Masks perform a variety of different cultural and religious functions, whether these allow an actor or to portray an important role as a recognizable character or archetype, to hide the identity of the wearer for criminal or social purposes, or to protect against airborne diseases. In a fantasy milieu, it is not surprising that some would even be enchanted or have special qualities. Here are some that might exist in your game:
1. Mask of the Intruder: This wooden mask displays a wide heart-shaped face with eyes of polished black stone. Those who wear it avoid notice and evade attacks. This mask has 5 charges, and when donned as an action, the wearer is protected by a Sanctuary spell (saving throw DC 11) for one minute. The mask regains 1d2 charges at midnight each night. 2. Mask of the Berserker: This mask features a wide shovel-like jaw crammed with jagged teeth, and stirs the heart of the wearer to aggressive action. While worn, the wearer can add their proficiency bonus on Initiative rolls and to Intimidate checks. 3. Mask of the Maiden: This mask has an elongated and smooth androgynous face with long, silvery hair and a slight pout. The mask has 5 charges. While worn, the wearer can use one charge as a reaction when targeted by a spell or other magical effect to gain advantage on the saving throw. When the final charge is expended, the mask's hair crumbles into dust, and the mask shifts into a permanent sneer and has a sagging, aged appearance, losing its protective qualities. 4. Mask of the Hero: This mask has dramatic asymmetrical markings such a star or lightning bolt over one eye, often in a shocking colour or metallic adornments. The mask has 3 charges. When reduced to 0 hit points, or when the wearer fails a saving throw, the wearer can spend a charge as a reaction to instead drop to 1 hit point, or to reroll the saving throw. When all of the mask's charges have been expended, or if the wearer betrays their morals, the mask cracks apart at its marking and loses its qualities permanently. 5. Mask of the Fool: This asymmetrical mask often features a grinning face from one direction and a tragic face from the other direction. While worn, no matter what the wearer says, magic or effects that would determine whether the wearer is telling the truth indicates that the wearer is being truthful. 6. Mask of the Moon: A silver-leafed mask in the shape of a round moon, this mask represents wisdom and the passage of time. The mask has 4 charges. As an action, the wearer can spend one charge to cast Haste or Slow (saving throw DC 12). As each charge is used, the moon's phase shifts, becoming more shrouded in darkness. The mask regains all expended charges when the moon becomes full. 7. Mask of the Sun: This mask, covered in gold leaf, has radiant sunbeams and features a face split by a beatific smile. It represents renewal and truth. The mask has 3 charges. While worn, the wearer can spend one charge as an action to cast Daylight (centred on the mask) or Zone of truth (saving throw DC 12). The mask regains one use at dawn each day. 8. Mask of the Chaperon: This plain, round-faced mask has rosy cheeks and a simple appearance, worn to denote a hero's companion. The mask has 5 charges, represented by freckles on the mask's cheeks. While the mask is worn, the wearer can cast Warding bond by spending one charge. While the bond is active, the wearer can spend one charge as a reaction when the target of the bond is the target of a melee weapon attack, to teleport up to 50 feet to a space adjacent to the target, and to become the target of the attack instead of the original target. The mask regains one charge each morning at dawn. A Haruspex is one who divines the future from the entrails of animals, in a gruesome practice known as haruspicy. These gory shamans use their magical talents and control of nature to protect their interests and to bring bloody ruin to their enemies. Some say they have surrendered something of their humanity to become something more. Whatever their origin, they are menacing foes and eerie allies.
Hooks:
HARUSPEX Medium humanoid (any race), usually chaotic neutral Armour Class 12 (leather armour) Hit Points 58 (9d8 + 18) Speed 30ft. Str 11 (+0); Dex 12 (+1); Con 14 (+2); Int 9 (-1); Wis 21 (+5); Cha 16 (+3) Proficiency bonus +3 Skills Medicine +8, Nature +2, Perception +8 Senses passive Perception 18 Languages Druidic plus any other two languages Challenge 6 (2,300 XP) Spellcasting. The haruspex is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The haruspex can cast the following druidic spells: At-will: druidcraft, guidance, thorn whip, vicious mockery 2/day each: call lightning, conjure woodland beings, hallucinatory terrain 1/day: evellerecor Vicious Insight. The haruspex can cast divination as a ritual up to once per month, requiring the fresh body of a humanoid creature. ACTIONS Filthy claws. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 2 (1d4) slashing damage and 3 (1d6) poison damage. The target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. Inspire Cult (Recharges after a Short or Long rest). For 1 minute, the haruspex can utter ritual incantations and warnings whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or saving throw. The creature can add a d4 roll provided it can hear and understand the haruspex. A creature can only benefit from one inspire cult die at a time. This effect ends if the haruspex is incapacitated. Your patron is a mighty creature, possessed of incredible arcane and elemental secrets. This patron has generously shared a little of their power with you through some form of bargain, whether this involves homage, gifts of treasure of magical secrets, or sometimes even guardianship of the patron's lair or hatchlings. Some dragon patrons are capricious, while others are paranoid or benevolent overlords. While some of these dragon overlords are ancient drakes, some are only young, and have found eldritch ways to share and gather power with their warlock servants.
Expanded Spell List The Dragon Overlord grants you knowledge of additional spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Spell Level 1st: command, feather fall Spell Level 2nd: barkskin, enlarge/reduce Spell Level 3rd: aura of vitality, protection from energy Spell Level 4th: dominate beast, stoneskin Spell Level 5th: dominate person, legend lore Elemental Affinity When you choose this patron at 1st level, you gain affinity for one type of energy from the following list: acid, cold, fire, lightning, or poison, based on the dragon with whom you have made your patron. Several of your class features will rely on this energy. Once chosen, this type cannot change, unless you make a pact with a different type of dragon. If you know the eldritch blast cantrip, when you cast this spell, you can choose to change the damage type to your energy type instead of force damage. If you do, all of the beams deal the same type of energy. Frightful Presence Starting at 1st level, your patron bestows on you the ability to project the fearsome supernatural power of a dragon. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throw are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest. Energy Mastery From 6th level, you can choose to transform the energy of some of your warlock spells into the energy of your dragon patron. When you cast a warlock spell that deals damage, you can choose to change the damage type to your energy type instead of the spell's normal damage type. If you do, all of the damage is changed to the same type. You can use this feature a number of times equal to your proficiency bonus, and all expended uses are refreshed when you finish a short or long rest. Energy Resistance Also from 6th level, you gain resistance to your patron's energy type, and have advantage on saving throws against spells and other effects of that energy type. Draconic Resilience From 10th level, your patron can lend you a fraction of their vitality for a moment, shielding you from harm. As a reaction when you are hit by an attack or fail a saving throw against an effect that causes damage, you can call upon your dragon overlord's resilience. You have resistance to all of the damage dealt by the effect, and if this attack would reduce you to 0 or fewer hit points, you can drop to 1 hit point instead. You can't use this feature again until you have finished a long rest. Overlord's Might From 14th level, you gain the ability to conjure an apparition resembling your dragon patron, which breathes forth a turmoil of magical energy. As an action, choose a point you can see within 60 feet of you. All creatures within a 10-foot radius of that point must succeed on a Dexterity saving throw against your warlock spell save DC. Targets take 12d8 damage of your patron's energy type on a failed save, or half damage on a successful one. Once you use this feature, you can't use it again until you have completed a long rest. "The maester and his students were due back three days ago, and we have to leave! Do what you can to find them and bring them back!"
