These anomalous creatures exist only in areas of temporal fracture- where time itself is shattered and cannot be made whole. They are created from strong-willed individuals who attempt to resist temporal disintegration, and are filled with madness at their situation.
They appear much as they did in life, but constantly partially fragmenting, as if they are crumbling into dust. They are almost completely silent, letting out tortured breaths when they catch sight of a victim. Because of their situation, existing externally from time, they are supernaturally resistant to all damage, and difficult to destroy. If slain, they wither into dust, the will holding them together finally destroyed. TIME-SEVERED Medium Aberration, Chaotic Evil Armour Class 17 Hit Points 54 (12d8) Speed 30ft. Str 15 (+2); Dex 21 (+5); Con 10 (+0); Int 7 (-2); Wis 9 (-1); Cha 7 (-2) Proficiency bonus +3 Saving Throws Dex +8, Con +3 Skills Acrobatics +8, Athletics +5, Perception +2 Damage Resistances Acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder; Bludgeoning, piercing, and slashing damage Senses Truesight 30ft., passive Perception 12 Languages Do not seem to understand or speak any language Challenge 6 (2,300 XP) Incredible Haste. A time-severed can use a bonus action to Dash or Disengage, once per turn. Out of Time. Time-severed have resistance to all damage types. Attack rolls against a time-severed have disadvantage, unless the creature can perceive the time-severed by truesight. Temporal Realignment. Time-severed can be seen visibly reconstructing themselves as they drain temporal energy from a target, and start to flake away and disintegrate as they reach low hit points. If the time-severed's maximum hit points are increased to 108 by use of their drain temporal energy attack, they cease to be a time-severed and return to their original time stream. ACTIONS Drain temporal energy. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: The target's current and maximum hit points are reduced by 27 (6d8), and the time-severed's current and maximum hit points are increased by one-half the amount of damage taken. If the target is slain with this ability, they are immediately slain and disintegrate into dust. Targets slain in this manner cannot be restored to life except by a Wish effect. Adapted from the earlier version of the Time-severed, published on 20 September 2018. These vile horrors are believed to be some sort of atavistic throwback to a long-dead insectile race. Nevertheless, they present a murderous and alien threat, despite being few in number.
These creatures are a little larger than human size, about eight feet tall, but they are hunched and slumped, usually with their wing-claws wrapped around them. When they unfurl and stand up straight, they generally reach a massive size, and terrify their prey. They are usually silent, but emit a strong smell of formic acid, which can be overwhelming when close to them. The underside of their bodies are covered in hundreds of long, sharp claws, and their head features several bulbous eyes and a vicious-looking proboscis. These creatures are secretive and seem to be driving some kind of hidden agenda, but no sage has yet been able to divine their purpose. Hooks:
RETICENTIPEDE Medium aberration, Neutral Evil Armour Class 14 Hit Points 66 (12d8 +12) Speed 30ft., fly 20ft. Str 13 (+1); Dex 10 (+0); Con 12 (+1); Int 14 (+2); Wis 12 (+1); Cha 16 (+3) Proficiency bonus +3 Saving Throws Cha +6 Skills Arcana +5, Stealth +3 Senses Blindsight 40ft., passive Perception 11 Languages No discernable language Challenge 7 (2,900 XP) Innate Spellcasting. The reticentipede casts spells as a 12th-level Sorcerer. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). A reticentipede can innately cast Sorcerer spells with the following spell slots (common spells suggested below), without requiring any material components: Cantrips (at will): Acid splash, chill touch, fire bolt, mage hand, minor illusion, poison spray. 1st level (4 slots): Charm person, ray of sickness, sleep. 2nd level (3 slots): Detect thoughts, web. 3rd level (3 slots): Fear, slow, stinking cloud. 4th level (3 slots): Blight, confusion, greater invisibility. 5th level (2 slots): Cloudkill, hold monster. 6th level (1 slot): Circle of death. Vile Revulsion. If a creature that can see the reticentipede starts its turn within 30 feet of the reticentipede, it must make a Constitution saving throw (DC 12). On a failed saving throw, it gains the poisoned condition for 1 minute, or until it cannot see the reticentipede and is futher away than 30 feet. ACTIONS Grab. Melee weapon attack: +4 to hit, reach 5ft., one target. Hit: 3 (1d3 + 1) slashing damage, and the target is grappled (escape DC 12). Proboscis. Melee weapon attack: +4 to hit, reach 5ft., one target who must be grappled by the reticentipede. Hit: 21 (6d6) poison damage, and the target's maximum hit points are reduced by the same amount until the target finishes a long rest. The target must also make a Constitution saving throw (DC 12) or become paralyzed for 1 minute. The target can make a saving throw, with disadvantage, at the end of their turn. On a successful saving throw, the target becomes restrained instead. On their second successful saving throw, the effect is ended. Adapted from the earlier version of the Reticentipede, published on 28 February 2019. Profaners were once loyal clerics, who had more ardour for material wealth and pleasures of the flesh than they did in faithfulness. Cursed for their perfidy, they have become abominable creatures, repulsive to all who witness them, and despised by all the gods.
