 7 (2,900 XP) Feeding. As those under its shadow are driven to madness and violence, the gloomdark feeds on the energies of their deaths. For every humanoid that dies while under its shadow, the gloomdark's current and maximum hit points are increased by 1d4. Immaterial. The gloomdark exists as a vast evil cloud, usually hovering around one hundred feet from the ground and covering an area more than a thousand feet on each side. It is naturally invisible, and can be perceived only as a cloud unless the viewer is able to see invisible creatures. Those affected by its power have long 'tethers' of dark cloudy material stretching up into the cloud, which can also only be seen by something with the ability to see invisible creatures and objects. Light Vulnerability. A gloomdark takes 1d6 radiant damage if it is the target of a Light spell, or 5d10 radiant damage if it is the target of a Daylight spell, and causing it to make a Constitution saving throw against the spell's saving throw DC or be stunned until the end of its next round. In either case, the spell is immediately extinguished. Stir Unrest. A gloomdark's presence begins reaching down to the ground in invisible, wispy tendrils. Those touched by the tendrils grow irritable and begin to behave erratically, influenced by the gloomdark's malign presence. It can use the following spell abilities on anyone under its area, with a saving throw DC of 14. At-will: Suggestion. 3/day: Crown of madness, darkness (30-foot radius). 3/day, requiring 10 minutes of preparation (causing darkening of the clouds and flickers like sheet lightning): Confusion (with a 20-foot radius). ACTIONS Malign Sweep. Melee weapon attack: +2 to hit, reach 20ft., up to two targets who must be within 5ft. of each other; Hit: 13 (4d6) psychic damage and the target must make a Wisdom saving throw (DC 14) or be affected by confusion until the end of their next round. How you can use a Gloomdark for your games: - A gloomdark is intended to be an unseen enemy for some time, stirring unrest in a town or city and feeding on the lives of those who fall under its charms. Revealing and battling the gloomdark itself is likely to happen on a high rooftop, wrapped in darkness and wracked by howling winds. - The true origin of these monstrous beings is unknown, although some posit that they call the howling wastes of Pandemonium home. Rumours of storms made up of hundreds of gloomdarks, ravaging the landscape for tiny flecks of life energy, terrify those scholars who have even heard them. - Some kind of magical beacon (a lighthouse or ornament above a cathedral) which illuminates the region and wards off evil might have been sabotaged by evil forces, causing one of these beings to inhabit the area. Until the beacon can be repaired, this evil spirit preys on those below. Also posted on Game Masters Stash on 23 November 2021. Ilyxeos, a silver dragon known as 'the Kind', crusades relentlessly against evil dragons to increase the size of his hoard. He makes the location of his lair, on a secluded mountainside, common knowledge. He also ensures that the paths there are clear from all but the most inconsequential threats, allowing travellers to journey to beg a boon of him. In truth, Ilyxeos has built his hoard in order to fund social programs and relieve debt, allowing petitioners to take all the wealth they need to avoid trouble, often for just the promise that they be generous to others.
A stern but understanding dragon, Ilyxeos sometimes pays messengers to deliver messages calling specific adventurers to perform tasks for him, or sending messengers to call for commitments to be honoured, sometimes by the debtor's descendants. If knowledge of those debts has not been passed along, Ilyxeos often asks for a service to increase the size of his hoard, often accompanied by then donating it to a nearby orphanage or improving a nearby community. How you can use Ilyxeos in your game: - A player character might be descended from someone who owes a great debt to the dragon, perhaps enough gold to have absolved their debts long ago, enough for them to be prosperous now. This could launch the party into an adventure to liberate treasure from the vault of a tyrant, the lair of another dragon, or some kind of other treasure-hoarding monster. - A PC in great debt might be directed (perhaps by one of the dragon's servants, or perhaps by the dragon himself, in magical disguise) to Ilyxeos' remote lair to solve all their troubles. The sign saying "take only what you need" at the cave entrance can be confusing, but Ilyxeos means it. - For a PC who hears of the dragon's wealth and plans to rob it, the offer might be too tempting to pass up. The dragon's appearance, reclining upon a bed of coinage and fabulous gems and jewellery, seems to be one of incredible privilege. However, his generosity and mercy can be astounding. Also posted on Game Masters Stash on 20 November 2021. This enchanted belt allows the wearer to lift tremendous weights. It was made by a dwarven king for a halfling friend who had struggled to carry his share of treasure. When buckled up, the belt hums loudly and the metal plaques ripple around the wearer's body.