An adventure seed for characters of approximately 4th-6th level. Arriving at the base camp, on the foothills of the smoking Mount Winderval, you have had time to reflect on the journey that brought you here. You have travelled in search of Maester Weir, an elven sage, and his students who came to study the mighty volcano in the weeks before its eventual eruption. Already, smoke thickens the sky above, and streams of radiant magma drip from the high peaks. The villages and towns within a week's travel have evacuated to safer lands for the next few weeks or months, and you have been tasked with finding the maester before the volcano's eruption. Base Camp The base camp itself is deserted, the canvas tents cracking and flapping in the hot, thick winds. The expedition's wagon is clearly missing, and with some survival skills, you can tell that the wagon headed up the mountain along one of the trails. The ash fall makes it hard to track, although you can tell that it travelled some time ago. In the abandoned tents, several journals can be found, wrapped in wax-paper and weighed down with stones. They tell of Maester Weir's intense study of the volcano, and his discovery of the Nurn Khaldur ruins, a little further up the mountain, as well as the location of the Coalrain Mine, designated as the team's rendezvous point if anything went wrong. The foothills themselves can also be explored. Foothills The regions around the volcano show signs of ancient lava-flow, long since hardened over centuries. It looks like there may once have been villages closer to the mountain, as well as roads crossing the plains, but only traces of them remain. A hungry Manticore, most of its prey fled to escape the imminent eruption, will prey on adventurers spending too long in the open. Coalrain Mine This ancient diamond mine played out its seam decades ago, and has been abandoned for some time. The doorway has been disturbed, and scrape marks can be seen in the ash. A small cache of crates can be found just inside the door, as well as ashy footprints leading further into the mine. There, more bedrolls can supplies can be found, as well as one of the Maester's students- a young scholarly expert named Beringin. He is terrified, but relieved if things can be explained to him. He says he's heard whispers and seen spirits emanating from a lava flow deeper within the caves. He says he fled after the Maester wanted to lead the other students further up the volcano from the temple ruins, and has been waiting for them here desperately. If persuaded, he will leave, and meet any other survivors further away. Deep in the mine, six Magmins can be found, gleefully incinerating all the rock they can find and reshaping it to their desire. If vanquished, the magma they have created sloughs off a few raw chunks of diamond, able to be broken free and turned into nearly 1,000 gp worth of cut diamonds, with some skilled work. Nurn Khaldur ruins This ruined temple of glossy black rock juts from the side of the mountain about halfway up its slope. Its walls are heavily worn, and many of the stones have tumbled down. The ash here is thick on the ground, easily an inch or two and powdery like soft snow. The air is thick and smoky, but able to be breathed. The ground shakes violently every hour or so, causing most people to be knocked prone. The expedition's wagon can be found outside, the harness straps slashed and the mules long since fled. Within the temple, recent traces show that the Maester and his students were taking rubbings of some of the wall reliefs, and a few more journals have been wrapped and left outside the central hall. These journals are written by Orpah, one of Maester Weir's students, and detail the Maester's fireside chat one night where he disclosed his own history- he was born in one of the villages directly below the volcano centuries ago, and only barely survived the lava flow that killed everyone else in the village. They speak of his driving desire to climb the volcano's peak and meet the 'imprisoned empyrean spirit' that has caused its violent rumbles and lava flows, as well as his promise they if they can reach the right point, they will be safe from the volcano's eruption. Within the main hall, there are about thirty terracotta statues, many fallen and shattered by the temple's rumbles. The wall reliefs here depict a vast humanoid figure beneath the mountain, and a building that looks much like this temple, but atop the very edge of the volcano. They show a person being pushed from the edge into the caldera, and the figure below resting again. Accidentally pressing on any part of the figure animates the terracotta warriors as a dozen suits of Animated Armour, which will attack intruders. In ancient times, these would have been deactivated by ritual words, but only careful study of the reliefs and knowledge of arcana might reveal this word now. Magma Fields Attempting to climb further up the mountain means crossing the magma fields, where the smoke is thick and choking, as well as the ground being lit by massive rivers of glowing lava. A trio of Magma Mephits, a pair of Smoke Mephits, and a Salamander which have crossed the planes makes their home here, splashing happily in the dense liquid. They attack those who cross their territory and attempt to head upslope. Upper Slopes Reaching this area will be a trek through intensely hostile territory- not only up a mountain slope in belching volcanic smoke, but also intense and exhausting heat. Characters travelling this high should be forced to make at least two Constitution saving throws, with each failure conferring a level of exhaustion. Resistance to fire damage, and useful survival skills, grants advantage on one of each of the saving throws. The ground continues to shake, the tremors growing stronger and more frequent. It is clear that the volcano is in imminent danger of full-blown eruption, and that continuing will be intensely dangerous. Kagh Baduhr ritual site At the volcano's very peak, the heat is like standing next to a blast furnace, and the air is thick with ash. An ancient temple can be found overlooking the roiling caldera, built of the same angular black stones as the previous ruin. More of the terracotta warriors are arrayed guarding the doors as if against intruders, four per door, and violently resist any efforts to enter. The temple itself is strangely whole and free of ash and damage. Within the ritual site, a wide gallery open to the elements can be found. Maester Weir, his skin covered in ash and his face streaked with clay adornments, is deep in the throes of some ritual. His students are huddled, starving and terrified, and tell that he will not let them leave. Although he promised to make them safe, he has clearly gone mad, and says he needs to sacrifice all of them to free the spirit beneath the mountain and make the entire region safe. At this point, Maester Weir, who has become an Embermage, turns on the party and decides to add them to his sacrifice, too. He and the three Magma Mephits he has called launch an all-out attack, hoping to slay them and cast their bodies into the caldera as offerings for Prometheon, a primordial spirit vanquished and sealed away during the Titan Wars. Only then can this region be free of the empyrean's struggles against his binding. If Maester Weir is vanquished, the clock begins ticking, and the PCs and the surviving students will have to flee the volcano as its fury begins to vent. Escape Fleeing the volcano's slopes will be no less dangerous than its ascent, and periodic checks against the oppressive heat, magma flows, and tumbling boulders launched by the eruption. Escaping the mountain's immediate vicinity halts the immediacy of the danger, however. The volcano continues its eruption over the course of the next month, bringing smoke and ash across half the continent and smothering the nearby valleys in molten rock again. However, if you prefer, the Empyrean Prometheon might actually loose his bindings and slip free for some time to threaten cities nearby, or hide away to become a danger again later. That's all up to you! Standing nine feet tall with broad shoulders and a scarred, wolflike face, Drozgokath is one of the most feared devils of the Nine Hells. He wears the skin of a legendary lion of the Outlands atop his shoulder, and is clad in armour forged in Mechanus of the finest mithril. Drozgokath walks with a predator's confidence, and utter confidence in his skills. In the Nine Hells and beyond, Drozgokath is feared as one of the most dangerous and insightful of his kind- lawyers.
