Discworld DnD

by InnocentGoblin

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Discworld

Discworld

An unofficial adaptation to work with Dungeons & Dragons 5th Edition.

Inspired by the Discworld and the great mind of Sir Terry Pratchett

Contents

Character

Races................................................3

Golem..............................................................................................4
Igor...................................................................................................5
Nac Mac Feegle.............................................................................6
Troll..................................................................................................7
Vampire..........................................................................................8
Werewolf......................................................................................10
Zombie..........................................................................................11

Class................................................12

Witch...............................................................................................13

Subclasses........................................21

Barbarian: Path of the Lifetime..............................................21
Bard: College of Soul...............................................................22
Cleric: Evolution Domain........................................................23
Druid: Circle of Stones............................................................24
Fighter: City Watch...................................................................25
Monk: Way of Time...................................................................26
Paladin: Oath of Freedom.......................................................27
Ranger: The Tourist..................................................................28
Rogue: Scoundrel......................................................................29
Sorcerer: 8th Son of an 8th Son............................................30
Warlock: Pact of the Personificaion.......................................31
Wizard: Unseen..........................................................................32

Customisation

Languages...................................................................................34

Gods and Higher Beings

Pantheons of the Disc......................35

Gods of Dunmanifestin...........................................................36
Gods of the Ramtops...............................................................37
Gods of Skund Forest..............................................................37
Absent Gods..............................................................................37
Small Gods................................................................................37

Other Worldly Beings......................38

Demons.......................................................................................38
Anthropomorphic Personifications.......................................38
High ones....................................................................................40


Locations

The Disc..........................................41

Unnamed Continent.........................42

Ankh-Morpork............................................................................42
Borogravia...................................................................................42
The Chalk....................................................................................42
Genua...........................................................................................43
Hublands.....................................................................................43
Lancre..........................................................................................43
Llamdos.......................................................................................44
Octarine Grass Country...........................................................44
Pseudopolis................................................................................44
Quirm...........................................................................................45
Sto Lat.........................................................................................45
Uberwald.....................................................................................45

Klatch.............................................46

Deepest Klatch............................................................................46
Djelibeybi......................................................................................47
Ephebe..........................................................................................47
Omnia...........................................................................................48
Tsort..............................................................................................48

The Counterweight Continent..........49

Agatean Empire..........................................................................49
Bhangbhangduc..........................................................................49

XXXX (Fourecks)..............................50

Dimensions of the Disc

Dark Deser..................................................................................51
Death's Domain..........................................................................51
Dungeon Dimensions...............................................................52
L-Space........................................................................................52
Parasite Universe......................................................................53

Creatures of the Disc

Sentient Lifeforms....................................................................54
Creatures and Monsters..........................................................55 Dragons.......................................................................................58
Other Creatures.........................................................................61
Nonplayer Characters..............................................................62






















































Races

There are many races on the Disc, between the Humans and Dwarves, there are also many other races to explore in the Discworld.


Golem Ancient creatures of clay, Golems were made to serve menial tasks but now are fighting for their freedom. Many are still waiting to finish tasks set to them thousands of years ago whilst others are workign to buy their own independance.
Igor The perfect henchmen, they will build your devastating machine, improve it, and then add a lot more lightning because Igor have to have standards.
Nac Mac Feegle Extraordinarily angry and likely drunk, very similar to faerie folk but unless you want to lose in a fight to someone 5ft shorter than you, I would keep that to yourself.
Troll The historic enemy of the Dwarves, the Trolls are creatures of rock and unnecessary stature. Seeing a Troll in a dark ally is scary, fighting one is scarier
Vampire Suave, cool, collected, and hopelessly addicted. The Vampyr have stayed the course of tradition, they drink blood and they love it. The Temperance Vampires have moved on but I wouldn't deny them their coffee.






Werewolf Dreaded creatures of nightmares, stalking the woods and cities in their terrifying wolf form and then they go home, curl up in a dog bed, grab their favourite toy and have a nap. Werewolves are powerful, formidable, and kind of fuzzy.
Zombie Welcome to your new un-life, Zombies have returned and they are damned going to to enjoy it. People are scared and disgusted seeing a zombie, but that hasn't stopped one becoming the Disc's most formidable lawyer.

Races not Mentioned

Interesting to note, not all the races will appear the same as they do in Dnd, or may not fit in the world at all. Elves do not live on the Disc itself, instead coming from the Parasite Universe. Elves are feared for the tricks they play on humans, talk to your DM when wanting to play an elf, tiefling, dragonborn, Triton, Yuanti pureblood or other races not mentioned.

Golem


"They used to be baked out of clay,
thousands of years ago, and brought to life
by some kind of scroll put inside their heads,
and they never wore out and they worked, all
the time. You saw them pushing brooms, or doing
heavy work in timber yards and foundries. Most of them you never saw at all. They made the hidden wheels go round, down in the dark. And that was more or less the limit of his interest in them. They were, almost by definition, honest. But now the golems were freeing themselves. It was the quietest, most socially responsible revolution in history. They were property, and so they saved up and bought themselves"
----Moist Von Lipwig, Going Postal.


Ancient Clay

Golems are created by infusing a clay sculpture of a man with magic words in their head, called a chem. They will continue to follow the order on their chem, without protest, payment, or rest, until they are told to stop or are physically unable to. There are tales of a golem tasked with delivering a message to an extinct civilization waiting until the cycle of time restarts in order to deliver it.


Modern Golems

Normal golems are a commodity, and are bought and sold for high prices. They often work out of sight in dangerous, dirty, or physically demanding jobs. Enlightened golems work in more public jobs, often for high pay since they can work without sleeping. Most people tolerate their presence, but some faithful see their presence as an abomination since they view that only their gods can create life.

Some golems have had their chems replaced with a receipt for their ownership. This gives the golem free will. They gain the ability to talk in this form, and they often start asking for a salary.

Golem Names

Golems are named after the jobs they take or the name given to them long ago by their masters. Free golems can choose either to keep their name or to take new ones.

Golem names: Dorfl, Meshugah, Anghammarad, Mr. Pump, Gladys, Nudnik, Kvetch, Mensch, Bobkes, Dybbuk, Shtetl, Schmear
























Golem Traits

Your Golem character has a variety of innate abilities, an accumilation of thousands of years of Golem crafting.
Ability Score Increase. Your Constitution
score increases by 2, your Strength increases by 1.
Age. Golems do not age, your clay form allows you to survive the burden of age.
Alignment. Golems follow the Chem in their head, as such they are usually lawful.
Size. Golems range from 6 to over 8ft tall, your size is Medium.
Speed. Your base walking speed is 30ft
Golem Resilience. You were created to have remarkable fortitude, represented by the following benefits.

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You are immune to disease.
  • You don’t need to eat, drink, or breathe.
    -You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.

Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Natural Armour. you are made from hard clay, you have a natural armour of 17.
Languages. You can speak Common and Golem. The Golem language is very similar to Celestial and contains a lot of the same words.

Igor

“Igor lurched through the castle corridors, dragging one foot after the other in the approved fashion.

He was Igor, son of Igor, nephew of several Igors, brother of Igors and cousin of more Igors than he could remember without checking up in his diary. Igors did not change a winning formula.