BELT OF HEFT Wondrous item, rare While wearing this belt, your Strength score is considered to be 25 for the purposes of carrying weight and for lifting heavy objects. The belt has no effect on your Strength score for making attack or damage rolls. This means that the wearer can lift 375 pounds of weight in total, and to push, drag, or lift items weighing 750 pounds. As an action, the wearer can plant themselves with solid footing, choosing to become restrained until the start of their next round. While planted like this, the wearer has advantage on Strength checks or saving throws (at a +7 bonus). Also posted on Game Masters Stash on 19 November 2021. Known only to those with magical talent (and invited guests), the Arcane Auctions are held yearly, usually in different cities. At these auctions, no moral bounds inhibit anything sold- the bones of a widow, shards of a dragon egg, splinters of a saint's sword, secret plans to an abyssal citadel- and by mutual agreement, no party may offer violence to one another, on pain of violent retribution from all parties involved, and then permanent expulsion. Given that this audience typically includes at least three archmages and more than a few celestials and fiends, this retribution is quite a threat.
With a capering Arcanoloth serving as master of ceremonies and hurrying the auctions along, no offer is off the table, so long as it has value to someone. Here are some of the items which might be on offer this year, and the details you would receive at the auction: 1 - The Axe of Xalkux: With blades of jagged green glass and a brass handle, this double-bitted axe glows brightly. Some say this weapon was the weapon that slew the Lich King Xalkux, while others maintain that it was his personal weapon. Either way, this weapon has an aura of strong evocation and necromancy magic and is in near-mint condition. Tested recently on slaves, with a result of three out of three casualties, it has a proven track record of fatality and lethal efficiency. Starting bids beginning at eight soul coins! 2 - Shards of the First Light: A small wooden crate of bright glass shards allegedly broken from the first light of Creation. These pieces can be used as spell components at great value, or you could try gluing them back together, I guess? Those guys up the back from the Prince of Night's court have been eyeing these all day, I'd get in early if you can! 3 - The Sun Helm: Taken from the Solar Asteroth after he was defeated in battle, and he's still looking sore about it over there on the left. As light as a feather, stronger than mithril, and blessed with the the beinons of the Seven Mounting Heavens themselves. Good luck bidding, I'm sure he won't wreak vengeance upon you or generations of your descendants! 4 - The Curse Codex: A tome clad in sheets of bronze and warding runes, this tome allegedly holds the seventy-seven curses of the witch Gornennak. With these, you can level or lift any of the curses detailed. Need to cure your grandfather of the wandering mumps, or change the reason you wake up in the morning, drenched in sweat and blood and other people's gore, Roger? Just get your bids in early and often! 5 - The Godcleaver: This knife was said to have been forged to spill the blood of the gods themselves. Get ready, the Stygian delegation at the back has tried to steal it three times this afternoon already and they've got that look in their lack of eyes that says they'll try again. If you want it, be ready to wear the ire of the deities themselves, but you'll be equipped to defend yourself well. 6 - Thirkaz' Amulet: This is the phylactery of the lich Dread Thirkaz over there, who's still regenerating his body. Holding this might make you able to resist his magic, but he certainly won't be happy about it- in fact, he's sending me a message by telepathy to tell me about the vengeance he'll take right now. Good luck and the gods bless your bid! Also posted on Game Masters Stash on 18 November 2021. Those whose faith has been sorely tested sometimes break- either they can no longer maintain faith in fallible, though powerful, deities, or perhaps the source of their divine energy has been cut off. They retain some of their power, perhaps lent strength by old pacts made by their former patron, or possibly receiving power from their disbelief itself. Their spells are no less potent, but their powers lack some of the range and versatility granted by a true priest. Some become humanists, others militant atheists, while others merely search for meaning in a universe filled with terrible things and little explanation.