Profaners slither about their former temples upon loathsome tentacles, often still clothed in remnants of their religious finery and bearing their ceremonial objects and marks of their station. They radiate a strong aura of unholiness, which affects even followers of evil gods, and have mastery over many unholy creatures. Hooks:
PROFANER Medium Aberration, Neutral Evil Armour Class 17 (natural armour) Hit Points 78 (12d8 + 24) Speed 25ft. Str 14 (+2); Dex 9 (-1); Con 14 (+2); Int 14 (+2); Wis 17 (+3); Cha 7 (-2) Proficiency bonus +4 Saving Throws Wisdom +7 Skills Deception +2, Religion +6 Damage Resistances Radiant Damage Immunities Necrotic Senses Darkvision 60ft., passive Perception 13 Languages understand languages they spoke previously, can speak only in corrupted Celestial Challenge 9 (5,000 XP) Aura of Desecration. Living creatures that begin their turn within 20 feet of a profaner gain the poisoned condition. Undead within 30 feet of a profaner have advantage on saving throws against attempts to Turn Undead. Innate Spellcasting. A profaner has the spellcasting ability of a 9th-level Cleric. A profaner's spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). A profaner can cast cleric spells up to 5th level, with the spell slots below (suggested spells listed): Cantrips (at will): Guidance, sacred flame, thaumaturgy. 1st level (4 slots): Bane, command, inflict wounds. 2nd level (3 slots): Blindness/deafness, silence. 3rd level (3 slots): Bestow curse, spirit guardians. 4th level (3 slots): Banishment, death ward. 5th level (1 slot): Dispel evil and good, flame strike. ACTIONS Tentacle lash. Melee weapon attack: +6 to hit, reach 5ft., three targets. Hit: 9 (2d6 + 2) bludgeoning damage and 10 (3d6) necrotic damage. The target must make a Constitution saving throw (DC 15) or contract sewer plague (see the DMG, page 257). Spellcasting. The profaner can cast a spell with a casting time of 1 action and cast a cantrip with a casting time of 1 action. Adapted from the earlier version of the Profaner, published on 8 June 2019. The postulant is a creature of folklore, a beast said to seek out the weak of spirit and unfaithful, and test them. It is a humanoid creature that walks on all fours on taloned feet, with a spiked torso, and a bizarre, eyeless head, with porcelain-like texture and geometric designs. Although it is vicious when its prey is revealed, it is said that those who greet the creature politely and make an offer of dumplings earn its sincere thanks, and it will pass them by with no trouble.
Hooks:
POSTULANT Large aberration, Lawful Neutral Armour Class 18 (natural armour) Hit Points 90 (12d10 + 24) Speed 40ft. Str 18 (+4); Dex 22 (+6); Con 14 (+2); Int 10 (+0); Wis 11 (+0); Cha 8 (-1) Proficiency bonus +3 Skills Perception +3, Stealth +19, Survival +3 Saving Throws Wisdom +3, Charisma +2 Damage Resistances Psychic; Bludgeoning, piercing, and slashing from nonmagical attacks Senses Blindsight 60ft., passive Perception 13 Languages understands Common but does not speak Challenge 8 (3,900 XP) Immortal Being. If reduced to 0 hit points, the postulant vanishes away into the Astral plane, and cannot return until the next Summer Solstice. Pass Without Trace. The postulant has a +10 bonus to Dexterity (Stealth) checks (included in the statistics above) and can't be tracked by magical means. The postulant leaves behind no tracks or other traces of its passage. Polite Greeting. The postulant immediately ceases hostilities if it is greeted politely, and becomes charmed for 1 hour if a creature offers it dumplings. It cannot be persuaded to attack any creature while charmed in this way, but the effect is immediately broken for 24 hours if a creature harms the postulant. ACTIONS Multiattack. The postulant makes two claw attacks and one bite attack. Pounce. The postulant can move up to 20 feet and make a claw attack. It does not provoke opportunity attacks during this movement. Bite. Melee weapon attack: +7 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) piercing damage. Claw. Melee weapon attack: +7 to hit, reach 5ft., one target. Hit: 9 (1d8 + 4) slashing damage. Detect Unfaithfulness. The postulant can sense if there is a creature within 60 feet which has doubted its faith, been weak of spirit or cowardly, or has broken an oath (not just lied), since the last Summer Solstice. It becomes unfriendly to any creatures it senses that meet these requirements. Adapted from the earlier version of the Postulant, published on 8 July 2020. “Snails which change your memories? Preposterous! If such a creature existed, we would surely have heard of them by now, and such a threat to the kingdom wouldn’t be tolerated. These scribbles are just the over-active imaginations of bored young scribes, they don’t mean anything. The very idea that there was some form of 'secret war' that no-one even recalls is utter nonsense! Now, dismiss this spurious claim, and get back to work!”
- Senior Historian Elil-Garith These beasts are wildly dangerous, subversive, and a threat to all civilized societies- and are known only to a very few scholars, having erased most traces of their existence from records. Even Angels and Devils will speak only rarely if these vicious predators. The only records that can be found are margin-art from hundreds of years ago, which seem to be humorous musings on a fantastical war between knights and snails. Mnemosyne snails are about 4 feet high, and their thick shells have bright, swirling patterns. They do not often leave a ‘slime trail’ except when they wish to exude the stuff. Each mnemosyne snail is a powerful sorcerer, with the ability to secrete memory-altering slime. It is this ability which makes them so dangerous, as they seek to erase all traces of their existence, preferring to live in secrecy and silence. Their spellcasting is made up of weaving their eye-stalks in complex patterns and emitting light from unseen organs beneath their translucent skin. Mnemosyne snails are critically vulnerable to salt of any kind, and the superstitious tradition of tossing salt over one’s shoulder stems from these creatures. Mnemosyne snails exist in the cracks between the world, as refugees from another reality. As such, they have a ‘survivor mentality’, justifying any action which defends or advances their race, no matter how vile. Much like The Silence, from Doctor Who, these are a threat which can undermine much of the campaign world, and which have been secretly steering events since centuries ago. MNEMOSYNE SNAIL Medium aberration, Neutral Evil Armour Class 15 (natural armour) Hit Points 27 (6d8) Speed 15ft. Str 10 (+0); Dex 8 (-1); Con 15 (+2); Int 17 (+3); Wis 15 (+2); Cha 18 (+4) Proficiency bonus +3 (doubled for History checks) Skills Arcana +6, History +9, Intuition +5, Perception +5 Senses passive Perception 15 Languages Telepathy (60ft. range) Challenge 5 (1,800 XP) Alien Mind. A creature that attempts to read the thoughts of a mnemosyne snail takes 14 (4d6) damage from the alien nature of their thought patterns. Innate Spellcasting. The mnemosyne snail is a 6th-level spellcaster. The mnemosyne snail's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The mnemosyne snail can innately cast any spells from the sorcerer spell list with the following spell slots (common spells suggested below), without requiring any material components: Cantrips (at will): Acid splash, friends, mage hand, poison spray. 1st level (4 slots): Charm person, ray of sickness, sleep. 2nd level (3 slots): Hold person, suggestion. 3rd level (3 slots): Hypnotic pattern, slow. Memory Slime. Any creature touched by a mnemosyne snail must make a Wisdom saving throw (DC 15) or be affected by a Modify memory effect as if cast at 5th level. A mnemosyne snail that remains in contact with a creature for 10 minutes can affect the target as if the Modify memory effect was cast at 9th level. Salt Vulnerability. Mnemosyne snails are damaged by contact with salt. Merely touching a pinch causes 1d6 points of acid damage, and causes the snail to immediately lose concentration. ACTIONS Engulf. Melee weapon attack: +2 to hit, reach 5ft., one target. Hit: 2 (1d4) acid damage and the target is affected by the mnemosyne snail's memory slime. Adapted from the earlier version of the Mnemosyne Snail, published on 30 March 2018. Loathings are horrendous and unnatural creatures, made by the melding of many living creatures when exposed to an awful unmagical area. They move slowly and in eerie unison, their flesh grown together and their eyes glowing with blue balefire. When alarmed, they moan unnervingly with one breath from many throats.