And, as a clan, Igors liked working for vampires. They kept regular hours, were generally polite to their servants, and, an important extra, didn't require much work in the bed-making and cookery department, and tended to have cool, roomy cellars where and Igor could pursue his true calling. This more than made up for those occasions when you had to sweep up their ashes."
Fifth Elephant

Natural Henchman

Members of the Igor clan are the ideal assistant for any evil mad scientist, vampire, werewolf, or other nefarious character. They are expert surgeons who can bring corpses back from the dead. They are highly capable, if morally challenged, scientists. They are eerily competent manservants to boot. Igors are loyal to their masters until their master is about to get lynched by a pitchfork mob, whereupon they mysteriously have already packed up their belongings and left the castle by the backdoor.

The Igor Way

The Igor clan has a code of conduct for its members. A good Igor lisps and limps as much as possible, even though few Igors have an actual impediment. Igors have the uncanny ability to immediately appear behind their employer or a door when called. Igors keep their employers' matters highly discreet.

Igors also keep spare body parts for use in surgery. They perform this surgery on themselves, augumenting their bodies frequently. They leave stitches in as a badge of office.

Female Igors, Igorinas, are rare but beautiful, using their surgical skills to perform cosmetic surgery on themselves.


Chaotic Healers

Igors can be found traveling between rural towns and found in large cities. The ones in cities typically find jobs with healers. The ones in the countryside travel around and perform surgery for free. They ask each person they heal to allow them to take their organs when they die. If the person changes their mind on their deathbed, the Igor will merely leave, and never return to the town. Igors are therefore treated with a mixture of fear and respect for their abilities.

Igor Names

Igor names follow a simple pattern:
Male: Igor
Female: Igorina

Igor Traits

Your Igor character has a variety of innate abilities that comes from the cultural development of your clan.
Ability Score Increase. Your Intelligence increases by 2, your Constitution increases by 1.
Age. Igors have a similar life spans as Humans.
Alignment. Igor often work under Neutral shades.
Size. Igors grow to around 5 to 6ft tall, your size is medium.
Speed. Your base walking speed is 30ft.
Surgery. You gain proficiency in the Medicine skill as well as the Medicine Kit.
Spare Parts. As an action you may attatch or detatch your own limbs.
Languages. You can speak, read, and write Common.

Nac Mac Feegle

"If you do not yet know who the Nac Mac Feegles are: 1) be grateful for your uneventful life; and 2) be prepared to beat a retreat if you hear anyone as high as your ankles shout "Crivens!" They are, strictly speaking, one of the faerie folk, but it is probably not a good idea to tell them this if you are looking forward to a future in which you still have your teeth."
I Shall Wear Midnight

Blurs of Blue and Red

Though their skin appears blue, a closer inspection reveals detailed and sprawling tattoos of varying images. These tattoos denote which clan the Feegle is from though wings or similar features of any kind are out of the question. The Feegle have bright red hair and are always seen carrying their sword, though they are rarely seen using the sword as they prefer the more convenient tactic of bashing one's head against another.

Clans and Kelda

Feegle society are split into clans ran by a Kelda. Female Feegles are extremely rare, females born into a clan will often move to another clan to become their Kelda. When she moves to a new clan, the Kelda chooses her husband, known as the Big Man. The Kelda's job is to do the thinking for the entire clan, the Big Man's job is to lead the Feegle, trying to promote some sort of semblance of order - Which in Feegle terms is getting drunk, stealing sheep, and fighting each other.

Smallest Warriors

Feegle might adventure for many reasons, perhaps they have followed their Hag out on a mission, or perhaps their Kelda has seen some impending danger, either way, the Disc has a constant fear of the word "Crivens".

Names

Feegle only have a few names to choose from, as such they recycle them with a prefix
Feegle Prefix Wee, Big, Medium-sized, Not totally Wee, Wee Dangerous
Feegle Names Jock, Rob, Bobby, Spike, Hamish, Yan

Nac Mac Feegle Traits

Your Nac Mac Feegle has a variety of of innate abilities that have been built upon from the history of your Feegle clan.
Abillity Score Increase. Your Strength score is increased by 2, your Constitution is increased by 1.
Age. Feegles have a similar life span as Humans.
Alignment. Nac Mac Feegle are almost always Chaotic.
Size. Nac Mac Feegle average to 6 inches tall, your size is Tiny.
Speed. Your base walking speed is 35ft.
Cultural Weapon. You gain proficient in Longswords.
Natural Weapon. Your favourite weapon is your own head. You may headbut a target for 1d6 + your Strength modifier.
Powerful Build. You count as 2 sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.
Language. You can speak and read Common and Feegle.

Trolls

“Trolls have 5,400 words for rocks and one for vegetation. "Oograah" means everything from moss to giant redwoods. The way trolls see it, if you can't eat it, it's not worth naming it.”
Moving Pictures

Living Rocks

Trolls are giant sentient creatures entirely made of minerals and metamorphical. Their skin resembles the primary rock formations of their birthplace. This can range from igneous rock or gemstones for mountain trolls or brick and cobblestone for city trolls. Extraordinarily rare, a Troll may be born of diamond, this places them as king of Trolls.

Troll Relationships

Trolls are native to mountain climates. They frequently migrate to cities and seek out jobs that require a lot of muscle but not much brains. Humans are wary around trolls due to the sheer destructive power of an angry troll, but most tolerate them. Trolls tend to group with themselves in cities due to differing biological requirements.

Trolls have a natural enemity towards dwarfs, their history of conflict dates back to when the Words were being formed. And, due to natural competition, they also hate billy-goats.

Troll Names

Trolls are typically named after rocks or minerals. They rarely have last names. Females are often named after gemstones. Some trolls occasionally have a distinctly biological name like "Meat", just like humans can have names like "Rocky".

Male Troll Names: Detritus, Mica, Clay, Chrysoprase, Carborundrum, Brick, Big Jim Beef, Bluejohn, Flint

Female Troll Names: Ruby, Amber, Jade, Beryl, Sapphire, Emerald, Aquamarine, Topaz, Amethyst






Diamond Varient

Alternatively, you may be born a Diamond Troll. Being born Diamond, makes you Troll royalty.

As a Diamond Troll, your Cold Mind ability is swapped with a bonus +5 to Charisma rolls when talking to other Trolls and a -5 to charisma rolls when talking with Dwarves.

Troll Traits

your Troll has a variety of innate abilities that result from the thousands of years of cultural history of the Trolls.
Ability Score Improvement. Your Strength and Constitution increases by 2, your Intelligence decreases by 1.
Age. Trolls live an extremely long life span, it is unknown how long they can live or if they are able to die of old age. After a couple of hundred years, Trolls move to the mountains and settle down as a part of the range.
Alignment. Trolls look out for themselves and their own, they are usually Neutral.
Size. Trolls range from 7 to 15ft tall, your size is medium.
Speed. Your base walking speed is 20ft.
Troll Resilience. Your Physiology grants you a few benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You are immune to disease.

Natural Armour. Your body is made of rock. Your AC becomes 17.
Cold Mind. Your brain works better in cold temperatures.
In freezing temperatures you gain +5 to Intelligence rolls.
Languages. You can speak Common and Trollish. Trollish
is largely made up from body languages and shouting.