Yes, Drozgokath is an expert at law- all of them. From multiversal cross-jurisdictional interaction to simple contract nuance, Drozgokath's powers of interpretation, persuasion, and nullification are legendary. The inevitables of Mechanus acknowledge his prowess and objectivity, and even Solars grudgingly acknowledge his righteousness from time to time. Hooks:
Rot Archons are the horrifying result of a divine rescue mission gone bad. Many years ago, the soul of a mortal hero had been stolen away by the Demon Lord of the Undead, and the forces of the Heavens decided that this was not something which could not stand. One dozen archons, clad in glittering raiment and armed with the finest of the Heavens' arsenal, were dispatched to retrieve the hero's soul and bring it from perdition. They did not succeed. The Demon Lord of the Undead had laid a trap for the forces of Heaven, and one by one, these archons were trapped, tortured, and corrupted into horrifying monsters.
These rot archons, as they are now known, embody corruption and death in all they are, their divine essence fuelling their constant, churning decay. Everywhere they go, death is hastened. Since the Demon Lord's eternal death, the rot archons have been distributed by and among some of his favoured lieutenants, and are sometimes sent to the mortal planes when the power of Death needs strengthening. Hooks:
ROT ARCHON Large fiend (demon), neutral evil Armour Class 17 (natural armour) Hit Points 135 (18d10 + 36) Speed 0ft., fly 50ft. (hover) Str 5 (-2); Dex 21 (+5); Con 14 (+2); Int 19 (+4); Wis 27 (+8); Cha 29 (+9) Proficiency bonus +6 Saving Throws Dex +11, Con +8, Wis +14, Cha +15 Skills Arcana +10, Perception +14, Religion +10 Damage Resistances radiant; bludgeoning, piercing and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, poisoned, stunned Senses Truesight 120ft., passive Perception 24 Languages Understands all languages but cannot speak, telepathy 120ft. Challenge 17 (18,000 XP) Corrupted Grace. The rot archon has advantage on saving throws against spells and other magical effects. Corrupted Weapons. The rot archon's weapon attacks are magical. When the rot archon hits with any weapon, the weapon deals an extra 18 (4d8) necrotic damage (included in the attack below). Divine Awareness. The rot archon is aware of any living being within 120ft. Innate Spellcasting. The rot archon's spellcasting ability is Charisma (spell save DC 25, +15 to hit with spell attacks). It can innately cast the following spells, requiring no verbal or material components: 3/day each: circle of death, finger of death 1/day each: power word kill, power word stun, weird Necrotic Aura. At the start of the rot archon's turn, each creature within 60ft. of it takes 5 (2d4) points of necrotic damage. For creatures making death saving throws, this inflicts two failed saving throws. ACTIONS Touch of Rot. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 10 (3d6) poison damage and 18 (4d8) necrotic damage, and the target is poisoned until the end of their next turn. While poisoned by this effect, the target also has disadvantage on saving throws against the rot archon's innate spellcasting. Strength from Death. The rot archon touches a dying creature within 5ft., and regains 70 hit points. This effect also ends any special conditions affecting the rot archon. The dying creature is immediately killed. Updated from the original version of the Rot Archon, originally published on 24 April 2019. Skandhamaran demons, known as Red Furies, are a part of the armies of the Abyss, great fiendish giants driven to pure rage by constant torment and magical imprisonment within their armour. They are engines of destruction when unleashed upon the battlefield, as risky to their allies as to their foes. They are generally only used when the situation is dire - or when great and painful destruction is desired. They use great chains of cold-forged black iron attached to enormous bone weights as terrible flails.
Hooks:
SKANDHAMARAN (RED FURY) Huge fiend (demon), chaotic evil Armour Class 22 (juggernaut plate) Hit Points 172 (15d12 + 60) Speed 20ft. Str 24 (+7); Dex 12 (+1); Con 19 (+4); Int 8 (-1); Wis 12 (+1); Cha 9 (-1) Proficiency bonus +5 Saving Throws Str +12, Con +9, Cha +4 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned Senses darkvision 120ft., passive Perception 11 Languages Abyssal, telepathy 120ft. Challenge 13 (10,000 XP) Magic Resistance. The skandamaran has advantage on saving throws against spells and other magical effects. Red Fury. If the skandhamaran is reduced to 85 hit points, or if it begins its turn with 85 or fewer hit points, it enters a fury until the end of its next round. While in a fury, attacks against the skandhamaran have advantage, and the skandhamaran gains advantage on all of its attacks. While in a fury, the skandhamaran gains +6 to its damage with any melee attacks, and gains resistance to all damage except psychic and radiant damage. Siege Monster. The skandhamaran deals double damage to objects and structures. ACTIONS Flailstorm. The skandhamaran makes one flail attack on each creature within 15 feet. Multiattack. The skandhamaran makes three flail attacks and one stomp attack. Flail. Melee Weapon Attack: +12 to hit, reach 15ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. Stomp. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage, and the target must succeed on a DC 20 Strength saving throw or be knocked prone. Updated from the original version of the Red Fury, originally published on 2 July 2020. These destructive beasts hail from the Abyss, where the destruction they wreak is unpredictable, constant, and ever-present. When summoned to the Material Plane through a Demongate, they cause tremendous damage, sometimes destroying cities. All sensible forces agree that these monsters are a blight that must be stopped. They gout flame from within when struck.