Hooks:
LOATHING Huge aberration, neutral Armour Class 12 Hit Points 230 (20d12 + 100) Speed 20ft. Str 18 (+4); Dex 12 (+1); Con 21 (+5); Int 6 (-2); Wis 10 (+0); Cha 7 (-2) Proficiency bonus +4 Saving Throws Con +9 Skills Perception +4 Damage Resistances Bludgeoning, piercing and slashing Senses Darkvision 60ft., passive Perception 14 Languages - Challenge 9 (5,000 XP) Many Hands and Many Mouths. Any creature grappled by the loathing has disadvantage on any attempts to escape the grapple. In addition, any creature that starts its turn grappled by the loathing automatically takes damage as if hit by the loathing's bites attack. Osmotic Feast. A loathing that inflicts damage to an unconscious character automatically one additional death saving throw failure (two failures on a hit, or three failures on a critical hit). If the loathing kills a creature, it can absorb the creature's body mass. The loathing increases its current and maximum Hit Points by 1d8 if the creature absorbed is Small or smaller, by 2d8 if the creature is Medium, by 4d8 if the creature is Large, or by 10d8 if the creature absorbed is Huge or larger. Unmagic Aura. A loathing has advantage on saving throws against spells and magical effects, and resistance to damage from spells and magical effects. At the start of a loathing's turn, all spell effects within 10 feet of the loathing are affected by its unmagic. Spells of 3rd level or lower end immediately. For each spell of 4th level or lower, the loathing can roll 1d20 against a DC of 10 + the spell's level. On a successful check, the spell effect ends. ACTIONS Multiattack. The loathing can make three grab attacks, and makes a bites attack on each grappled creature. Grab. Melee weapon attack: +8 to hit, reach 5ft., one target. Hit: 15 (3d6 + 4) bludgeoning damage, and the creature is grappled (escape DC 16). Bites. Melee weapon attack: +5 to hit, reach 5ft., one target which must be grappled by the loathing. Hit: 11 (2d6 + 4) piercing damage and 11 (2d6 + 4) slashing damage. Adapted from the earlier version of the Loathing, published on 24 October 2019. While some Warlocks are gifted a familiar, blade, or tome of secrets, others are given something more... personal. They take on a physical portion of their patron- a scale, a small tentacle, a patch of hair, or a sliver of the patron's heart, implanted into their own flesh. This bonds to the warlock, empowering them physically, and the bond can be strengthened with time and effort.
This is a new Pact Boon option which a Warlock can select at 3rd level when their otherworldly patron bestows a gift upon them for their loyal service. Pact of the Heart Your patron bonds a portion of their own bodily form to your body. When you gain this feature, your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class. Additionally, you have supernatural protection against harm. When you aren't wearing armour, your AC equals 13 + your Dexterity modifier. In addition, add the below options to the list of invocations you can learn. Fortified Heart Prerequisite: Pact of the Heart, 7th level You have strengthened your bond to your patron, and you can call upon their strength to survive attacks that would otherwise slay you. When you finish a long rest, you can choose to benefit from a Death ward effect without expending a spell slot. When this effect has triggered, you can't use it again until you've finished 1d4 long rests. Heart's Bond Prerequisite: Pact of the Heart, 3rd level You have learned to share your strength with others. You learn the Warding bond spell, and can cast it once as a ritual, using spilled blood from both you and the target instead of the material component. You can't do so again without using a warlock spell slot until you finish a long rest. Also posted on Game Masters Stash on 15 December 2021. Ineffables are chaotic spirits formed at the junctions of the Abyss and the Positive Energy plane. They seethe with purposeless growth and riotous energy. Although they are not malicious, they do not understand mortal life's fragility.
In appearance, Ineffables are constantly growing and shifting, manifesting elements of various creatures and objects they have seen recently. Some Ineffables fixate on specific elements that they have grown fond of- orchids, scissors, spiders, bouncy balls, or other random forms- and attempt to adopt aspect of that thing in all their forms. Some wish to experiment with the mortal realm, some wish only to experience it, some experience an unpleasant buzzing from the light, and just want to go home. Hooks:
INEFFABLE Medium aberration (shapeshifter), Chaotic Neutral Armour Class 19 (natural armour) Hit Points 144 (18d8 + 72) Speed 30ft. Str 15 (+2); Dex 19 (+4); Con 19 (+4); Int 25 (+7); Wis 17 (+3); Cha 18 (+4) Proficiency bonus +4 Skills Arcana +11, History +11, Perception +7 Saving Throws Constitution +8, Charisma +8 Damage Resistances Psychic, radiant; bludgeoning, piercing, and slashing damage from nonmagical attacks Senses Truesight 120ft., passive Perception 17 Languages Telepathy 60ft., understand all languages Challenge 12 (8,400 XP) Disturbing Presence. Creatures with a Lawful alignment take 3 (1d6) psychic damage if they begin their turn within 20 feet of an ineffable. Any creature that inflicts psychic damage on an ineffable takes 16 (3d10) psychic damage. Innate Spellcasting. An ineffable's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). An ineffable knows and can innately cast any Sorcerer spell up to 5th level at will, requiring no material components. Any time that an ineffable casts a spell in this way, they trigger a Wild Magic Surge (see the PHB, page 104). An ineffable has advantage on saving throws against any effect created by their own wild magic surge, and resistance to damage from any effect created by their own wild magic surge. An ineffable can hold concentration on two spells at once. While maintaining concentration on two spells, the Constitution saving throw DC from taking damage is 15, or the damage taken, whichever is higher. If an ineffable casts a third spell requiring concentration, they may choose which spell to lose concentration on. If they lose concentration due to taking damage, they lose concentration on all their spells. Regeneration. An ineffable regains 11 (2d10) hit points at the start of its turn, as long as it has more than 0 hit points. Shapeshifting. An ineffable constantly shifts their form, and at the start of their turn, they end any effect that changes their form. ACTIONS Chaotic touch. Melee weapon attack: +8 to hit, reach 5ft., one target. Hit: 3d10 necrotic damage, and the target regains a number of hit points equal to 3d10. A target that has a net result of hit point gain from this touch finds their scars healing over with fresh skin, and small growths of flesh begin to form on them permanently. Adapted from the earlier version of the Ineffable, published on 13 December 2019. It is said that grief does not change you, it reveals you. This can certainly be true in a roleplaying game context- whether missing a beloved NPC, mourning the loss of a favourite character who rolled poorly, or even the loss of another player who has left the table. This should also be seen in NPCs during the game- unlike a pre-programmed video game, NPCs should notice when people they love die, whether that's from a dragon attack, a party of murderhobos invading, or a vile plot.