Vampire

“…We were born vampires." "I thought you became vampires by being bitten?" "Dear me, no. Oh, we can turn people into vampires, it’s an easy technique, but what would be the point? When you eat… now what is it you eat? Oh yes, chocolate… you don’t want to turn it into another Agnes Nitt, do you? Less chocolate to go around." He sighed. "Oh dear, superstition, superstition everywhere we turn.”
Carpe Jugulum


Legends of Evil

Vampires are a well-known legend in many locales. They terrorize a village for a while, suck a maiden dry, and inevitably get killed by a local heroic man from the local town. Many rumors exist about their supposed weaknesses. Some are abjured by garlic, others by running water. Vampires can be killed by silver, sunlight, holy water, holy symbols, a stake through their heart, or just killing them until they're dead.

Killing the vampire is the easy part. Vampires have a tendency to come back from the dead. If blood is spilled on their ashes, they will resurrect within a few minutes.

Changing the ways of old

Humans are often wary of vampires in general. Vampires that still abide by their bloodsucking ways are shunned from cities or hunted down. Vampires that have channeled their passions into more benign pursuits are conditionally allowed to live in cities. Reports of bloodless corpses will cause the local undead community to come under threat, so local vampires will ruthlessly enforce temperance.

The new vampires have learned to shun superstitions of the old ways. These vampires that shun their bloodlust substitute it with another obsession. This can range from hobbies like painting or sports, items like coffee, or concepts like power. Woe to any vampire that cannot satiate this new obsession

Vampire Names

Vampires will often have names hailing from their heritage in the backwoods mountains. They often have titles of minor nobility. Temperance Vampires may choose to be more "modern" and adopt local human names.
Male Vampire Names: Vlad, Maledict, Otto, Fenrir, Schwarzlache, Bela, Magyrato, Arthur, John
Female Vampire Names: Lacrimosa, Camilla, Margolotta, Maladicta, Sally, Pamela, Doreen
Family Vampire Names: De Magpyr, Von Chriek, Von Morecombe, Von Smith, Winkings, Voluso

Vampire Traits

Your Vampire character gains a variety of traits from your Vampirism.
Ability Score Increase. Your Charisma increases by 2.
Age. Vampires are practically immortal in terms of age, your vampirism will allow you to avoid death by old age.
Alignment. Vampires come in a variety of alignments, Vampyrs are more Chaotic or Evil while the Temperance League members follow a more Lawful path.
Size. Vampires are the same size as Humans, they range from 5 to 6ft tall.
Speed. Your base walking speed is 30ft.
Darkvision. You have darkvision ranging to 30ft.
Swarm. You gain a flying speed of 20ft, when you fly, you turn into a swarm of bats. Whilst in bat swarm form, you have no attack, may only move and people trying to hit you have advantage.
Sunlight Sensitivity. Whilst in direct sunlight you have disadvantage on attack rolls and saving throws.
Dust. When you are reduced to 0 hit points, you turn into a pile of dust. Whilst you are dust, you have disadvantage on your saving throws, However, if someone drops blood into the pile of dust you are able to come back with 1 point of exhaustion.
Languages. You can speak, read, and write Common.
Subrace. Vampires have two subraces: The Vampyr and the Temperance.

Vampyr

The Vampyr are modern Vampires, they look to a new future of modernity whilst still keeping the ideals of old.
Ability Score Increase. Your Strength score increases by 1.
Blood Sucking. you are addicted to the life force of others. As an action, you can suck the blood of a target within 5ft of you. When you suck a target's blood, you deal 1d6 piercing damage and heal as much damage as you deal.
As a Vampyr you must feed at least once a day, if you do not feed, you gain a point of exhaustion.

Temperance

Vampires who do not want to feed on Human blood are able to join the Vampire Temperance League. The Temperance League restrict their member's blood habbit. Those in the League shift their addiction to anything else.
Ability Score Increase. Your Inteligence score is increased by 1.
Addiction. You have replaced your blood addiction for another. Choose something to be addicted to, no matter how arbitrary. You must experience what you are addicted to at least once per day, if you do not roll 1d20. If you roll a 11 or higher you gain a point of exhaustion, if you roll a 10 or lower you begin craving blood, until you experience your secondary addiction you must succeed a DC15 Constitution saving throw everytime you see blood or suck the blood of the person closest to you.

Werewolf

“Wolves hate werewolves.' 'What? That can't be right! When she's wolf-shaped she's just like a wolf!' 'So? When she's human-shaped she's just like a human. And what's that got to do with anything? Humans don't like werewolves. Wolves don't like werewolves. People don't like wolves that can think like people, an' people don't like people who can act like wolves. Which just goes to show that people are the same everywhere"
The Fifth Elephant

Monsters of the Moon

Hailing from dark forests, true werewolves rule their domain in both human and beast form. They switch between forms at will, except at the full moon, where they are bound to their wolf form. Some children of werewolves do not have the ability to morph so they remain a human or wolf for life. They are quickly shunned from werewolf communities. Werewolves have supernatural durability and are hard to kill, they do how ever have some weaknesses: silver, fire, and baths.

Chaotic or Lawful

Some werewolves migrate to cities where they try to find acceptance. They are frequently mistaken for large wolfhounds since wolves don't live in cities. In their human form, they are nigh undetectable as being a werewolf, unless someone keeps good track of their monthly habits. Many are still fearful of wolves who don't keep their taste for human flesh in check by eating chickens. Werewolves that choose to obey the law can often find employment from guardsmen, who can always use a person skilled with tracking down criminals.

Werewolf Names

Werewolves follow Human naming traditions when naming their young.

Werewolf Traits

Ability Score Increase. Your Wisdom score increases by 2, your Strenght increases by 1.
Age. Your lifespan is similar to that of Humans.
Alignment.
Size. You are the same height as Humans, averaging from 5 to 6ft.
Speed. Your base walking speed is 30ft.
Darkvision. You have darkvision spanning 30ft.
Wolf Form. As a Werewolf, you are able to turn into a wolf. As an action you may turn into your wolf form. As a Wolf you keep all of your stats and hit points, however your speed becomes 50ft, your darkvision is doubled to 60ft and your AC becomes 10 + Dexterity + your Proficiency bonus. You also gain the actions from the Wolf stat block. If you drop to 0 hit points whilst in wolf form, you turn back to your humanoid form before rolling death saves.
Keen Hearing and Smell. You gain the perception skill.
Wolf Kin. You may speak to Dogs and other Canines, and understand them talking back.
Languages. You can speak Common.


Zombie

"No one knew why some people
became natural zombies, substituting
sheer stubborn will power for blind
life force. But attitude played a part"
Night Watch

Undead Stubborness

Some people just can't give up the ghost. Some
zombies are formed by necromancy. Others form from humans who have ironclad will to fulfill their purpose
in life -- and beyond life. They return to the world of the
living dead yet still sentient and intelligent. Many
zombies can still walk, talk, and perceive the world
around them. Zombies gain complete control over their bodily functions. This often manifests itself as unnatural strength and acuity. The body itself is dead. Cellular processes no longer take place, and blood no longer flows. When a zombie is "injured", it merely loses the function of the body part until it is reattached.