Clerics who have the Faithless domain gain some different abilities from a cleric who chooses a deity and domain as normal. At the GM's option, this may be appropriate for clerics whose deities are cut off or perish in the course of play. If they recover from their crisis of faith, or are chosen by another patron, they should choose another domain, replacing the class features granted by this one. Faithless Domain spells Clerics of the Faithless domain are not granted domain spells. Instead, the cleric spell list is replaced entirely with the list below. Independent Spirit From 1st level, a Faithless cleric learns to depend upon their own abilities entirely. As a reaction when you fail an ability check or saving throw, you can instead choose to succeed. Once you have used this ability, you cannot use it again until you finish a short or long rest. Channel Divinity: Instil Doubt Starting at 2nd level, you can use words and magical power to instil doubt and disbelief in another creature. As an action, you can speak to a creature that can hear you within 60 feet, which must make a Charisma saving throw against your cleric spell save DC or be poisoned for 1 minute. While affected by this ability, the saving throw DC of any ability they use is reduced by 2. An affected creature can make another saving throw at the end of their turn, ending both effects if they are successful. Channel Divinity: Repudiate From 6th level, your own faithlessness can be enough to shut down magical effects from others. As a reaction when you see a creature within 60 feet of you casting a spell, you can present an empty hand and use your Channel Divinity to use a counterspell. This counts as using a spell slot of level equal to your proficiency bonus. Potent Spellcasting From 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Motivate the Masses From 10th level (replacing a cleric's Divine Intervention ability altogether), you can weave magic and disbelief into a powerful enchantment, stirring the hearts of a crowd. As an action, you can speak and explain your values to create a mass suggestion ability. Once you have used this ability, you can't use it again until you finish 1d3 long rests. From 20th level, this ability functions as if cast using a 9th-level spell slot. Avatar of Self-Reliance From 17th level, you have advantage on saving throws against spells, and gain resistance to damage from any spell. Faithless Cleric Spell List Cantrips (0 level) Light Mending Message Prestidigitation Resistance Vicious Mockery 1st level Command Create or destroy water Cure wounds Detect evil or good Detect magic Detect poison Dissonant whispers Guiding bolt Inflict wounds Purify food and drink Sleep Tasha's hideous laughter 2nd level Blindness/deafness Calm emotions Detect thoughts Enhance ability Enthrall Find traps Hold person Lesser restoration Locate object Protection from poison Silence Suggestion Warding bond Zone of truth 3rd level Animate dead Bestow curse Create food and water Daylight Dispel magic Fear Feign death Glyph of warding Magic circle Mass healing word Meld into stone Protection from energy Remove curse Revivify Sending Speak with dead Tongues Vampiric touch 4th level Banishment Compulsion Confusion Control water Death ward Freedom of movement Locate creature Stone shape 5th level Contagion Dispel evil and good Dominate person Geas Greater restoration Hold monster Legend lore Mass cure wounds Planar binding Raise dead Scrying 6th level Blade barrier Circle of death Create undead Find the path Forbiddance Harm Heal Planar ally True seeing 7th level Etherealness Fire storm Plane shift Regenerate Reverse gravity Symbol Teleport 8th level Antimagic field Control weather Dominate monster Earthquake Power word stun 9th level Imprisonment Power word heal Power word kill Time stop Also posted on Game Masters Stash on 17th November 2021. In travelling across the lands, through places distant and dangerous, player characters are likely to need some form of guides and porters. They might hire helpful locals to carry heavy weights, navigate dangerous terrain, and be generally useful. Here are three statistic blocks you can use for NPCs in your games.