Here are some plot hooks you can use to spark off an adventure, themed around grief, loss, and mourning. 1 - Denial: “Most men would rather deny a hard truth than face it.” -George R. R. Martin Driven onwards by rage, a friend has passed into death without realizing it, awakening as a revenant to seek vengeance. Bearing horrific wounds, they seek out their friends for aid in locating their enemy. 2 - Anger: "My father was slaughtered by a six-fingered man. He was a great swordmaker, my father. When the six-fingered man appeared and requested a special sword, my father took the job. He slaved a year before it was done. The six-fingered man returned and demanded it, but at one tenth his promised price. My father refused. Without a word, the six-fingered man slashed him through the heart. I loved my father. So naturally, I challenged his murderer to a duel. I failed." -Inigo Montoya, The Princess Bride An NPC asks for assistance in a quest of vengeance against someone protected by legal or illegal means. 3 - Bargaining: “Many that live deserve death. And some that die deserve life. Can you give it to them? Then do not be too eager to deal out death in judgement.” -J. R. R. Tolkien, The Lord of the Rings An NPC has been arrested for their role in a death in a different city or kingdom, and faces extradition under guard. However, other parties are trying to kill them off early. Do they deserve to be protected from these people, and will their crimes warrant the punishment they may face? 4 - Depression: “There are wounds that never show on the body that are deeper and more hurtful than anything that bleeds.” -Laurell K. Hamilton, Mistral's Kiss Facing the loss of lifestyle and happiness resulting from a spouse's death, an NPC begs for help in relocating. This will involve sorting out debts and owed favours that cannot be paid any more. 5 - Acceptance: “Life is a series of natural and spontaneous changes. Don't resist them; that only creates sorrow. Let reality be reality. Let things flow naturally forward in whatever way they like.” -Lao Tzu An NPC long ago sold their soul for power, and their debt has come due. While they have made peace with the time that has passed, they ask the PCs to look after the family they have left behind. 6 - With Great Power...: "You're not just anyone. One day, you're going to have to make a choice. You'll have to decide what kind of man you want to grow up to be. Whoever that man is, good character or bad, he's going to change the world." -Jonathon Kent, Man of Steel A good person dies protecting the PCs or other NPCs from harm, leaving them with a debt to pay. Also posted on Game Masters Stash on 14 December 2021. No-one knows from where this stomach-turning creation hails, only that it seems to have no weaknesses or motivation, and rampages uncontrollably, bringing horrifying death and destruction. Sages theorize that perhaps some kind of anarchist cult unleashed it upon the world, or that some protean demon influenced its creation.
The Ficklewolf is a constantly-changing beast, perhaps twelve feet in height on average. Its form is shifting almost without cease, its body growing claws and tentacles, and splitting and reforming. No accurate description can really be made of the monster, and it has been known to even flow through small openings, its body turning into some sort of liquid-esque form. The body is still made up of bones and muscles, however, and the gruesome noise of its change is unforgettable. Hooks:
FICKLEWOLF Huge aberration (shapechanger), chaotic evil Armour Class 15 Hit Points 200 (16d12 + 80) Speed 40ft. Str 21 (+5); Dex 13 (+1); Con 20 (+5); Int 7 (-2); Wis 14 (+2); Cha 3 (-4) Proficiency bonus +5 Skills Perception +7, Survival +7 Damage Resistances Bludgeoning, piercing, and slashing damage Damage Immunities Psychic Condition Immunities Exhaustion, paralyzed, prone, stunned Senses Darkvision 60ft., tremorsense 10ft., passive Perception 17 Languages None Challenge 16 (15,000 XP) Beast of Destruction. The ficklewolf deals double damage to objects or buildings, and ignores difficult terrain. Magic Resistance. The ficklewolf has advantage on saving throws against spells and other magical effects, and has resistance to damage from spells and other magical effects. Shapechanger. The ficklewolf shifts its form at the start of each of its turns if its hit points are above 0, regaining 20 hit points. Its statistics are the same in each form. The ficklewolf can move through a space as narrow as 1 inch wide without squeezing. ACTIONS Multiattack. The ficklewolf makes four melee attacks, two of which must be bites. Bite. Melee weapon attack: +10 melee, reach 5ft., one target. Hit: 26 (4d10 + 5) piercing damage. Claw. Melee weapon attack: +10 melee, reach 10ft., one target. Hit: 16 (2d10 + 5) slashing damage. Tentacle. Melee weapon attack: +6 melee, reach 15ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage, and the target is grappled (escape DC 16). Adapted from the earlier version of the Ficklewolf, published on 16 October 2019. I thought it might be useful to do a bit of an 'agony aunt' GM column, taking questions I see in the wild or get asked personally (feel free to contribute any in the comments) and provide some useful and insightful answers on the issues involved. For our first question, I harvested this from Reddit's r/DMAcademy, with a question from user /PigeonSouped:
"How do I stop my players from immediately murdering my NPCs for no reason?" "Title says it all. I'm a new DM and my brother asked me to run a campaign for him and some of his friends who haven't played before, online. I'm putting together a loose campaign for them to play to get the hang of the game and learn the ropes. "One of my players (my brother) claims that his character "doesn't like people", and his alignment is chaotic evil. He has literally asked me (ooc) "at what point can I kill them?" after I told him not to point blank try to kill my NPCs for no reason. "I worked really hard on these NPCs; none of them are aggressive (little shopkeepers and folks who run the various little things around town), and I love them a lot - I don't want them to be killed off at first glance just because one of my players wants to be a dick. "How do I combat this?" Well, that's a big question, and one that comes up more often than any of us would like to see. There are a few portions of this, so I'll try to break it down. First, well done on GMing a game for the first time! That's a big step, and a really useful role to have. As a GM, you'll rarely find yourself short of players, and there will be a lot demanded of you, but there's a lot of joy to be found in the role to pose great challenges for your friends, and to tell and share stories. As a writer and creator, it can be really hard to put together a plan and watch it all go to pieces. There's a piece of writing advice attributed to Nobel Prize-winning laureate William Faulkner, which is "kill your darlings". He meant it as a method of stripping away all the little bits you love that don't tell your story, but in our medium of second-person fantasy storytelling, it can also be taken as letting that those things you love which you've created, be exposed to danger. I appreciate that you've put effort into crafting a whole town of NPCs and shopkeepers, but once they hit 'contact with the enemy', you can't easily control what happens to them. Whether that's an arrow going astray in the middle of a battle, or a band of murderhobos rampaging through town, once you've made something, you have to be ready for it to be destroyed in the context of the story you're telling. This is something I struggle with as a 20-something year veteran GM, too- making lasting decisions that can entirely destroy or rewrite something that you've put effort into is really hard. But it's a skill that you need to embrace as you tell more and more stories- there have to be casualties and collateral damage, or your stories won't feel like they land. It sounds like the second problem here is your players. It feels like your brother, at least, is taking the "your characters can do anything you want them to" concept to the extreme, and thinking that that won't have consequences. Especially since you mentioned that you've already point-blank asked him not to kill them all and he seems to have refused or tried to find a way around that. For first-time players, this is not going to give them a good idea of what to expect in a game of D&D, and they're likely to pick up on the tension at the table is your brother is raring to kill some helpless folk, and you're desperately trying to protect what you've crafted. Often, the best way to avoid this is to hold what's called a 'session zero' so that the players (which includes you!) can discuss what their expectations are, and any issues you'd like to avoid or confront, where you can. In this instance, telling your players that you'd like them to be what you'd consider "standard fantasy heroes" - people who can at least get along to a degree, and aren't kill-crazy murderers with an evil alignment. If your players aren't willing to play along those guidelines, maybe you can compromise- whatever happens to your town and beloved NPCs in this game might be just a 'bad dream' that you can reset from, or you could use it as some kind of past event, and the next time you use the town might be some time down the road, with scars on the inhabitants and burned-down buildings dotting the landscape. This lets you keep moving forward, inventing some new NPCs who have moved into town, taken on new roles, or taken advantage of events to change. If you keep moving forward like this, it's also good practice in writing, and being able to adapt your plans to deal with the events your players bring up. You can beef up the guards of town or have some skilled bounty-hunters hanging around, but this doesn't solve the problem, so much as cutting it off, and that means that it'll likely frustrate your brother and maybe escalate some of his actions. This could have a flow-on effect to the other players - you don't want to stop someone having fun, but it sounds to me like that kind of game is not your idea of fun, and you're a player too. What's really at stake here is that it sounds like your expectations and your brother's aren't on the same level. I'd recommend having a heart-to-heart with your brother to discuss this idea, and especially to talk about the idea of providing a good experience for completely new players, and giving you a break as a first-time GM. For a one-off game, I'd also recommend either using pre-generated characters which have basic personalities and some links to one another, or everyone building their characters together (which is more fun, but can take up a lot of time for a single session). Either of these means your players have an expectation of working together, and not being evil-aligned, which can be really hard to work with for first-time players, and a first-time GM. See how these ideas work for you, and if you have any ideas of your own, feel free to let us know in the comments! Also posted on Game Masters Stash on 11 December 2021. The Lords of Night are a powerful race, and although many are only spawn, those who survive their first few decades becomes the aristocracy of the undead. With some degree of control over their animalistic rage, and the patience and confidence of eternal life, these vampires, known as Courtiers, are powerful and incredibly dangerous monsters. With a court of such creatures a 'true' vampire can bring ruin to empires and usher in age of blood and darkness.