Uneasy Relationship

Many people are wary and uneasy around a walking corpse. Most zombies brought back to life by sheer bloody willpower are not violent towards humans like those brought back by necromancy, though, so open-minded humans will tend to let zombies unlive in peace. Zombies tend to live in cities that are large and open enough for them not to be targets.

Zombie Names

Zombies are named whatever they were during their first life, take inspiration from the Human name list.

Zombie Traits

Ability Score Increase. Your Constitution score is increased by 2, your Strength is increased by 1.
Age. As Zombies are undead, they do not age.
Alignment.
Size. Your base walking speed is 25ft.
Undead Fortitude. If damage reduces you to 0 Hit Points, you must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Languages. You can speak Common.

classes

This homebrew contains one full class and 12 subclasses, 1 for each of the classes in the Players Handbook, to be used with the Wizards released material for DnD fifth edition.
The Witch class also has 4 subclasses.

Subclass
Class Subclass Level Available Description
Barbarian Path of the Lifetime 3rd Ancient Warrior, too powerful to die a glorious death in battle
Bard College of Soul 3rd The music consumes the soul, it needs to be heard
Cleric Evolution Domain 1st Ever-changing, this Cleric evolves with the times
Druid Circle of Stones 2nd Tapping into the harmonic resonances of the Disc
Fighter City Watch 3rd Dealing justice through brutal fighting
Monk Way of Time 3rd Manipulating the sands of time to deliver powerful blows
Paladin Oath of Freedom 3rd An oath to ignore the destiny laid out for them, choosing freedom instead of fate
Ranger The Tourist 3rd Far-flung traveler exploring the edges of the Disc
Rogue Scoundrel 3rd Sneaker when out in the open with all eyes on them.
Sorcerer 8th Son of an 8th Son 1st An 8th son of an 8th son is a source of power, power can be shared
Warlock Pact of the Personification 1st Those who work with Anthropomorphic Personifications, will often absorb their power
Witch The Borrower 3rd Mind exploring into the bodies of animals.
Witch The Cackler 3rd The classic evil witch of old, beware of those curses
Witch Higher Magiks 3rd Tap into the Higher Magiks to gain true power
Witch The Pain Mover 3rd A healer dulls pain, a Pain Mover moves and weaponises it
Wizard Unseen 2nd Magic is unstable, too many loose spells can cause chaos

Witch

Soaring above a cottage, an eagle swoops down closer to the trees. It has been two hours since it took a back seat in it's own mind, the Witch from below is back, borrowing the Eagle's body to soar in the sky. Drawing the final symbols on the floor, a Witch finishes her focusing circle, utilising her Witch training and the latest of Wizard magic, she casts a spell most Witches have only heard of. On her rounds, a Witch finds herself tending to a man in great pain. Finding the source of the pain, she moves it out of his body and holds it above her head, placing the pain in a nearby glass, it shatters.

Clever Magic

Witch magic is very different from the wizard magic taught in the Unseen University, and consists largely of finding the right lever that makes everything else work. Witches rarely do any magic, in fact, relying more on common sense, hard work, and a peculiar brand of psychology known as headology. This can be taken very far, a witch's way of magically setting fire to a log of wood consists of staring at the log until it spontaneously combusts from pure embarrassment. As a result, it is less energy-intensive, which means that a witch can technically do more than an equally-powerful wizard. The same zen-like knowledge that gives them this ability generally discourages them from making a big deal about it beyond refusing to take wizards seriously. Headology is more commonly used on people, like the placebo effect. Witches unironically acting with melodrama, of which cackling is an early sign, is often an indication of "going to the bad" and becoming a stereotypically wicked witch.

Detatched Protectors

The role of witches has been defined as "smoothing out life's humps and bumps", and "helping people when life's on the edge", and they take this obligation seriously. They also never ask for anything in return. A normal day for a Witch is traveling around their steading and ensuring everyone is cared for, whether they need a midwife or toenails clipped, a Witch is always willing to help. Life as a Witch is a thankless job, many live alone and are fearfully respected rather than liked. As such Witches tend to emphasize at every possible opportunity that it is considered lucky to have a witch in your house, and that it would be especially lucky if the witch was well-provided for. Unfortunately, not all Witches are content with this kind of job, This leads some witches to become resentful of their charges, and to use their power against them. A witch who "goes to the bad" may initially not feel she is doing anything wrong, but will eventually build gingerbread houses and poison spinning wheels. Witches call this "cackling" and, to keep it at bay, they pay regular visits to one another to gossip and take tea, all the while watching for telltale signs.






















Creating a Witch

When creating a Witch, it's important to consider your character's personality. How do they cope with the unwanted nature of their good deeds? do they still commit to doing these deeds? How do they feel about the Witches that have their own cottages, their own steadings? Do they hope to have their own one day? have they already had one and lost it? or do they currently have one and is separated for various reasons? Does your Witch believe that true power comes from knowing not to use magic? or are they striving to become more powerful? are they showing any signs of "going to the bad"? have they been found cackling to themselves? do they have an odd hobby in researching the gingerbread housing market?

Quick Build

You can make a Witch quickly by following these suggestions. First make Wisdom your highest stat, followed by Charisma. Next choose Sage as your background.

Witch
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Headology, Spellcasting 2 2
2nd +2 Cutting Words 2 2
3rd +2 Witches Cottage 2 3
4th +2 Ability Score Improvement 3 3
5th +3 Shambles 3 4 2
6th +3 Cottage Feature 3 4 2
7th +3 Specialist 3 5 3
8th +3 Ability Score Improvement 3 4 3
9th +4 Broomstick 3 4 3 2
10th +4 Cottage Feature 4 4 3 2
11th +4 Wisdom of Age 4 4 3 3
12th +4 Ability Score Improvement 4 4 3 3
13th +5 4 4 3 3 1
14th +5 Cottage Feature 4 4 3 3 2
15th +5 Second and Third thoughts 4 4 3 3 2
16th +5 Ability Score Improvement 4 4 3 3 3
17th +6 4 4 3 3 3 1
18th +6 Witch's Sight 4 4 3 3 3 2
19th +6 Ability Score Improvement 4 4 3 3 3 2
20th +6 Hag O' Hags 4 4 3 3 3 2

Class Features

As a Witch, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per witch level
  • Hit Points at 1st Level: 8 + your Wisdom modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Wisdom modifier per Witch level after 1st

Proficiencies


  • Armor: light armour
  • Weapons: simple weapons
  • Tools: two tools of your choice

  • Saving Throws: Wisdom and Charisma
  • Skills: Choose three skills from Arcana, Deception, Insight, Intimidation, Medicine, Nature, Perception, and Persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a dagger or (b) any simple weapon
  • any two tools
  • (a) an Explorer's pack, or (b) a Scholars Pack.
  • Leather armour and a dagger

Headology

As a Witch, you have learned to gain further insight into the ways of people. While speaking to a Humanoid, you can attempt to charm them. The target must make a Charisma saving throw against your spell save DC. On a failed save, the target becomes either charmed or frightened by you. the charm lasts for 1 hour.
Alternatively, you can use this ability to notice lies. When talking to a humanoid for no less that 1 minute, you may make an Insight check, with a DC equal to the target's Charisma(Deception) modifier + 10. On a successful you can tell when the target is lying for 24 hours.