Porters are familiar with the local terrain, and have strong backs to carry supplies. They likely work for daily coin, and might have a thriving industry, or simply be enthusiastic locals. PORTER Medium humanoid (any race), any alignment Armour Class 11 (leather) Hit Points 11 (2d8 + 2) Speed 20ft. Str 15 (+2); Dex 11 (+0); Con 12 (+1); Int 10 (+0); Wis 12 (+1); Cha 10 (+0) Skills Nature +2, Survival +3 Proficiency bonus +2 Senses passive Perception 11 Languages Common and one other Challenge 1/8 (25 XP) Local Familiarity. While travelling in their local area, even while engaged in another activity (such as foraging, navigating, or tracking), the porter remains alert to danger. When a porter forages, they find twice as much food or water as they normally would. Pack rat. A porter can carry up to 50 pounds of gear for adventurers without asking for additional pay. ACTIONS Club. Melee weapon attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. A guide is a professional- someone who's likely seen a dungeon or two, tracked and hunted some local wildlife and perhaps something a little more exotic. GUIDE Medium humanoid (any race), any alignment Armour Class 14 (studded leather) Hit Points 39 (6d8 + 12) Speed 30ft. Str 16 (+3); Dex 11 (+0); Con 12 (+1); Int 10 (+0); Wis 13 (+1); Cha 10 (+0) Skills Nature +2, Survival +5 Proficiency bonus +2 (doubled for Survival) Senses passive Perception 12 Languages Common and one other Challenge 2 (450 XP) Natural Guide. While travelling in familiar terrain, even while engaged in another activity (such as foraging, navigating, or tracking), the guide remains alert to danger. When a guide forages, they find twice as much food or water as they normally would. While tracking other creatures, the guide also learns their exact number, their sizes, and how long ago they passed through the area. Pack horse. A guide can carry up to 100 pounds of gear for adventurers without asking for additional pay. ACTIONS Scimitar. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) slashing damage. A pathfinder is at home anywhere in nature, able to navigate reliably, hunt for food, and get you where you need to go. PATHFINDER Medium humanoid (any race), any alignment Armour Class 15 (studded leather) Hit Points 60 (8d8 + 24) Speed 30ft. Str 16 (+3); Dex 14 (+2); Con 12 (+1); Int 12 (+1); Wis 14 (+2); Cha 10 (+0) Skills Nature +3, Perception +4, Survival +6 Proficiency bonus +2 (doubled for Survival) Senses passive Perception 14 Languages Common and one other Challenge 3 (700 XP) Natural Guide. While travelling in familiar terrain, even while engaged in another activity (such as foraging, navigating, or tracking), the pathfinder remains alert to danger. When a pathfinder forages, they find twice as much food or water as they normally would. While tracking other creatures, the pathfinder also learns their exact number, their sizes, and how long ago they passed through the area. Pack horse. A pathfinder can carry up to 100 pounds of gear for adventurers without asking for additional pay. Safety Briefing. By spending 1 hour giving advice on the local territory and threats, the pathfinder can select up to ten creatures to gain advantage on one saving throw against an effect from a beast or plant creature, or a natural feature, which must be used within 24 hours. ACTIONS Scimitar. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) slashing damage. Longbow. Ranged weapon attack: +4 to hit, range 150/600ft., one target. Hit: 6 (1d8 + 2) piercing damage. Adventurers are likely to come across a variety of different artisans in their time, from humble village blacksmiths, to professional gem-cutters or artisans, to world-class exemplars of their craft. While some might end up reluctantly entangled in adventures, others might be murderers, victims of crime, or scheming villains in their own right.
Here are three statistic blocks you can use in your games. Crafters are people whose job it is to make a thing. Their talents are somewhat unremarkable, but reliable. CRAFTER Medium humanoid (any race), any alignment Armour Class 10 Hit Points 4 (1d8) Speed 30ft. Str 10 (+0); Dex 11 (+0); Con 10 (+0); Int 14 (+2); Wis 11 (+0); Cha 10 (+0) Proficiency bonus +2 (proficient with one tool set at +6) Senses passive Perception 10 Languages Common Challenge 1/8 (25 XP) Expertise. A crafter doubles their proficiency bonus for use of one tool set related to their craft. Skilled Crafter. A crafter makes an additional 5gp of progress on a craft project per day of downtime spent working. ACTIONS Unarmed. Melee weapon attack: +0 to hit, reach 5ft., one target. Hit: 1 bludgeoning damage. An artisan is someone who has spent years, sometimes tens of years, perfecting their craft. They can incorporate related arts and sciences to make great progress. ARTISAN Medium humanoid (any human), any alignment Armour Class 10 Hit Points 18 (4d8) Speed 30ft. Str 10 (+0); Dex 11 (+0); Con 10 (+0); Int 16 (+3); Wis 11 (+0); Cha 10 (+0) Proficiency bonus +2 (proficient with one tool set at +7, and with another tool set at normal bonus) Senses passive Perception 10 Languages Common Challenge 2 (450 XP) Expertise. An artisan doubles their proficiency bonus for use of one tool set related to their craft. Expert Crafter. An artisan makes an additional 10gp of progress on a craft project per day of downtime spent working. ACTIONS Dagger. Melee weapon attack: +2 to hit, reach 5ft., one target. Hit: 2 (1d4) piercing damage. An exemplar is a world-class example of their trade. Their skills astound and amaze, and they can accomplish marvels with their tools, sometimes as much as a full workshop by working on their own. EXEMPLAR Medium humanoid (any race), any alignment Armour Class 10 Hit Points 36 (8d8) Speed 30ft. Str 10 (+0); Dex 11 (+0); Con 10 (+0); Int 19 (+4); Wis 13 (+1); Cha 10 (+0) Proficiency bonus +2 (proficient with one tool set at +10, and with another two tool sets at normal bonus) Senses passive Perception 11 Languages Common Challenge 3 (700 XP) Genius. An exemplar triples their proficiency bonus for use of one tool set related to their craft. Astounding Crafter. An exemplar makes an additional 20gp of progress on a craft project per day of downtime spent working. ACTIONS Dagger. Melee weapon attack: +2 to hit, reach 5ft., one target. Hit: 2 (1d4) piercing damage. Adventurers can expect to run into a variety of guards during their travels, whether these are working alongside them to keep a merchant safe, protecting an evil priest against their intrusion, or ensuring that they stay safe while on a diplomatic mission.