The smallest of these beasts measure about fifty feet long, while the stories of raving maniacs tall of some nearly a mile long in the Deep Abyss, unthinkably vast and forging landscape in their wake. RAVENOUS HELLION Gargantuan fiend (demon), chaotic evil Armour Class 19 (natural armour) Hit Points 270 (20d20 + 60) Speed 40ft., burrow 20ft. Str 27 (+8); Dex 9 (-1); Con 17 (+3); Int 1 (-5); Wis 7 (-2); Cha 5 (-3) Proficiency bonus +6 Saving Throws Con +9, Int -2, Wis +1, Cha +0 Damage Resistances acid, cold; bludgeoning, piercing, and slashing damage from nonmagical weapons Damage Immunities fire Condition Immunities blinded Senses blindsight 40ft., tremorsense 120ft., passive Perception 8 Languages - Challenge 17 (18,000 XP) Abyssal Tunneller. The ravenous hellion can burrow through solid rock or magma at half its burrow speed, and leaves a 15-foot diameter tunnel in its wake. Devourer. At the start of its turn, the hellion attempts to devour any creature it has grappled. The ravenous hellion can make a free bite attack against the creature, and if it hits, the creature is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the ravenous hellion, and it takes 21 (6d6) fire damage and 21 (6d6) bludgeoning damage at the start of each of the ravenous hellion's turns. If the ravenous hellion takes 40 or more damage on a single turn from a creature inside it, the ravenous hellion must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the ravenous hellion. If the ravenous hellion dies, a swallowed creature is no longer restrained by it, and can escape from the corpse using 30 feet of movement, exiting prone. Internal Flames. A creature that strikes the ravenous hellion with a melee weapon attack must make a Dexterity saving throw (DC 13) or take 14 (4d6) fire damage. A creature that successfully saves takes half damage. Siege Monster. A ravenous hellion deals double damage to objects and structures. ACTIONS Bite. Melee Weapon Attack: +14 to hit, reach 20ft., up to three targets who must be within 5 feet of each other. Hit: 34 (4d12 + 8) piercing damage and 14 (3d6) fire damage, and the target is grappled (escape DC 22). Thrash. Melee Weapon Attack: +9 to hit, reach 10ft., up to three targets within reach. Hit: 24 (6d6 + 3) bludgeoning damage and 14 (4d6) fire damage), and the target must make a Strength saving throw (DC 22) or be knocked prone. Updated from the earlier version of the Ravenous Hellion, originally published on 9 August 2019. Hellions are minor demons, often used as foot soldiers in Abyssal armies. They are plentiful and dangerous individually, but can wear down more skilled opponents by virtue of numbers.
Hellions are loathsome, grey-skinned beasts with typical "demonic" features- a sinuous tail, sweeping horns, and taloned hands and feet, as well as a vile grin full of sharp teeth and slobber. They often scamper on all fours, but can walk on their feet, adopting an alien gait when they do so. Although they possess little in the way of skill, their numbers and determination can wear down opponents, and Abyssal generals often think nothing of hurling thousands of these at the walls of an opponent to keep them busy while more powerful demons enact their own plans. Hooks:
HELLION Small fiend (demon), chaotic evil Armour Class 14 (natural armour) Hit Points 22 (5d6 + 5) Speed 30ft. Str 13 (+1); Dex 15 (+2); Con 13 (+1); Int 7 (-2); Wis 11 (+0); Cha 7 (-2) Proficiency bonus +2 Damage Resistances cold, fire Damage Immunities poison Senses darkvision 60ft., passive Perception 10 Languages understand abyssal but can't speak Challenge 1 (200 XP) Predator Tactics. The hellion has advantage on an attack roll against a creature if at least one of the hellion's allies is within 5 feet of the creature and isn't incapacitated. In addition, once per round, the hellion deals an additional 7 (2d6) points of damage when it hits a target with a weapon attack and has advantage on the attack roll. ACTIONS Rush. The hellion takes a dash action and then makes one claws attack. Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target must succeed on a Strength saving throw (DC 11) or be knocked prone. Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d6 + 2) slashing damage. HELLION TERVAGANT Small fiend (demon), chaotic evil Armour Class 14 (natural armour) Hit Points 31 (7d6 + 7) Speed 30ft. Str 13 (+1); Dex 15 (+2); Con 13 (+1); Int 7 (-2); Wis 14 (+2); Cha 14 (+2) Proficiency bonus +2 Damage Resistances cold, fire Damage Immunities poison Senses darkvision 60ft., passive Perception 12 Languages abyssal Challenge 2 (450 XP) Fiendish Patron. The hellion tervagant is granted powers by their fiendish master, and can cast the following spells (spell saving throw DC 12, +4 to hit with spell attacks): At will: armour of Agathys, bane, true strike. Predator Tactics. The hellion tervagant has advantage on an attack roll against a creature if at least one of the hellion tervagant's allies is within 5 feet of the creature and isn't incapacitated. In addition, once per round, the hellion tervagant deals an additional 7 (2d6) points of damage when it hits a target with a weapon attack and has advantage on the attack roll. ACTIONS Rush. The hellion takes a dash action and then makes one claw attack. Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d4 + 2) slashing damage. Eldritch Blast. Ranged Spell Attack: +4 to hit, range 300ft., two targets. Hit: 11 (2d8 + 2) force damage, and the target is poisoned until the end of their next turn. THRONG OF HELLIONS Huge mob of small fiends (demons), chaotic evil Armour Class 12 (natural armour) Hit Points 112 (15d12 + 15) Speed 30ft. Str 13 (+1); Dex 15 (+2); Con 13 (+1); Int 7 (-2); Wis 11 (+0); Cha 7 (-2) Proficiency bonus +3 Damage Resistances cold, fire; bludgeoning, piercing, slashing Damage Immunities poison Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses darkvision 60ft., passive Perception 10 Languages understand abyssal but can't speak Challenge 8 (3,900 XP) Bring Down the Prey. The mob of hellions has advantage on melee attacks against any creature whose space it occupies, or any creature whose space it entirely surrounds. In addition, the mob of hellions deals an additional 7 (2d6) points of damage whenever it hits a target with a weapon attack and has advantage on the attack roll. Mob. The mob can occupy another creature's space and vice versa, and the mob can move through any space large enough for a Small creature. The mob can't regain hit points or gain temporary hit points. ACTIONS Bites and Claws. Melee Weapon Attack: +5 to hit, reach 5ft., each target in the mob's space. Hit: 14 (5d4 + 2) slashing damage. Earlier version of the Hellion originally published on 15 June 2019. Games with high stakes can be a thrilling affair standing as a metaphor for the interplay between factions or individuals, as seen in Casino Royale's poker match between Bond and Le Chiffre, the ultimate Mahjong game between Rachel and Eleanor in Crazy Rich Asians, and the apocryphal tale of playing dice against Death himself for your life. Sadly, in a D&D game, this usually comes down to one player being told "roll your gaming set proficiency plus ... uh, Charisma, no, probably Intelligence?"