Spellcasting

As a Witch you have learned to use the magic of the world for yourself.

Cantrips

At 1st level, you know two Cantrips of your choice from the Witch spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.

Preparing and Casting Spells

The Witch table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Witch Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Witch's Spells that are available for you to cast, choosing from the Witch spell list. When you do so, choose a number of Witch Spells equal to your Wisdom modifier + your Witch level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Witch Spells requires time spent in meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability

Wisdom is your Spellcasting Ability for your Witch Spells. You use your Wisdom whenever a spell refers to your Spellcasting Ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Witch spell you cast and when Making an Attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Ritual Casting

You can cast a Witch spell as a ritual if that spell has the ritual tag and you have the spell prepared.


Spellcasting Focus

A Witch can use any item from their pockets as their focus.

Harsh Words

Your words strike fear in the hearts of your enemies, you have learned to use this to your advantage. You learn the Vicious Mockery cantrip. For you, this cantrip can be used as a bonus actions and has additional damage equal to your Witch level.

Witch's Cottage

At 3rd level, you are able to choose a cottage archetype. The Witch has 4 subclasses: The Borrower, The Pain Mover, The Higher Magick, and the Cackler.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Shambles

Starting at 5th level, you learn the process of building a Shambles. Building a Shambles allows the detection of an aberration, celestial, elemental, fey, fiend, or undead within 30ft of it. A Shambles is a one-use item, it takes 1 minute to build, requires a living component and stops working when it detects something.

Specialist

Starting at level 7 you are able to specialise as a Witch. You may pick one of the two options:

Expertise

choose two of your skill proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Jack of all trades

you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.

Broomstick

Starting from level 9, you gain the ability to fly on your broomstick. Whilst you are on your broomstick, you are given a fly speed equal to your walking speed. To make a magic broomstick, you must first do a ceremony on an ordinary broomstick where you carve sigils, glyphs, and runes along the handle. The ceremony takes 1 hour.

Wisdom of Age

Starting from level 11, your aging is slowed, for every two years that pass, you age one.

Second and Third Thoughts

At level 15, you gain the second and third thoughts. Once per long rest you may tap into one of these thoughts.

Second Thoughts

Your second thoughts think about the way you think, you gain proficiency in all Intelligence skills for 1 minute.

Third Thoughts

Your third thoughts watch the world and think for themselves, you gain proficiency in all Wisdom skills for 1 minute.

Witch's Sight

From level 18, you gain the Witch's Sight. Once per short rest you can give yourself truesight for 1 minute.

Hag O' Hags

At 20th level, you have reached peak status amongst your fellow witches. Your Wisdom and Charisma scores increase by 4. Your maximum for those scores is now 24.

Witch Cottages

When a Witch finishes her training, she is given a cottage. After passing this tradtion, a Witch must choose her path. Whether the Witch explores the world through the existance of beasts like the Borrowers, Heal the sick and in pain like the Pain Movers, Explores the magick with a K and the Wizard-esque path of the Higher Magick or slips into the lonely and long path of the Cackler.

The Borrower

Borrowing is highly dangerous and rewarding. Learning this path, a Witch can leave their body and explore the world through the existance of nearby beasts. Granny Weatherwax once managed to borrow an entire bee hive and once even managed to talk to the spirit of the country of Lancre. Borrowers must be careful however, as they borrow, their bodies are unprotected and there are many monsters that require them.


Cottage Spells

You gain cottage spells at the Witch levels listed.

Witch Level Spells
3rd Animal Friendship, Find Familliar, Goodberry
6th Animal Messenger, Locate Animals and Plants
10th Conjour Animals, Plant Growth
14th Giant Insect, Polymorph

Witch's Familiar

At level 3, You gain a specialist form for the Find Familiar spell, the Witch's Cat

I Aten't Dead

At level 3, you gain the ability to borrow into nearby beasts. As an action, you can go into an astral form leaving your body where it was left. Whilst in this form you have a speed of 35ft and can move through objects and people.
In the astral form, you can borrow a beast with a CR of half your Witch level (rounded down) and you gain the stats of the borrowed beast.
If you are using the borrowed beast for combat, at the end of each turn of combat you must make a DC10 Wisdom saving throw, the DC increases by 1 for each roll you succeed.
You may use this ability twice per long rest.

Sense Sharing

At Level 6, you gain the ability to experience the sense of any willing person or creature you are touching.
You also gain the ability to speak to beasts.

Advanced Borrowing

At Level 10, you are able to regain your borrowing feature with a short rest instead of a long rest.

Borrowed Protection

At Level 14, you are able to protect your body whilst you borrow. While you are borrowing, your body becomes resistant to all damage and if your hp goes under 20hp, your body casts the spell Conjure Animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it


Witch's Cat

Medium, Chaotic Neutral


  • Armor Class 12
  • Hit Points 26 (4d10+4)
  • Speed 50ft

STR DEX CON INT WIS CHA
Str 17(+3) Dex 20(+5) Con 13(+1) Int (-4) Wis 12(+1) Cha 8(-1)

  • Saving Throws Dexterity +10
  • Skills Perception +3, Stealth +6
  • Senses Darkvision 40ft, Passive Perception 13
  • Challenge 1 (200 XP)

Pack Tactics. The Cat has advantage on an attack roll against a creature if at least one of the Cat's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Keen Smell. The Witch's Cat gains Advantage on Wisdom (Perception) checks that rely on smell

Pounce. If the Cat moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the Cat can make one bite attack against it as a bonus action.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage

The Pain Mover

Pain Movers have the ability to shift pain from an individual and move it into another object. The benefit of this ability is balanced perfectly with the danger on the Witch if they dare lose concentration on what they are doing. Pain Movers make expert doctors and are able to ease the life of those they help.

Cottage Spells

You gain cottage spells at the Witch levels listed.

Witch Level Spells
3rd Cure Wounds, Goodberry, Healing Word
6th Healing Spirit, Lesser Restoration
10th Mass Healing Word, Revivify
14th Aura of Life, Death Ward

Makeshift Doctor

At third level, you gain a proficiency in the medicine skill and the healer's kit. If you already have proficiency in one or both of these, you gain expertise instead.

Removing Pain

At third level, you learn the knowledge to shift the balance and move pain. As an action you can remove pain from yourself or other creatures. Per action you may heal 1d8 + Intelligence(medicine) modifier. The pain removed floats unseen above your shoulder until you take another action to move it into an object.
Safely carrying the pain you have collected requires concentration, you instantly lose this concentration if you fall asleep or incapacitated. If you are hit with an attack you must make a concentration check to keep the pain in your balance. If you lose concentration, the pain goes into yourself, dealing psychic damage equal to the pain collected.
The amount of dice used for healing increases by one for each Cottage feature taken: 2d8 at 6th level, 3d8 at 10th level, and 4d8 at 14th level, each increase also adds your Intelligence(Medicine) modifier.

Fire and Pain

From 6th level, you have learned how to weaponise the balance. As an action, instead of passing the pain onto an object you may throw the pain as a ranged spell attack. On a hit, the target is dealt psychic damage equal to the damage collected.