VAMPIRE COURTIER Medium undead, lawful evil Armour Class 16 (breastplate or natural armour) Hit Points 113 (15d8 + 45) Speed 30ft. Str 18 (+4); Dex 18 (+4); Con 17 (+3); Int 16 (+3); Wis 14 (+2); Cha 16 (+3) Proficiency Bonus +4 Saving Throws Dex +8, Wis +6, Cha +7 Skills Intimidation +7, Perception +6, any one other skill (proficiency bonus +4) Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Senses Darkvision 60ft., passive Perception 16 Languages the languages it knew in life Challenge 10 (5,900 XP) Regeneration. The vampire courtier regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire courtier takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire courtier's next turn. Spider Climb. The vampire courtier can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses. The vampire courtier has the following flaws: - Forbiddance. The vampire courtier can't enter a residence without an invitation from one of the occupants. - Harmed by running water. The vampire courtier takes 20 acid damage if it ends its turn in running water. - Stake to the heart. If a piercing weapon made of wood is driven into the vampire courtier's heart while the vampire courtier is incapacitated in its resting place, the vampire courtier is paralyzed until the stake is removed. - Sunlight hypersensitivity. The vampire courtier takes 20 points of radiant damage when it starts its turn in sunlight. While in sunlight, it takes disadvantage on attack rolls and ability checks. Mastery. Each vampire courtier has decades, if not centuries, of experience. Each chooses one strain of mastery from the list below, gaining the listed benefits. - Arcane expert. The vampire courtier has studied the spellcasting arts extensively, delving into forbidden secrets and rituals. They gain the Arcana skill at a skill bonus of +7, in addition to being a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The vampire courtier has the following wizard spells prepared: Cantrips (at will): Friends, message, prestidigitation, true strike. 1st level (4 slots): Magic missile, shield, thunderwave. 2nd level (3 slots): Darkness, levitate, misty step. 3rd level (3 slots): Counterspell, fear, sleet storm. 4th level (3 slots): Blight, phantasmal killer, wall of fire. 5th level (2 slots): Modify memory, telekinesis. - Nightblade. The vampire courtier has spent years studying secrecy and shadow, honing their skills as a hunter. The vampire courtier adds the Stealth skill at a skill bonus of +8, and gains the following ability. Sneak Attack. Once per turn, the vampire courtier deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the vampire courtier that isn't incapacitated, and the vampire courtier doesn't have disadvantage on the attack roll. - Warrior elite. The vampire courtier has waged wars and bathed in blood. Their mastery of weapons and combat is unparalleled, and their fury is mighty. The vampire courtier adds 1 to their Armour Class, and increases the base damage of all listed attacks by 3. In addition, their rapier or longsword attacks are made with advantage. ACTIONS Multiattack. The vampire courtier makes two attacks, one of which can be a bite attack. Rapier or Longsword. Melee weapon attack: +8 to hit, reach 5ft., one target. Hit: 9 (1d8 + 4) piercing or slashing damage. Unarmed Attack. Melee weapon attack: +8 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. Instead of dealing damage, the vampire courtier can grapple the target (escape DC 16). Bite. Melee weapon attack: +8 to hit, reach 5ft., one willing creature, or a creature that is grappled by the vampire courtier, incapacitated, or restrained. Hit: 7 (1d6 + 4) slashing damage plus 10 (3d6) necrotic damage. The target's maximum hit point total is reduced by an amount equal to the necrotic damage taken, and the vampire courtier regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn, under the vampire courtier's control. Also posted on Game Masters Stash on 10 December 2021. Those who have heard of the terrible Talisman of Ultimate Evil might know of its power, allowing the wielder to open up a flaming rift below their target and hurl them into the earth. Even fewer know of the the fate of the once-proud city of Rezada, which was banished into the depths of the earth centuries ago. Although most of the smaller buildings were shaken apart and destroyed entirely, the main castle survived in a shattered form.
Some decades ago, a clan of dwarven Forgelighters, venturing into the Underdark in search of lost clanholds, came across Rezada. They reported being started by the ruined human castle in a clearly unnatural cavern, its spires embedded in the cavern's roof. The darkened windows were haunted by terrible cries of the damned, and the clan chose to beat a hasty retreat, pursued in the darkness by pale and screeching figures with filthy talons and teeth. Those who survived reported of their bizarre find, and lamented the loss of their beloved kin. How you can use Rezada, the Fallen City, in your games: - Whatever unknown curse once befell Rezada has targeted another city, hundreds of years later. The player characters must venture through dozens of miles of pitch-black tunnels to reach the fallen city and discover what clues they can find as to the source of the curse. - Following the instructions of the dwarven Forgelighters, explorers might be startled to discover that the castle has now become known as the Redoubt of Sorrow, haunt of the ghoul-king Choktog the Hunter! What seemed like a simple exploration might become a terrible trap led by a wily and cruel lord. - Recovering some relic left by the slain dwarven Forgelighters could be an epic journey in itself. Perhaps an artifact of the ancient dwarven people, carried to assist in recovery of lost clanholds, was lost in the darkened tunnels. Those dwarves faithful to the traditions of their people might accompany an armoured vanguard to recover the relic, although perhaps not all members of the caravan are so earnest in their quest? Also posted on Game Masters Stash on 9 December 2021. A mystical merchant who travels the realms searching for the finest deals and opportunities, Oluronin's Arcane Exchange is a shop that can appear anywhere, even within a dungeon. The titular Oluronin, a canny and personable fellow, is willing to chase down opportunities he hears of, and trades in rare and magical items. Here are some of the goods he might have available, or might offer for a particular item which your player characters possess:
1 - Censer of Censure: This brass censer can be filled with incense and, when lit, floats in mid-air, moving around slowly in a 10-foot radius from the owner and filling the air with thick, sweet-smelling smoke. Once per day as an action, an attuned owner can surreptitiously select a creature within 20 feet and the censer will circle around that creature for 1 minute. The creature gains half cover, but also gains the poisoned condition for the duration. At the end, the censer drops to the ground and the smoke dissipates. 2 - Containment Jar: This gold-inlaid glass jar comes with a warded lid. By holding the jar and spending a reaction when a creature that the owner can see casts a spell within 60 feet, they can cast Counterspell. The jar is then filled with roiling, violent magical energy and seals itself. By unsealing the jar or shattering it as an action, the counterspelled spell is then released, with the jar counting as the target. 3 - Orb of Pondering: This cursed orb looks and acts exactly as an ordinary Crystal ball. However, each time it is used, the user must make a Wisdom saving throw (DC 17). On a successful save, the orb functions normally. On a failed save, the user instead becomes Charmed by the orb and will gaze at it until interrupted by an outside source, ignoring even the need for sleep or food. 4 - Wand-Polishing Wax: This small tin contains a wax made from a combination of manticore oil, powdered diamond dust, and giant bee wax. The tin contains 6 charges of wax. When used to polish a magical wand during a short rest, using the spell from the wand lowers the wand's maximum number of charges by 1, but the saving throw DC of spells used from the wand increases by 1. 5 - Robe of Safety: This magical robe includes detailed gold piping and embroidered sigils of warding. The wearer has resistance to damage from their own spells, which is applied after a saving throw, if applicable. 6 - Pocket Watch of Chronurgy: This brass clockwork pocket-watch hangs on a chain, and its face bears a tiny starry sky made with glinting diamonds. The watch has three charges, and as an action, the wearer can spend one charge to use either Haste or Slow. The watch regains 1 charge at dawn. Also posted on Game Masters Stash on 8 December 2021. These angels, wrapped in resplendent gold and empowered with the vengeful voice of a deity themselves, are dispatched only on missions of the direst import. When roused to anger, they often resemble a cloud forged of pure light and golden blades, and when they return to the Heavens, they spend their times chained in meditative silence. It is said that only a trio of these angels were ever built, and shared between the deities of the pantheon. Although they are forged of celestial essence and mighty warriors, these archons are brutally single-minded in their pursuit of their goal. Some have even been known to be tricked into performing deeds of great destruction by silver-tongued devils looking to spare themselves.