Here are some ways you can make a game (within your game) exciting, memorable, and something around which you can base a story or adventure. - Dangerous Game. A warlord or monster accepts a challenge by combat- and the weapons are game pieces. With the fate of the city of kingdom resting on two NPCs over a single game (or the best of three, for dramatic purposes), can the players defend their own champion from interference, and perhaps subtly influence the game? - Send a Message. At an extremely diplomatic event, where the PCs have strict orders not to cause any tension, one of the ways of sending a message to a spymaster, wicked lord, evil cardinal, or other villain, is to make a point with a game- whether that be Three-Dragon Ante, Gambit of Ord, Wicked Grace, Regicide, or something else that allows you to cleverly demonstrate your luck, strategic thinking, and ability. For bonus points, the villain's minions might be represented by specific game pieces (and even carry customized pieces with them, allowing the PCs to prove their point handily by 'capturing' a piece in-game and then revealing their loot). - Magical/Clockwork Puzzle. Like the chess puzzle in the first HP book, a dungeon might hold some kind of puzzle to prevent intruders without particular skills from entering a room. This might be a life-size Dragonchess board, or require you to slot wooden or stone cards into a door to make the winning hand. This might give one of your players who has spent a valuable tool proficiency slot on a gaming set feel useful and able to contribute. - Themed Quest. In a more subtle way, you might theme an adventure after a particular game- perhaps a mad mage recreated their passion in life size, or perhaps this dungeon inspired the game? Facing rows of slow-moving golemlike defenders, bolstered by agile knights and limitedly-mobile defender units might give it away quickly, or perhaps your players won't pick up the hints. You could theme it on Snakes and Ladders instead, Mousetrap, or an in-world game. - Shared Culture. Backgammon is played across the world, but especially around the area it came from - the remains of the Persian Empire. All around the Indo-Persian region, Backgammon can be played a cultural touchstone and pastime. In a similar way, particular games might be popular along the Sword Coast, the Moonsea region, and recognizing an NPC playing a familiar game at a coffee-house or game table may give a PC a way to make a new contact, check in with their homeland, and/or find a new quest. Those who forsake morality to seek earthly satisfaction in life are punished by Gluttivores in the Nine Hells. Gluttivores, or Gorge Devils, as they are less formally known, are hungry fiends who devour their prey, dissolving them slowly over the course of agonizing years or even decades.
Gluttivores are usually slightly larger than Ogre-sized, although more colossal examples are known. They shamble slowly, but have great reach with their tremendous claws, and their jaws can distend to swallow far more than they would seem to be able to fit. Their targets are conscious as they are digested, paralyzed and unable to struggle against the unyielding acids of the creature's appetite. Their immensely swollen bellies are grossly distended, and their victims can be glimpsed, sloshing around inside. Hooks:
GORGE DEVIL (GLUTTIVORE) Large fiend (devil), lawful evil Armour Class 15 (natural armour) Hit Points 105 (10d10 + 50) Speed 15ft. Str 19 (+4); Dex 7 (-2); Con 21 (+5); Int 7 (-2); Wis 9 (-1); Cha 5 (-3) Proficiency bonus +3 Saving Throws Con +8, Cha +0 Damage Resistances acid, cold, fire; bludgeoning, piercing and slashing from nonmagical weapons Damage Immunities poison Condition Immunities diseased, poisoned Senses darkvision 90ft., passive Perception 9 Languages Infernal, telepathy 60ft. Challenge 7 (2,900 XP) Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Gorger's Belly. The belly of a gorge devil can store a vast amount of volume, up to one Large creature, four Medium creatures or eight Small or smaller creatures. Creatures within the gorge devil's belly at the start of their turn must succeed on a DC 16 Constitution saving throw or become paralyzed for 1 year. A target who becomes paralyzed reduces their current and maximum hit points by 1d6 initially and again every 7 days thereafter, and can make a saving throw at the end of the year, ending the paralysis effect if they succeed. A victim who is freed from the gorge devil's belly can make another saving throw after finishing a long rest. Infernal Choler. A gorge devil is swollen with foul and corrosive fluids. A creature who hits a gorge devil with a melee weapon attack must succeed on a DC 11 Dexterity saving throw or takes 10 (3d6) points of acid damage. On a successful saving throw, the target takes half the damage. Magic Resistance. The gorge devil has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack. The gorge devil makes two claw attacks. If the gorge devil is restraining a target at the start of its turn, it swallows the target. Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target is restrained (escape DC 15). If the target was grappled by the gorge devil's claw attack, the gorge devil has advantage on the bite attack against the target, and the target has disadvantage on their escape check. Claw. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 13 (2d8 + 4) slashing damage, and the target is grappled (escape DC 15). Updated from the earlier version of the Gorge Devil, originally published on 11 July 2019. Zastoth, a rotund scamp of an Imp, is a devil who goes out of his way to assure that he's just a merchant. Of course, the reality is much more heinous- his mission is to desensitise his customer to infernal presence and to the weight of deeds performed with his goods. He speaks honestly, and has little need for actual gold when he feeds from the souls of his customers. Those who buy from him are cajoled into deeper and deeper acts of deliberate acceptance of evil, at a bargain rate!