Magic Potion

From 10th level, you have learned to bottle your own healing potions. Using a secret recipe that you cannot share, you may use the components worth 25gp and spend 1hr to craft a 1d4+4 healing potion. You may also spend an additional 20gp for each additional 1d4 to the healing total with a maximum of 5d4.

Balance Shifter

You are now resistant to Bludgeoning, Piercing, and Slashing damage from non-magical weapon attacks. Additionally, all damage you resist with this feature is added to the pain you have collected.

Higher Magicks

From stars to moons, your decorations style will never be the same once you tap into the Higher Magicks - with a K. A style of Witching that is held with high disdain from the other Witches, tapping into the higher Magick will bring you closer to the powerful magic within the world.

Cottage Spells

You gain cottage spells at the Witch levels listed.

Witch Level Spells
3rd Detect Magic, mage armour, Magic Missile
6th Magic Lock, Snilloc's Snowball Storm
10th Dispel Magic, Melf's Minute Meteors
14th Arcane Eye, Mordenkainen's Faithful Hound

New Magick

from level 3 your magic ability is expanded, You now have an expanded spell slot table to draw from.
additionally, you gain access to the Wizard spell list to choose new spells. Each new level you gain, you learn 2 spells from the Wizard spell list. These spells become Witch spells for you.

Learning Magick

At level 6, you expand the your studies. You may choose 2 spells and 2 cantrips from any spell list. These spells become Witch spells for you.

Knowledge Protects

From level 10, you learn further ways to protect yourself and to use magick to your advantage. You gain advantage on saves against magic attacks. You also gain advantage on spell attack rolls.

Favourite Spells

At level 14, you may choose two spells you already know, you may cast these spells without the material component an amount of times equal to your Wisdom modifier per long rest.




Expanded Spell Slots
Level Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
3rd 3 4 2
4th 4 4 3
5th 4 4 3 2
6th 4 4 3 3
7th 4 4 3 3 1
8th 4 4 3 3 2
9th 4 4 3 3 3 1
10th 5 4 3 3 3 2
11th 5 4 3 3 3 2 1
12th 5 4 3 3 3 2 1
13th 5 4 3 3 3 2 1 1
14th 5 4 3 3 3 2 1 1
15th 5 4 3 3 3 2 1 1 1
16th 5 4 3 3 3 2 1 1 1
17th 5 4 3 3 3 2 1 1 1 1
18th 5 4 3 3 3 3 1 1 1 1
19th 5 4 3 3 3 3 2 1 1 1
20th 5 4 3 3 3 3 2 2 1 1

The Cackler

A state of mind, feared by Witches across the world. Each witch fears becoming a cackler, a Witch who, due to loneliness, ego, madness, etc loses the barriers of right and wrong - they become a cackler. Cacklers may find themselves laughing in an unsettling manner or having a sudden urge to build a cottage out of sweet treats and famously, often have a habit of being pushed into ovens.

Witch Level Spells
3rd Cause Fear, Inflict Wounds
6th Crown of Madness, Ray of Enfeebleness
10th Life Transference, Hunger of Hadar
14th Blight, Evard's Black Tentacles

Cackling Dramatics

At level 3, You gain the Thaumaturgy cantrip, you may also hold up to 6 of these effects at a time instead of 3.

Beyond BOFFO

At level 3, your cackling brings out your terrifying appearance. You gain the Cackler form, your skin turns green and leathery, your nose is hooked and you have warts. As an action, you may change between your original and your Cackler form.
Additionally, you may use your Cackler form against your enemies. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses.

Using this trait reveals your Cackler form to any creature within 30 feet that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.

Witches Curse

At 3rd level, you gain the ability to curse a target that you can see. You can curse an amount of times per long rest equal to your Charisma modifier. The target must succeed a Wisdom saving throw against your Spell Save DC or be cursed. Each curse lasts 1 minute and you may only have one curse at any time. At third level you can learn two curses, you are able to lean a new curse at 6th, 10th, and 14th level.


Curses:
  • Choose one ability score, while cursed, the target has disadvatage on ability checks and saving throws made with that ability score.
  • While Cursed, the target has disadvantage on Attack rolls against you.
  • While Cursed, the target must make a Wisdom saving throw against your spell save DC at the start of each of its turns. If it fails, it can only make movement or an action.
  • While the target is Cursed, your attacks and Spells deal an extra 1d8 necrotic damage to the target.
  • While cursed, the target cannot move more than 30ft away from you
  • While cursed, the target cannot move within 30ft of you
  • While cursed, you may surpass one of the target's resistances, this only works for the curse giver.
  • While cursed, the target is visible to you when invisible.
  • While cursed, any damage the target deals to you or an ally within 15ft of you, it takes psychic damage equal to your level.
  • While cursed, if the target is healed or can heal, it can only heal half.

Feed on Fear

Starting from level 6, when you kill an enemy, you regain temporary hit points equal to your witch level.

The Cunning Man

From level 10, you are prepared for fire. When you are dealt fire damage, you may use your reaction to deal fire damage equal to your level back to the attacker.

Curse the world

From level 14, you regain your curses back on short rest or a long rest.

Witch Spell List


Cantrips (0 Level)
  • Create Bonfire
  • Control Flames
  • Dancing Lights
  • Druidcraft
  • Frostbite
  • Gust
  • Infestation
  • Light
  • Magic Stone
  • Message
  • Minor Illusion
  • Prestidigitation
  • Shape Water
  • Spare the Dying
  • Toll the Dead
1st Level
  • Absorb Elements
  • Animal Friendship
  • Catapult
  • Charm Person
  • Dissonant Whispers
  • Earth Tremor
  • Faerie Fire
  • Identify
  • Sanctuary
  • Unseen Servant
2nd Level
  • Animal Messenger
  • Hold Person
  • Knock
  • Silence
  • Suggestion
  • Zone of Truth

3rd Level
  • Bestow Curse
  • Clairvoyance
  • Haste
  • Leomund's Tiny Hut
  • Lightning Bolt
  • Remove Curse
  • Speak with Dead
  • Speak with Plants
4th Level
  • Banishment
  • Charm Monster
  • Compulsion
  • Divination
  • Greater Invisibility
  • Hallucinatory Terrain
5th level
  • Commune with Nature
  • Contact Other Plane
  • Dawn
  • Dispel Evil and Good
  • Dominate Person
  • Greater Restoration
  • Legend Lore
  • Scrying
  • Wrath of Nature










Barbarian: Path of the Lifetime

""What is it that a man may call the greatest things
in life?" "Hot water, good dentishtry and shoft lavatory paper.""
The Light Fantastic, Cohen the Barbarian

An aged warrior, you aren't a legend in your own
lifetime, you are a lifetime in your own legend. The path
of the Lifetime are only for those who are in the latter
part of their life. Their skills are highly tuned to the point where they are extremely difficult to kill, even if dying
a good death is the goal.

Barbarians of the Disc are the heroes of old, the heroes of legend that defeated all the monsters that terrorised your parents and your parent's parents. Almost all of them died a good death, but some survived. Some have settled down, using their massed riches to find a nice cozy life. Other's are missing, assumed dead but are subjects of myths and legends of their own. The rest are still fighting Trolls, thinking it's a good idea at their age.

The Barbarians of the Disc all have a following, people who have heard their stories and spread them to their friends. Famous Barbarians have done impossible deads: fighting ice giants, meeting the gods, crash landing on the moon and building their own dentures.