INTERVENTION ARCHON Large celestial, lawful neutral Armour Class 22 (natural armour) Hit Points 250 (20d10 + 140) Speed 40ft., fly 120ft. Str 25 (+7); Dex 22 (+6); Con 25 (+7); Int 14 (+2); Wis 20 (+5); Cha 20 (+5) Saving Throws Con +13, Wis +11, Cha +11 Skills Athletics +13, Intimidation +17 Proficiency Bonus +6 Damage Resistances bludgeoning, piercing, and slashing Damage Immunities radiant Condition Immunities Charmed, exhaustion, frightened Senses Truesight 120ft., passive Perception 15 Languages all, telepathy 120ft. Challenge 17 (18,000 XP) Angelic Righteousness. The intervention archon's weapon attacks are magical. When the intervention archon hits with a weapon attack, it deals an additional 3d8 radiant damage and 2d8 slashing damage (included in the attack). Blade Form. As an action, the intervention archon can transform itself into a cloud of magical blades from 5 to 20 feet in radius. The cloud provides three-quarters cover for any attack passing through it, and the cloud itself is difficult terrain, although it maintains the intervention archon's statistics. When a creature enters the cloud for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw (DC 20). On a failed save, the creature takes 6d10 slashing damage and 3d10 radiant damage. On a successful save, the creature takes half as much damage. The intervention archon can maintain this form for as long as it wishes, and can transform back as an action. Each time it transforms in this way, the intervention archon heals 20 hit points and is freed from any curse, disease, poison, blindness, or deafness, as well as from being grappled or restrained. Innate Spellcasting. The intervention archon's spellcasting ability is Charisma (spell save DC 19). The intervention archon can innately cast the following spells, requiring no material components: At will: Detect evil and good, divine word. 1/day each: Mass suggestion, power word heal, power word kill, power word stun. Magic Resistance. The intervention archon has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack. The intervention archon makes two greatsword attacks and one wing buffet attack. Greatsword. Melee weapon attack: +13 to hit, reach 5ft., one target. Hit: 25 (4d8 + 7) slashing damage plus 13 (3d8) radiant damage. Wing Buffet. Melee weapon attack: +12 to hit, reach 10ft., one target. Hit: 19 (3d8 + 6) slashing damage plus 13 (3d8) radiant damage, and if the target is Large or smaller, it is pushed 10 feet in a direction of the intervention angel's choosing. Also posted on Game Masters Stash on 7 December 2021. Stories tell of a remote keep that has recently built a new tower, one that bears a beacon that burns with balefire. This beacon sweeps around slowly, visible for several dozen miles, and burns images into the brains of those who see it, causing them to falter, act unpredictably, and become mad, falling on each other with violence. Those who have survived its terrible glare call this the Demon Beacon.
A nearby lady is concerned about the effects of this tower on her territory nearby, and is willing to offer a purse to those brave souls who would dare investigate. Effects of the Demon Beacon: The demon beacon's great green light washes over the area surrounding the keep, illuminating a cone 35 miles long and hundreds of feet wide at its furthest distance. It makes a full revolution once per hour (moving about 4 miles per hour at its furthest extension, and considerably faster the closer you get to it). Those who do not find cover or avert their gaze, becoming blinded while the beacon's light is upon them, must make a Charisma saving throw (DC 11) or gain a short-term madness (DMg, page 259) for 1 minute or until the beacon's light has moved off them. For each time that a creature fails this saving throw, the save DC of the demon beacon permanently increases by 1, manifesting as an obsessive desire to see into the heart of the light. Those who choose to stare full into the beacon must make a Charisma saving throw (DC 15) or gain a long-term madness for 1d10 hours, and during this time, their alignment shifts one 'step' towards evil. What has caused the Demon Beacon? - The beacon might be the result of a reclusive band of cultists, trying to bring their patron into the Material realm by causing corruption and madness on an immense scale. If so, the cultists, and the machinery responsible for this terrible beacon, must be destroyed. - The beacon might be only the side effect of a wizard's study into the Far Realm. Perhaps they are attempting to rescue a companion lost in that terrible place of madness, and shunting its energies outwards is the only thing keeping them sane enough to keep on trying. - The tale of Kroft, the Industrious Rogue, includes an awful aside that tells of the fear and madness that some extraplanar beings can produce when tormented. Perhaps a band of zealous templars have invented new and terrible ways of torturing some kind of demon, in the hopes that they can learn its secrets, convert it, or produce some other effect from it. Whatever their reasons, the effects on the countryside around cannot be accepted, and the Lady of the region is happy to sign a warrant for their arrest or executions. Also posted on Game Masters Stash on 4 December 2021. In the shady streets, people grow up quick and often take to violence. Adventurers might run across these folk during their journeys, either as antagonists or accompaniment. Here are a few levelled NPCs that can be used in your games as members of a crime gang, amateur assassins, or friends in a fight.