Here are three statistic blocks you can use for your games. Sentries are guards trained to protect a person or location against attack. SENTRY Medium humanoid (any race), any alignment Armour Class 16 (chain shirt, shield) Hit Points 11 (2d8 + 2) Speed 30ft. Str 13 (+1); Dex 13 (+1); Con 12 (+1); Int 10 (+0); Wis 11 (+0); Cha 10 (+0) Skills Perception +2 Proficiency bonus +2 Senses passive Perception 12 Languages Common Challenge 1/8 (25 XP) Protection Style. Creatures adjacent to the sentry have a +1 bonus to their Armour Class. ACTIONS Spear. Melee or ranged weapon attack: +3 to hit, reach 5ft. or range 20/60ft, one target. Hit: 5 (1d8 + 1) piercing damage. Bodyguards are professional defenders, dedicated and zealous in their duty. Many are twitchy and eager for action, always keeping a hand on a weapon. BODYGUARD Medium humanoid (any race), any alignment Armour Class 18 (breastplate and shield) Hit Points 39 (6d8 + 12) Speed 30ft. Str 14 (+2); Dex 14 (+2); Con 14 (+2); Int 10 (+0); Wis 13 (+1); Cha 9 (-1) Skills Intuition +3, Perception +3 Proficiency bonus +2 Senses passive Perception 13 Languages Common and one other Challenge 2 (450 XP) Always Ready. Bodyguards have advantage on initiative rolls. Protection Style. Creatures adjacent to the bodyguard have a +1 bonus to their Armour Class. ACTIONS Multiattack. The bodyguard can make two melee attacks. Warhammer. Melee weapon attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. Hand crossbow. Ranged weapon attack: +4 to hit, range 30/120ft., one target. Hit: 5 (1d6 + 2) piercing damage. A lifeward is a bodyguard with preturnatural and reactions. Their reflexes are astounding, allowing them to react to danger before they can even see it. LIFEWARD Medium humanoid (any race), any alignment Armour Class 20 (plate and shield) Hit Points 60 (8d8 + 24) Speed 30ft. Str 16 (+3); Dex 15 (+2); Con 16 (+3); Int 11 (+0); Wis 14 (+2); Cha 10 (+0) Saving Throws Dex +4 Skills Athletics +5, Intuition +4, Perception +4 Proficiency bonus +2 Senses passive Perception 14 Languages Common and any one Challenge 3 (700 XP) Always Prepared. Lifewards have advantage on initiative rolls, and can take two reactions per turn. Only one reaction can be used for any given action which triggers a reaction. Protection Style. Creatures adjacent to the sentry have a +2 bonus to their Armour Class. Sentinel. Creatures within reach of the lifeward provoke an opportunity attack from the lifeward if they attack a friendly creature adjacent to the lifeward. ACTIONS Multiattack. The lifeward can make two melee attacks. Halberd. Melee weapon attack: +5 to hit, reach 10ft., one target. Hit: 8 (1d10 + 3) slashing damage. Heavy Crossbow. Ranged weapon attack: +4 to hit, range 100/400ft., one target. Hit: 7 (1d10 + 2) piercing damage. While those making decisions have a great deal of power and responsibility, the quiet advisors who enable them and assist them are vital. Skilled in many areas, they make the gears of government turn quietly, supply the right information at the right time, and ensure that their employer stays fresh and able to deal with challenges.