Unwanted Luck

At level 3, despite your efforts to die a good death, you are extremely lucky, once per long rest you may negate a natural 20 against you. A negated 20 still counts as a normal hit.

So close

From level 6, not just any good death will do. Once per long rest, when you are reduced to 0hp, you get back up with 1hp instead.

Aged Wisdom

From level 10, your Barbarian Knowledge is unmatched. When you fight an enemy or a monster you have fought before, you gain advantage on attack rolls and may add extra damage equal to your Barbarian level to damage.

Tenacity of Luck

Starting from level 14, it seems like no one can manage to kill you off. You gain disadvantage on your first death save but advantage on the others until you get back up.

Bard: College of Soul

"DEAFNESS DOESN'T PREVENT COMPOSERS HEARING THE MUSIC. IT PREVENTS THEM HEARING THE DISTRACTIONS."
Soul Music, Death

Before the universe began, there was a sound. It went: "One, two, ONE, two, three, four..." The Listening Monks discovered this, and it explains a lot. The cataclysmic power chord that followed was the creation of time and space and matter and it does Not Fade Away.

A musical instrument can be a powerful thing, a musical instrument that taps into the power of the cataclysmic power chord that helped jump start creation is beyond comprehension. As such, it might be best not to buy an instrument from the traveling shops that often over-priced and cursed.

Your instrument is brimming with power, it seems to get more powerful with the more people looking at it. In fact it seems to crave attention, it craves a rock show, it craves the ultimate story of rock n roll.

Healing Melodies

From level 3, as an action you may play a familiar song in the hopes to heal every creature within 10ft of you. Roll a d20, if you get a natural 20 you heal 1d6 + your Charisma modifier. If you get a natural 1, you do not heal anything. Any other number you roll heals a 1d4 + your Charisma Modifier. You may use this ability a number of times per long rest equal to your Charisma modifier.

Showing Off

From level 6, your instrument is empowered by the crowds around you. When you make a ranged spell attack, you may add a number equal to the number of allied or non-hostile creatures within 20ft of you to your attack and damage roll.

Music to die for

From level 14, creatures charmed by you are willing to save the music that flows through you. Any creatures charmed by you within 10ft of you, by using your reaction, will put themselves in front of the attack. When the charmed creature takes damage, they are no longer charmed by you.

Cleric: Evolution Domain

"'I don’t think I’m related to any apes,’ said the Senior Wrangler thoughtfully. ‘I mean, I’d know, wouldn’t I? I’d get invited to their weddings and so on. My parents would have said something like, “Don’t worry about Uncle Charlie, he’s supposed to smell like that,” wouldn’t they?'"
Last Continent

Clerics of evolution follow the idea that everything changes. The Small Gods grow from insignificant tiny beings into the powerful Gods that control everything. Clerics of Evolution aim to follow the same concept, ever changing in the hope they may also rise above.

Cleric Level Spells
1 Chaos Bolt, Disguise Self
3 Altar Self, Mirror Image
5 Blink, Haste
7 Arcane Eye, Polymorph
9 Antilife Shell, Skill Empowerment

Bonus Resistances

At level 1, you gain resistances in two of the following: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant and thunder.

Channel Divinity: Changing Nature

At level 2, you gain the ability to change your own nature. By meditating for 1 minute, you are able to change two of your skill proficiencies or one skill proficiency and one resistance to another that you are currently not proficient in. This ability does not effect any proficiency you have expertise in.

Ever-Changing

Starting from level 6, your form is ever-changing. At the end of a long rest, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die.

You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.

Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

From 8th level, you may use this ability as an action a number of times equal to your Wisdom modifier per long rests.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Evolving Arcanum

Starting from level 17, your magic becomes adaptable. Choose a spell list, from your that list, pick one spell from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

Druid: Circle of Stones

"Stone circles were common enough everywhere in the mountains. Druids built them as weather computers and since it was always cheaper to build a new 33-MegaLitch circle than upgrade an old slow one there were generally plenty of ancient ones around"
Lords and Ladies

Druids are common in the Disc, they build large stone circles that work like machines. The druids don't have to convince tens of thousands of people to march eighty miles, carve out a large number of monoliths that weigh upwards of fifty tonnes and drag them on rollers eighty miles back. No, no - they simply cast some form of spell over them and then fly them through the skies to land gently in the right place. Genius.

The Druids of Llamedos were armed with the dread reinforced battle-harps, whose sonic resonances can do terrible things to an enemy army, or indeed anyone standing within three hundred yards of the vibrating strings. The male voice war choir is also something to behold: the old barbarian standard "We're Going To Cut Your Tonkers Off" becomes truly terrible when done in fully conducted harmony with a descant and everything.

The Circle of Stones use their magic and connection with the Dic to create these stone circles, helping them amplify their power. When the stones are used with the conducted harmony of the Druids, everything in the path either runs or gets obliterated in perfect musical timing.

Choir of the Universe

At level 2, you gain the ability to sing a devastating melody in tune with the Disc with the sonic resonances of the Reinforced Battle-Harps. As an action, you may sing your tune, everyone in a 15ft line must make a Wisdom saving throw or be dealt 3d6 psychic damage, or half as much on a successful roll. You may use this attack a number of times equal to your Wisdom modifier.

Power of Stone

At level 6, you gain the ability to further connect with the universe by places large stones of power. as an action you may place a large stone (5ft wide, 10ft tall) on any space within 20ft of you. If the space is occupied, they must make a Dexterity saving throw against your spell save DC, they are dealt 2d10 bludgeoning damage on a failed save or half as much on a successful one.

These stones are activated through use of your Reinforced Battle-Harp attack. if your attack hits the stone, the sound will resonate from it, spreading the damage out, any creature within 10ft of the stone will be his by the sonic resonances. If a second stone is within the radius of another, the damage spreads to the radius of the second stone. The more stones in place, the further the damage can spread.

You may place a number of stones per long rest equal to your Wisdom modifier. With each stone placed, your Reinforced Battle-Harp damage is increased

Stones Area Damage
1 1d10
2 2d10
3 3d10
4 5d10
5 7d10

You can place one of these stones a number of times, per long rest, equal to your Wisdom modifier. The stones disappear after an hour.

Magically Imbued

Starting from level 10, you can imbue your harmonic resonances with magic. You may expend spell slots for uses of your Reinforced Battle-Harps attack. By using your spell slots to attack, you gain extra damage equaling an extra 1d6 per level of spell slot expanded (e.g, if you expand a 1st level spell slot your attack has an extra 1d6 psychic damage, if you expand a level 5, it will be an extra 5d6).

Powerful Connection

Starting from level 14, your connection to the universe becomes stronger than ever. You regain all uses of Power of Stones on a short rest and the stones now spread the damage by 15ft instead of 10ft.
































Fighter: City Watch

“I get it,' said the prisoner. 'Good Cop, Bad Cop, eh?' If you like.' said Vimes. 'But we're a bit short staffed here, so if I give you a cigarette would you mind kicking yourself in the teeth?”
Night Watch

The City Watch is important in keeping the peace in
the cities of the Disc. Run by Commander Sam Vimes,
the City Watch has turned from a corrupt and lazy organisation to a well respected symbol of the law.

the Watch has gone through multiple incarnations, going from a small unnecessary force of 4 people to a large, multi-ethnic public facing institution which aims to be the symbol of a modern city.