Alleyrats are usually young or very inexperienced, but make effective thieves. While they might try to hold their own in a scrap, they're easily overwhelmed by the presence of weapons, and will likely flee. ALLEYRAT Medium humanoid (any race), any alignment Armour Class 12 Hit Points 4 (1d8) Speed 30ft. Str 9 (-1); Dex 14 (+2); Con 10 (+0); Int 11 (+0); Wis 8 (-1); Cha 10 (+0) Proficiency bonus +2 Skills Acrobatics +4, Perception +1, Sleight of Hand +4 Senses passive Perception 11 Languages Common, foul language Challenge 1/8 (25 XP) ACTIONS Unarmed strike. Melee weapon attack: +1 to hit, reach 5ft., one target. Hit: 1 bludgeoning damage. Light Fingers. The alleyrat can make a Sleight of hand check against a target within 5 feet, opposed by the target's passive Perception. If successful, the alleyrat takes one item of jewellery or a coinpurse containing up to 20 coins, and then takes a Disengage action. A cutthroat is someone up-and-coming in a criminal enterprise, someone with a bit of skill in fighting and some training in sneak attacks. Any crime-boss is likely to have a few nearby, even while in an inn or CUTTHROAT Medium humanoid (any race), any alignment Armour Class 13 (leather armour) Hit Points 18 (4d8) Speed 30ft. Str 12 (+1); Dex 15 (+2); Con 11 (+0); Int 11 (+0); Wis 10 (+0); Cha 10 (+0) Proficiency bonus +2 Skills Perception +2, Stealth +4 Senses passive Perception 12 Languages Common, Thieves' Cant Challenge 2 (450 XP) Sneak Attack. Once per turn, the cutthroat deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or the when the target is within 5 feet of an ally of the cutthroat and the cutthroat doesn't have disadvantage on the roll. ACTIONS Multiattack. The cutthroat makes two dagger attacks. Dagger. Melee weapon attack or ranged weapon attack: +4 to hit, reach 5ft. or range 20/60ft., one target. Hit: 4 (1d4 + 2) piercing damage. A knife fighter is someone who has specialised in fighting with daggers. Some are duellists, while others are bravos who fancy themselves swashbucklers. They are fast, jumpy, and eager to get in a fight, but wear no armour and are fragile. KNIFE FIGHTER Medium humanoid (any race), any alignment Armour Class 14 Hit Points 28 (8d8 - 8) Speed 30ft. Str 12 (+1); Dex 18 (+4); Con 9 (-1); Int 12 (+1); Wis 9 (-1); Cha 8 (-1) Skills Acrobatics +6, Deception +1, Intuition +1, Stealth +6 Senses passive Perception 9 Languages Common, Thieves' Cant Challenge 3 (700 XP) Sneak Attack. Once per turn, the knife fighter deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or the when the target is within 5 feet of an ally of the knife fighter and the knife fighter doesn't have disadvantage on the roll. ACTIONS Multiattack. The knife fighter makes three dagger attacks. Dagger. Melee weapon attack or ranged weapon attack: +6 to hit, reach 5ft. or range 20/60ft., one target; Hit: 6 (1d4 + 4) piercing damage. Dirty Trick. The knife fighter makes a Dexterity (Deception) check at +6 against a target within 5ft., opposed by the target's Wisdom (Intuition) roll. If successful, the knife fighter makes one dagger attack against the target immediately, with advantage. Also posted on Game Masters Stash on 3 December 2021. Coming up with original and culturally-themed names for locations can be a bit tricky sometimes. Whether you jump on your favourite name generator site and whip something up, jumble together some random syllables, or just pick a noun and slap "-ville" on the end, if you want things to sound consistent, you can build up some good naming conventions for what you're doing. If you look at the real world, these naming conventions have been built up by the cultures that have inhabited the area, and if you lean on these, it means you can use shared cultural assumptions to name a place something that sounds 'right', whether or not it is.
Looking at the areas of the United Kingdom that were once ruled by the Roman Empire, the names of many places go all the way back to Roman naming conventions. Here are a few, with examples, and their meanings, and ways you could incorporate them into your game: -bury or -borough (Avebury, Glastonbury, Edinborough): This meant a fortified enclosure, in Old English. Places with names like this might have wooden or stone palisades, or if the name is old, there might be an 'inner city' that was once the fortified area. -caster, -cester or -chester (Lancaster, Worcester, Rochester): Denotes a castle, from Latin. This might have been a single keep, or a larger castle. -ford (Bradford, Stafford): The place has a ford that crosses a river. These areas might be built around or on a large bridge. -ham (Buckingham, Tottenham): This comes from Old English, and means 'farm' or 'homestead. A town with this sort of name might have an extensive farming region. -hay (Cheslyn Hay): Actually refers to a hedge growing around an area, so it might be a large farm or estate, or might be some kind of Druidic enclave. -ington (Walmington): Refers to the people of a village. Likely to have been settled and grown from a small group of settlers and named for them. -mouth (Plymouth, Portmouth): Denotes a town at the mouth of a river, on the coast. -shire (Yorkshire): Denoting a larger region ruled by a Count. Likely to be a few towns or the region around a larger city. -stead (Hampstead): Means 'place' or 'enclosed pasture'. Something like this is likely to be a rural region. -ton (Brighton, Everton): Meaning 'estate'. Possible the domain of a noble family. -ville (Farmville, Shelbyville): From Norman settlers, meaning 'village' but earlier used to mean 'farm'. Again, likely to be rural. -wich (Droitwich, Norwich): Came from settlements with extensive trade and production of goods. Also posted on Game Masters Stash on 2 December 2021. This longsword was forged in secret by a vile lich, and placed in a trap-filled vault, with rumours spread that this was the only weapon that could overcome him. Hundreds of years later, a teenage hero rose, destined to defeat the lich. The hero, their town laid to waste and their family slain, assembled a rag-tag band of companions and made a raid on the lich's vault. Emerging victoriously armed with the Fabled Blade of Flame, the hero forged an unlikely alliance between outcasts and exiles, and led the kingdom in battle against the lich. He walked to the gates of the lich's keep and challenged him to honourable combat. The lich emerged, and slew the hero in a single blow with his vorpal sword.
However, the alliance which the hero had forged managed to overcome and destroy the lich, ironically leading to his ultimate downfall. The Fabled Blade of Flame was looted from the battlefield, passing from hand to hand for many years. THE FABLED BLADE OF FLAME Unique magical weapon (longsword), requires attunement The handle of this weapon emits a blade of pure flame when held in one or more hands. You gain a +3 bonus to hit and damage with this magical weapon. Its base damage is 3d6 fire damage instead of 1d8 slashing, or 4d6 fire damage if wielded with two hands. The wielder can cast Fire bolt as an action (5th-level caster). However, as the sword is cursed to betray its wielder and has no physical substance, it cannot be used to parry. The wielder has vulnerability to damage from melee attacks, and if the wielder is not using a shield or other weapon, melee weapon attacks against the wielder are made with advantage. Also posted on Game Masters Stash on 1 December 2021. |
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