Here are some of the goods he might offer to adventurers in need:
These devilish knights are simultaneously a punishment for minor sinners, and soldiers for the Nine Hells. They wear smoldering iron plate armour, glowing internally from the fire of their punishment. They are heralded by their own howling cries of agony, trapped within the armour and unable to escape.
These Phalarigons, or furnace devils, as they are known to mortals, are a grim force of soldiers who take arms across a battlefield. They are used as shock troops, and often led by Hamatula or Cornugons in battle. Although they are relatively slow-moving, they are vicious and terrifying opponents. Between Blood Wars, they are often deployed as guards in fortresses of Hellish lords. On being slain, their fire extinguishes and their armour clatters to the ground empty, with a final scream of release. Hooks:
FURNACE DEVIL (PHALARIGON) Medium fiend (devil), lawful evil Armour Class 18 (full plate) Hit Points 60 (8d8 + 24) Speed 25ft. Str 19 (+4); Dex 13 (+1); Con 17 (+3); Int 9 (-1); Wis 11 (+0); Cha 6 (-2) Proficiency bonus +3 Saving Throws Str +7, Con +6, Cha +1 Skills Athletics +7, Intimidation +1 Damage Resistances acid, cold, fire, psychic; bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered Damage Immunities poison Condition Immunities poisoned Senses darkvision 60ft., passive Perception 10 Languages infernal Challenge 5 (1,800 XP) Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Internal Fire. At the start of each of the furnace devil's turns, each creature within 5 feet takes 7 (2d6) fire damage, and flammable object in the aura that aren't being worn or carried ignite. The furnace devil's melee weapon attacks deal an additional 7 (2d6) points of fire damage (which is included in the statistics below). A furnace devil does not take damage from their own internal fire, although they are in incredible pain. Terrifying Howls. A furnace devil screams constantly in fiery agony, their screams carrying and making them easily able to be heard within 100 ft.. Creatures that can hear them within 60ft. become supernaturally agitated by their howls, and must succeed on a DC 9 Charisma saving throw or become frightened until the for 1 minute. ACTIONS Multiattack. The furnace devil makes two longsword attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 9 (1d10 + 4) slashing damage, and 7 (2d6) fire damage. Updated from the original version of the Furnace Knight, originally posted on 11 April 2019. Aspirants are leathery-skinned creatures, perhaps eight feet tall if they stood straight, but usually hunch or crouch. They are clad in form-fitting armour of Hellish design, adorned with sharp spikes and blades and implausible fluting. When they come close to their prey, their lower jaw opens in three horrifying tooth-lined parts, allowing a soporific gas to puff forth.
Aspirants are infernal hunters and warriors, dedicated to bringing in their prey to gain advancement in the fiendish hierarchy. They can often be heard to whisper to themselves in the third person ("this one stalks its prey, yes") to themselves as they stalk their prey. Hooks:
ASPIRANT Medium fiend (devil), lawful evil Armour Class 18 (full plate) Hit Points 52 (7d8 + 21) Speed 30ft. Str 16 (+3); Dex 17 (+3); Con 16 (+3); Int 13 (+1); Wis 15 (+2); Cha 7 (-2) Proficiency bonus +2 Saving Throws Dex +5, Wis +4 Skills Insight +4, Perception +4, Survival +4 Damage Resistances cold, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire Condition immunities poisoned Senses darkvision 120ft., passive Perception 14 Languages infernal, telepathy 120ft. Challenge 4 (1,100 XP) Devil's Senses. Magical darkness doesn't impede the aspirant's darkvision. In addition, the aspirant has advantage on any Survival checks to track foes. Magic Resistance. The aspirant has advantage on saving throws against spells and other magical effects. Marked Target. The aspirant can sense the exact direction and distance to a marked target automatically, and deals an additional 5 points of damage to a marked target with weapon attacks. The aspirant may have only one creature marked at once. Soporific Breath. A creature that starts its turn within 5ft. of the aspirant has their speed halved until the start of their next turn, and attack rolls against the creature have advantage. A creature that does not breathe does not suffer these effects. ACTIONS Multiattack. The aspirant makes one greatsword attack and one bite attack. Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage. Greatsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6 + 3) slashing damage, and the aspirant can mark the target. Updated from the previous version of the Aspirant, originally published on 25 January 2020. Well, I've struggled through and I've made to ONE HUNDRED subclass archetypes written over the last few years!
Some have been invented whole-cloth, or based on characters, concepts, and ideas from popular culture such as the Dragon Age universe, Arcane, and the Warhammer Fantasy universe. Others are adapted from earlier editions, converting them to some form of playability for 5e. Most have updated after playtesting or feedback. So without any further ado, thank you all for being faithful readers. Treat yourself and your players to some more options! The download link for vanDorne's Class Compendium volume II is HERE. (Due to download size, this is the 'print-friendly' version. If you'd like the versions with colour pictures and a little more readability, you can find links to the individual posts here) Alternately, if you're looking for threats, check out my archive with over 100 new creatures, NPCs, and ideas to populate your dungeons and worlds. Feel free to send on any feedback you've got, or requests for new ideas! -vanDorne Turning to another being for magical assistance is often thought of as being the domain of warlocks. Some wizards, however, find this option attractive, and offer their bodies for possession by a spirit who can grant some level of power. This is often frowned-upon by more formal wizard schools, as they find the concept of possessing spirits to be dangerous, and can sometimes turn against them or struggle for control.