Here are three statistic blocks you can use to represent these unsung heroes in your game, whether as scheming viziers, able assistants, or as a loyal major-domo. A valet is a hard-working and talented advisor, able to operate quietly behind the scenes and facilitate an employer with diverse needs. VALET Medium humanoid (any race), any alignment Armour Class 11 Hit Points 5 (1d8 + 1) Speed 30ft. Str 12 (+1); Dex 12 (+1); Con 12 (+1); Int 14 (+2); Wis 12 (+1); Cha 12 (+1) Skills Intuition +3, Perception +3, Sleight of hand +3 Proficiency bonus +2 Senses passive Perception 13 Languages Common and any two others Challenge 1/8 (25 XP) Render Aid. By attending to their employer's needs and engaging in much-needed maintenance, a valet can help revitalize wounded allies during a short rest. Any friendly creatures within 30 feet of the valet that regain hit points during a short rest, regain an extra d6 hit points. ACTIONS Dagger. Melee or ranged weapon attack: +3 to hit, reach 5ft. or range 20/60ft., one target. Hit: 3 (1d4 + 1) piercing damage. Equerries are even more talented assistants, well-prepared and able to instruct their employer in nearly in any skill. They are well-rounded in nearly any task. EQUERRY Medium humanoid (any race), any alignment Armour Class 12 Hit Points 36 (6d8 + 12) Speed 30ft. Str 14 (+2); Dex 15 (+2); Con 14 (+2); Int 15 (+2); Wis 14 (+2); Cha 15 (+2) Skills Intuition +4, Perception +4, Sleight of hand +4; all other skills +3 Proficiency bonus +2 (proficient in all tools at total bonus of +3) Senses passive Perception 14 Languages Common and any three others Challenge 2 (450 XP) Instructor (recharges on a long rest). An equerry who spends 1 hour instructing a creature in use of a skill or set of tools allows them to act as if they are proficient with that skill or tool set, with a proficiency bonus of +2, for the next 1 hour. Render Aid. By attending to their employer's needs and engaging in much-needed maintenance, an equerry can help revitalize wounded allies during a short rest. Any friendly creatures within 30 feet of the equerry that regain hit points during a short rest, regain an extra d6 hit points. Well-Prepared (recharges on long rest). By spending 1 hour gathering supplies, the equerry can provide one tool set or equipment pack. ACTIONS Rapier. Melee weapon attack: +3 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) piercing damage. A steward is a master of coin, commerce, and logistics, and can get their hands on any conceivable skill or gear at nearly any location, given enough time to prepare. STEWARD Medium humanoid (any race), any alignment Armour Class 12 Hit Points 63 (9d8 + 18) Speed 30ft. Str 14 (+2); Dex 15 (+2); Con 14 (+2); Int 17 (+3); Wis 14 (+2); Cha 15 (+2) Proficiency bonus +4 (proficient in all skills and tools) Senses passive Perception 16 Languages Common and any four others Challenge 3 (700 XP) Instructor (recharges on a long rest). A steward who spends 1 hour instructing a creature in use of a skill or set of tools allows them to act as if they are proficient with that skill or tool set, with a proficiency bonus of +4, for the next 1 hour. Render Aid. By attending to their employer's needs and engaging in much-needed maintenance, a steward can help revitalize wounded allies during a short rest. Any friendly creatures within 30 feet of the steward that regain hit points during a short rest, regain an extra d6 hit points. Talented. The steward's proficiency bonus is increased by +2, to a total of +4 as listed above. Well-Prepared (recharges on long rest). By spending 1 hour gathering supplies, the steward can provide one tool set or equipment pack. ACTIONS Rapier. Melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) piercing damage. Light Crossbow. Ranged weapon attack: +6 to hit, range 80/320ft., one target. Hit: 6 (1d8 + 2) piercing damage. Those who learn to be knights do not become so overnight- many years of painstaking progress lead them to the accolade of knighthood. Many serve as pages from an early age, placed under the care of a knightly household and instructed in the arts of war. As teenagers, these youths often become squires, able to take to the field as seasoned warriors before being recognized for their bravery.
Here are three statistic blocks you can use to represent these non-player characters within your games. Pages are young apprentices, able to fight to protect others in desperate situations, but mostly kept around for wrangling animals, and helping with care of armour and equipment. PAGE Medium humanoid (any race), any alignment Armour Class 12 (padded armour) Hit Points 5 (1d8 + 1) Speed 30ft. Str 11 (+0); Dex 12 (+1); Con 12 (+1); Int 10 (+0); Wis 9 (-1); Cha 11 (+0) Skills Animal handling +1 Proficiency bonus +2 Senses passive Perception 9 Languages Common Challenge 1/8 (25 XP) Armour-wrangler. A page is an expert at helping to don and doff armour, reducing the total time to one-quarter if they assist. Co-ordinated strike. If a page takes the Help action to aid a friendly creature in attacking a target, the target must succeed on a Wisdom saving throw (DC 10) or lose its reaction. ACTIONS Club. Melee weapon attack: +2 to hit, reach 5ft., one target. Hit: 3 (1d6) bludgeoning damage. Squires are trained combatants, drilled for years in weapon and armour use. By the time they see battle, they are eager to impress, and talented beyond their years. They have access to a variety of weapons, depending on the type of foes they fight. SQUIRE Medium humanoid (any race), any alignment Armour Class 18 (chainmail and shield) Hit Points 30 (5d8 + 5) Speed 30ft. Str 14 (+2); Dex 11 (+0); Con 13 (+1), Int 10 (+0); Wis 10 (+0); Cha 12 (+1) Skills Animal handling +2, Athletics +4 Proficiency bonus +2 Senses passive Perception 10 Languages Common Challenge 2 (450 XP) Bold. Squires have advantage on saving throws to resist effects that would make them frightened. Co-ordinated strike. If a squire takes the Help action to aid a friendly creature in attacking a target, the target must succeed on a Wisdom saving throw (DC 12) or lose its reaction. ACTIONS Multiattack. The squire can make two melee attacks. Handaxe, Mace, or Spear. Melee weapon attack: +4 to hit, reach 5ft. (10ft. with spear), one target. Hit: 5 (1d6 + 2) bludgeoning, piercing, or slashing damage (as appropriate to weapon type). Knights of the realm are recognized as some of the finest warriors in the land, mighty in battle and inspiring to follow. KNIGHT OF THE REALM Medium humanoid (any race), any alignment Armour Class 18 (plate) or 20 (plate and shield) Hit Points 52 (8d8 + 16) Speed 30ft. Str 16 (+3); Dex 11 (+0); Con 15 (+2); Int 10 (+0); Wis 11 (+0); Cha 14 (+2) Saving Throws Con +4 Skills Animal handling +2, Athletics +5, Intimidate or Persuasion +4 Proficiency bonus +2 Senses passive Perception 10 Languages Common Challenge 3 (700 XP) Brave. Knights of the realm have advantage on saving throws against effects that would make them charmed or frightened. Expert Combatant. As a bonus action, a knight of the realm can take a Help action to aid a friendly creature in attacking a target. The target must make a Wisdom saving throw (DC 15) or lose its reaction. ACTIONS Multiattack. The knight of the realm can make two melee attacks. Battleaxe or Longsword. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) slashing damage or 9 (1d10 + 3) slashing damage if used two-handed. Heavy Crossbow. Ranged weapon attack: +2 to hit, range 100/400ft., one target. Hit: 5 (1d10) piercing damage. Non-player characters of bardic talent may play a vital part in an adventure- whether as dudes in distress, hirelings, unwilling tag-alongs, or even villains in their own right. Here are three NPC stat blocks you can use to populate your world.