Dual Spirit From 2nd level, when you choose this school, you gain advantage on saving throws against becoming charmed, frightened, or possessed. From 10th level, you can choose to be immune to becoming charmed, frightened, or possessed. Spirit Possession From 2nd level, when you choose this school, you become possessed by a spirit. You can initially select the kind of spirit from the list below, although the spirit may have its own opinions and change its aspect based upon your actions. If the spirit changes type, you lose the previous benefits. The spirit is intent on your survival and will follow your instructions to a friendly level, even if they do not personally like you. Note that the spirit has no compulsion to behave in any particular way, and is not obliged to commit its existence for you unless you make an appropriate offer. Spirit of Command. Your spirit is one that expects dominion and obedience. The spirit grants you proficiency with Intimidation or Persuasion checks, and the Vicious mockery cantrip. Spirit of Discretion. Your spirit is one that prefers to avoid being detected. The spirit grants you proficiency with Deception or Stealth checks, and the Mage hand cantrip. Spirit of Faith. Your spirit is benevolent and righteous. The spirit grants you proficiency with Insight or Medicine, and the Spare the dying cantrip. Spirit of Purpose. Your spirit has a specific cause that it champions. The spirit grants you proficiency with Persuasion or Survival, and the Resistance cantrip. Spirit of Zeal. Your spirit is aggressive and demands action. The spirit grants you proficiency with Athletics or Intimidation, and the Guidance cantrip. At the GM's discretion, your spirit may have a distinct name and appropriate personality traits, although this does not affect its aspect or powers. This spirit may be a celestial, fiend, or other extraplanar creature, an undead being who has offered power, or something even more strange. Spirit Teaching From 2nd level, your spirit grants you knowledge of additional spells, depending on its type. While a type of spirit possesses you, you gain knowledge of the following spells as you gain levels. Once you gain a spell through spirit teaching you always have it prepared, and it doesn't count against the number of spells you have prepared. In addition, you can cast one of your spirit teaching spells without having to expend a spell slot or use material components. Once you have used this ability, you cannot use this again until you have completed a long rest. Spirit of command Wizard level 2nd: Command. Wizard level 3rd: Enthrall. Wizard level 5th: Beacon of hope. Wizard level 7th: Compulsion. Wizard level 9th: Dominate person. Spirit of discretion Wizard level 2nd: Sanctuary. Wizard level 3rd: Pass without trace. Wizard level 5th: Gaseous form. Wizard level 7th: Phantasmal killer. Wizard level 9th: Mislead. Spirit of faith Wizard level 2nd: Healing word. Wizard level 3rd: Warding bond. Wizard level 5th: Remove curse. Wizard level 7th: Aura of purity. Wizard level 9th: Circle of power. Spirit of purpose Wizard level 2nd: Heroism. Wizard level 3rd: Enhance ability. Wizard level 5th: Haste. Wizard level 7th: Freedom of movement. Wizard level 9th: Dispel evil and good. Spirit of zeal Wizard level 2nd: Wrathful smite. Wizard level 3rd: Aid. Wizard level 5th: Spirit guardians. Wizard level 7th: Fire shield. Wizard level 9th: Flame strike. Manifest Spirit From 6th level, as an action you can expend a 2nd-level spell slot to manifest your spirit for up to 1 minute. It has the statistics of a Specter, with the same alignment as you, and the benefits of your spirit possession ability, as well as being able to cast one spell of the available spells from your spirit teaching ability. While your spirit is manifested, you lose the benefits of your dual spirit, spirit possession, and spirit teaching abilities. The spirit takes its turn on your initiative, and follows your general instructions. If the spirit ends its turn in your space, or 1 minute passes, the spirit immediately returns to possessing you. Once you have used this ability, you cannot use it again until you have completed a long rest. If the spirit is reduced to 0 hit points, it disappears. When you complete a long rest, the spirit returns to possessing you and you regain the benefits of your. From 12th level, when you manifest your spirit, it has the statistics of a Wraith, with the same alignment as you, and the benefits of your spirit possession ability, as well as being able to cast one spell of the available spells from your spirit teaching ability. Unity of Spirit From 10th level, you gain an additional ability based on the spirit's aspect. Spirit of command: When making a skill check with the skill you gained from spirit possession, you may add double your proficiency bonus. Spirit of discretion: On your turn, you may use a bonus action to take a Dash, Disengage, or Hide action. Once you have used this feature, you must finish a short rest before you can use it again. Spirit of faith: When you use your Arcane Recovery ability, you regain an additional two spell levels' worth of spell slots. Spirit of purpose: On your turn, you can use a bonus action to regain hit points equal to your 1d10 + half your wizard level. Once you have used this feature, you must complete a long rest before you can use it again. Spirit of zeal: You may add your proficiency modifier to Initiative rolls. Duality of Action From 14th level, you and your spirit can act with fell coordination. While your spirit possesses you, you can spend an action to cast a spell that has a casting time of 1 action, as well as one spell from your list of spells from the spirit teaching ability that has a casting time of 1 action. Once you have used this feature, you must complete a short rest before you can use it again. Those monks who follow the way of meditation can find calm through the howling of a hurricane and the turmoil of battle. These monks can instil peace in their allies and sometimes even their foes, their every moment filled with serenity and perfection.
Bonus Proficiencies When you choose this way at 3rd level, you gain proficiency with Insight and with one set of tools. Seek Calm When you choose this way at 3rd level, you can add your proficiency bonus to Constitution saving throws to retain concentration on a spell or ability. In addition, as an action if you are charmed, frightened, poisoned, or stunned, you can spend 1 ki point to make a saving throw against the effect's save DC. If you are successful, you end the effect immediately. Touch of Peace From 6th level, you can instil calm in others with your meditation. As an action, you can spend 1 ki point to cast Calm emotions with a 20-foot radius centred upon yourself. Rebuke Violence From 6th level, when you have taken the Dodge action, you can rebuke a creature which tries to do violence to you. As a reaction when a creature you can see makes a melee attack against you or an ally you can see within 15 feet, you can spend 1 ki point to force the creature to make a Constitution saving throw or be stunned until the end of your next turn. Aura of Serenity At 11th level, the calm within radiates outwards to others. You and friendly creatures that can see you within 10 feet can't be charmed or frightened while you are conscious. Aura of Purity From 17th level, you can spend an action and 4 ki points to cast Aura of purity centred upon yourself. Be As Water From 17th level, when you take the Dodge action, you also have advantage on saving throws against effects you can see until the start of your next turn. From time to time, warlocks find themselves in contact with primeval forces of nature- elemental, natural spirits which confer power as part of a bargain. These patrons are collectively referred to as 'the Green', whether they are all one cosmic energy force or individual nature spirits is not entirely clear. Druids find themselves unusually able to tolerate warlocks of the Green Pact, although their common patron is not necessarily any guarantee of allegiance.