Minstrels are inexpert but talented musicians, whose performance can stir hearts. MINSTREL Medium humanoid (any race), any alignment Armour Class 11 Hit Points 4 (1d8) Speed 30ft. Str 10 (+0); Dex 12 (+1); Con 10 (+0); Int 10 (+0); Wis 10 (+0); Cha 14 (+2) Skills Performance +4 Proficiency bonus +2 (proficient with any 2 musical instruments) Senses passive Perception 10 Languages Common and one other Challenge 1/8 (25 XP) Inspiring (recharge after a long rest). By performing for 1 minute, a minstrel can choose one creature other than itself within 60 feet that can hear it. That creature gains one Bardic Inspiration die, a d4. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. ACTIONS Dagger. Melee weapon attack: +3 to hit reach 5ft., one target. Hit: 3 (1d4 + 1) piercing damage. Performers are professional musicians, whose talents can soothe wounds and set hearts ablaze. They sometimes carry armour and weapons if setting out on the road or prepared for trouble. If unarmed, their AC is 12. PERFORMER Medium humanoid (any race), any alignment Armour Class 15 (studded leather) Hit Points 36 (8d8) Speed 30ft. Str 11 (+0); Dex 14 (+2); Con 10 (+0); Int 12 (+1); Wis 10 (+0); Cha 15 (+2) Skills Perception +2, Performance +6 Proficiency bonus +2 (expertise with any three musical instruments) Senses passive Perception 12 Languages Common and two others Challenge 2 (450 XP) Expertise. A performer's proficiency bonus is doubled for Performance checks and for any three musical instruments of their choice. Inspiring (recharge after a long rest). By performing for 1 minute, a performer can choose one creature other than itself within 60 feet that can hear it. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. Song of Rest. A performer can use soothing music to help revitalize wounded allies during a short rest. Any friendly creatures that can hear the performer within 30 feet that regain hit points during the short rest, regain an extra d6 hit points. ACTIONS Jibe (2/day). The performer casts Vicious mockery on a target within 60 feet. If the target can hear it, they must succeed on a Wisdom saving throw (DC 12) or take 5 (2d4) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. Rapier. Melee weapon attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) piercing damage. Shortbow. Ranged weapon attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. A Maestra (or maestro) is an expert performer, one whose shows have been appreciated far and wide. Their fame has reached the ears of many patrons, and their craft has been honed to incredible precision. Their roadside days are far behind them, although when they do expect trouble, they have access to fine protection. MAESTRA Medium humanoid (any race), any alignment Armour Class 15 (chain shirt) Hit Points 45 (10d8) Speed 30ft. Str 10 (+0); Dex 16 (+3); Con 11 (+0); Int 14 (+2); Wis 12 (+1); Cha 18 (+4) Skills Intimidation +6, Perception +3, Performance +10 Proficiency bonus: +2 (proficient with all musical instruments) Senses passive Perception 13 Languages Common and any three other languages Challenge 3 (700 XP) Expertise. A maestra's proficiency bonus is tripled for Performance checks and for any musical instruments of their choice. Inspiring (recharge after a long rest). By performing for 1 minute, a maestra can choose one creature other than itself within 60 feet that can hear it. That creature gains one Bardic Inspiration die, a d8. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. Song of Rest. A maestra can use soothing music to help revitalize wounded allies during a short rest. Any friendly creatures that can hear the maestra within 30 feet that regain hit points during the short rest, regain an extra d6 hit points. ACTIONS Jibe (2/day). The performer casts Vicious mockery on a target within 60 feet. If the target can hear it, they must succeed on a Wisdom saving throw (DC 12) or take 8 (3d4) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. Rapier. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) piercing damage. Shortbow. Ranged weapon attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. These subtle creatures have no fixed dwelling, and can make lives difficult wherever they go. Recognizable by their strong smell, they originally hail from high mountain valleys, but have trickled down-hill into the lowlands.
WANDERING MUNSTER Medium ooze, unaligned Armour Class 8 Hit Points 30 (4d8 + 12) Speed 10ft. Str 16 (+3); Dex 6 (-2); Con 17 (+3); Int 1 (-5); Wis 8 (-1); Cha 7 (-2) Skills Survival +1 Damage Resistances acid; piercing from nonmagical weapons Damage Immunities bludgeoning Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Damage Vulnerabilities fire, slashing Senses blindsight 10ft. (blind beyond this radius) Languages - Challenge 1 (200 XP) Osmotic Feeding. At the start of the wandering munster's turn, any creature grappled by it takes 10 (3d6) bludgeoning damage. The wandering munster's current and maximum hit points are increased by half the amount of damage taken. Pungent. Creatures that can smell the wandering munster within 60 feet have disadvantage on any Wisdom checks due to the overpowering smell. Soft. The wandering munster can move through a space as small as 4 inches without squeezing. ACTIONS Absorb. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). |
AuthorI'm Luke. He/him pronouns. Archives
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