Expanded Spell List From 1st level, The Green lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Spell level 1st: entangle, goodberry Spell level 2nd: pass without trace, spike growth Spell level 3rd: conjure barrage, plant growth Spell level 4th: aura of life, grasping vine Spell level 5th: conjure elemental, contagion Bonus Cantrips At 1st level, you learn the cantrips druidcraft and thorn whip. They count as warlock cantrips for you, but they don't count against the number of cantrips known. Charm Animals and Plants At 1st level, you begin to have control over the natural world, being able to influence animals and plants. As an action, you can cause each beast or plant creature you can see within 30 feet of you to make a Wisdom saving throw against your warlock spell save DC. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. You can use this ability a number of times equal to your proficiency bonus. Any expended uses are refreshed when you finish a short rest. Greenblood At 6th level, your blood takes on a green, sticky consistency. You gain resistance to poison and radiant damage, and become immune to the poisoned condition. Eternal Cycle At 6th level, you begin to understand the eternal cycle of life, death, and rebirth, and gain some minor ability to intercede in its passage. When you or another creature within your reach is reduced to 0 hit points but not killed outright, you can use your reaction to cause the creature to drop to 1 hit point instead. Once you have used this ability, you cannot use it again until you finish a short or long rest. Stride Through The Green From 10th level, all plant life is as one to you. If you begin your turn adjacent to a tree or other plant of your size, you can enter the tree and move from inside the tree to inside another tree of the same kind within 500 feet, as the tree stride spell. Green Preservation From 14th level, you can cause be absorbed by nature itself to protect you from harm. As a reaction if you or an ally you can see within 20 feet is subject to an attack or effect that would inflict damage, you and up to five other creatures within 20 feet of you to are immediately swallowed up into the earth in a thrash of vegetation. While you are within the earth, you and all targets are incapacitated, but can take a short rest immediately, and can spend hit dice to regain hit points. You remain within the earth for up to 10 rounds, at your choice. When you choose to end the effect, or at the end of 10 rounds, at the end of your turn, you are returned to the same spaces you occupied or the nearest unoccupied space. Once you have used this ability, you can't use it again until you have finished 1d4 long rests. The entities known as Phosfreaks seem to inhabit distant regions of the Shadowfell, appearing as small hovering beings with long, lambent tendrils that trail behind them. Their presence causes itchiness and blistering to the skin, and their touch causes dreadful burns to flesh. Although they do not seem to be malicious, they are unalterably attracted to any sources of light in the gloomy regions they inhabit, and will often fatally embrace any creatures they see carrying light sources.
PHOSFREAK Small elemental, unaligned Armour Class 9 Hit Points 10 (3d6) Speed 0ft., fly 20ft. (hover) Str 1 (-5); Dex 14 (+2); Con 10 (+0); Int 1 (-5); Wis 12 (+1); Cha 1 (-5) Proficiency bonus +2 Condition Immunities Exhaustion, poisoned Damage Resistances Necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Senses Truesight 90ft., passive Perception 11 Languages - Challenge 1 (200 XP) Fatal Glow. A phosfreak emits dim light in a 20-foot radius. At the start of the phosfreak's turn, any creature within 20 feet of it must succeed on a Constitution saving throw (DC 10) or become Poisoned for 1 minute. ACTIONS Tendril lash. Melee Weapon Attack: +4 to hit, reach 15ft., one target. Hit: 7 (2d6) radiant damage and 3 (1d6) necrotic damage, and the target is grappled (escape DC 5). If a target is grappled by a phosfreak at the start of the phosfreak's turn, it gains 1 level of exhaustion. Familiar with all of the multiverse's most dangerous places, those druids who train under the circle of the Great Wheel are at home wherever they go. These druids can attune to their surroundings and become empowered by exposure to other planes, taking on aspects of these planes as needed. Some keep the peace between the different planes, while others actively work to undermine or bring down the barriers between these planes.
Energy Adaptation From 2nd level, when you choose this circle, you can expend a use of Wild Shape as a bonus action to gain resistance to one type of damage from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. This resistance lasts until you finish a short or long rest. Circle Spells Your circle grants you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to specific circle spells as listed below. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. Druid level 3rd: Branding smite, misty step Druid level 5th: Magic circle, protection from energy Druid level 7th: Aura of purity, banishment Druid level 9th: Contact other plane, planar binding Planar Adaptation From 6th level, when you finish a short or long rest, you can use your energy adaptation for free without expending a use of Wild Shape. As a bonus action, you can expend a use of Wild Shape to gain resistance to another energy type from the list of your choice, or to change the type of one of your resistances. You can only use this ability to gain resistance to two energy types from the list. Planar Empowerment From 6th level, when you are on a plane other than the Material plane (or in a coterminous zone of another plane), or within 50 feet of a gate or portal leading to another plane, you can use a bonus action to become empowered with that plane's energy. While empowered, you gain the following benefits, based on the plane you have become empowered by. If your campaign uses a different cosmology, discuss with your GM what planes are most appropriate for your empowerment abilities. Astral Plane: You act as if under the effects of the Haste spell. Ethereal Plane: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and your melee attacks count as being magical for the purposes of overcoming resistance and immunity to nonmagical damage. Feywild: You are immune to the Feywild's memory loss effect, and can cast Misty step. Once you have used this spell, you must wait 1 minute before you can use it again. Shadowfell: You are immune to the Shadowfell's despair effect, and can cast Invisibility. Once you have used this spell, you must finish a short rest before you can use it again. Plane of Air: You have a fly speed equal to your walking speed, and can hover. Plane of Earth: You have a burrow speed equal to your walking speed, and increase your AC by 1. Plane of Fire: You have resistance to fire damage. If you select fire for your energy adaptation, you have immunity to fire damage instead. Plane of Water: You have a swim speed equal to your walking speed, and can breathe underwater. Chaos-Aligned Planes: You ignore any negative effects caused by the plane, and benefit from the Blur spell while you remain empowered by the plane. Evil-Aligned Planes: You ignore any negative effects caused by the plane, and you can cast Hellish rebuke. Once you have used this spell, you must wait 1d4 rounds before you can use it again. Good-Aligned Planes: You ignore any negative effects caused by the plane, and benefit from the Bless spell while you remain empowered by the plane. Law-Aligned Planes: You ignore any negative effects caused by the plane, and benefit from the Protection from evil and good spell while you remain empowered by the plane. Elemental Wild Shape From 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, earth elemental, fire elemental, or water elemental. Always Native From 10th level, any time when you would be banished or teleported to another plane, you can choose to be immune to the effect. Master of the Multiverse From 14th level, when you complete a long rest, you can select one type of planar empowerment and gain its benefits until you finish a long rest. As a bonus action, you can change which plane empowers you. |
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