Lance Constable

From level 3, you gain proficiency or expertise if you are already proficient, in any 2 of: Intimidation, Investigation, Perception, or Persuasion.
You also gain proficiency in 2 new weapons: knuckle dusters and truncheons.

Constable

At level 7, you may pick a new fighting style. Fighting styles do not stack.
You also gain advantage on persuasion and intimidation rolls whilst flashing your badge.


































Corporal

From level 10, you gain advantage on attack rolls against a creature if at least one of your allies is within 5ft of the creature.
You also gain extra damage equal to your Fighter level if you are flanking the creature.

Sergeant

At 15th level, you may choose another new fighting style or a feat.
also, whilst grappling a humanoid, you may use an action to arrest and incapacitate. The target must succeed a Wisdom Saving Throw, the DC for this roll is your base strength score. On a fail, the target is restrained, it may re-roll the save at the end of each of it's turns.

Captain

at level 18, whilst using the Knuckle Dusters of Truncheon, you may gain an extra attack.

Weapons of The Watch

Knuckle Dusters 1d6 bludgeoning, light Truncheon 1d6 bludgeoning, versatile (1d8)

Monk: Way of Time

“...remember that a story does not unwind. It weaves. Events that start in different places and different times all bear down on that one tiny point in space-time, which is the perfect moment.”
Thief of Time

Living in a hidden valley of the Ramtops, in the area known as Enlightenment country, the History Monks are the keepers of History. Their role is to ensure that history follows its correct course, and even to make sure that it exists at all. Times are always getting worse, the monks feel. Again and again some wizard or artificer or mad scientist tinkers with the machinery and shatters the fabric of time and space. The History Monks consider it their duty to put the pieces back together, and to ensure that there are more pieces to follow the present moment. They are also known by their official title The Fighting Monks of the Order of Wen.

Some monks go into the field undercover, they disguise themselves as everyday workers as they understand that the man cleaning is likely to be able to slip in unnoticed or in a city as dirty as caked in dirty as Ankh-Morpork, they let them in with open arms. Due to this, undercover History monks go by the title Sweepers.

Monks on the way of time are granted extraordinary abilities thanks to their use of the procrastinators, their time abilities are unprecedented but are only used in the case of an emergency. Pulling small moves in time, History Monks becomes formidible combatants, they can move faster than the eye and unleash devastating attacks before their enemies can even shout "What's that weird thing on your back".

Faster than Time

At level 3, When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Timed Combat

From level 6, your time manipulation grants you extra uses of your Ki points

  • Shifting Aim: For 2 Ki points you may use your reaction to re-aim an attack of someone within 5ft of you to another target of your choice.
  • Take the Hit: For 1 Ki point, you may take the damage of an attack against an ally within 10ft of you, this damage cannot be reduced.
  • Quick Analysis: For 1 ki point, you may analyse an attack to give yourself advantage on an attack or to give another creature within 5ft advantage or disadvantage on an attack.

Time Punch

At level 11, you gain an extra attack in addition to those granted by the main class feature.

Stop Time

From level 17, your time abilities allow you to temporarily stop time. Once per long rest you may stop time to give yourself an additional turn in combat, whilst time is stopped, everybody but yourself is considered paralyzed. You may stop time for an addition turn for every 8 ki points spent.

Paladin: Oath of Freedom

"She was already learning that if you ignore the rules people will, half the time, quietly rewrite them so that they don’t apply to you."
Equal Rites

The Oath of Freedom isn't an ordinary oath, it's a rejection. By committing to this oath you reject you birthright, maybe you are destined for greatness/tyranny, maybe you were chosen by a God as their new profit, or maybe you have a birthmark suspiciously crown like in shape? Reject those futures, choose Freedom in all it's forms.

The perfect representation of this Oath is Carrot Ironfounderson of the watch. Born with an obvious birthmark in the shape of a crown and a magical looking sword. He returned to Ankh-Morpork, not to bring back the crown, but to join the City Watch. Carrot stands in defiance of the work of fate, he avoids his duty under one name and authority - Freedom.

Tennants of Freedom

The exact tennants of Freedom vary from person to person but the basic ideologies remain the same.

  • Revoke Destiny Destiny holds no place for individuals
  • Live Your Own Orders No one should hold power over the path of your life
  • Fate is an Illusion The path of fate is a trick, it will only lead to misery
  • Overrule the Future You control your own life, do what you wish, not what the hands of fate want.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3 Comprehend Languages, Disguise Self
5 Altar Self, Enhance Ability
9 Counter Spell, Glyph of Warding
13 Hallucinatory Terrain, Polymorph
17 Reincarnate, Teleportation Circle

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Revoke Enemy As a reaction, when a creature attacks you, you may cause it to miss instead.
Ignore the Path As a bonus action, you can cause one creature you can see within 10ft of you and make them have disadvantage when attacking you for 1 minute.

Change Fate

Starting from level 7, your determination for freedom allows you to protect yourself and others. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Mastering Destiny

Starting from level 15, your ability to Revoke Enemy is improved far beyond the normal. When you use your Revoke Enemy Channel Divinity, you are able further change the attack. When you use this ability on a critical hit, the critical is negated but it still hits as normal. If you use this ability on a normal attack, you may cause it to critical fail instead.

Aspect of Freedom

At level 20, you can assume the form of the Aspect of Freedom. Once per long rest, by using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • When you transform, a wave of energy blasts out from you, everyone within 10ft of you must make a dexterity saving throw, they are dealt 5d10 force damage, or half as much on a successful roll.
  • A weapon of your choice forms in your hands. This weapon deals an extra 2d8 Radiant damage.
  • Your resolve strengthens you, your AC is increased by 2.
  • You gain resistance to bludgeoning, slashing and piercing damage from both magical and non-magical attacks.

Ranger: The Tourist

“Twoflower was a tourist, the first ever seen on the discworld. Tourist, Rincewind had decided, meant 'idiot'.”
Colour of Magic

A tourist was an individual who went to places with the intention of just visiting them, a practice that most people found odd.

Distant Foes

From level 3, your Favoured Enemy ability is improved. Once per short rest you may meditate for 1 minute and choose a new temporary additional Favoured Enemy. Until you choose another Favoured Enemy, you learn a language associated with the chosen creature/Humanoid type.

Additionally, when fighting your Favoured Enemy, you gain advantage on attack rolls and deal an additional 2d6 damage. This extra damage increases to 3d6 at level 7, 4d6 at level 11, and 5d6 at level 15.

Distant Shores

Also at level 3, your Natural Explorer ability is also improved. Once per short rest you may meditate for 1 minute and gain an additional Favoured Terrain and as such, You gain the benefits of this terrain as the Natural Explorer ability grants until you choose another.

In addition, whilst in a favoured terrains you gain the following abilities:

  • You gain advantage on Medicine, Nature, Stealth and Survival skill checks.
  • You are not required to expend a spell slot to activate your Primal Awareness.

Travel Companion

starting from level 7, you no longer travel alone. You gain two traveling companions:

The Luggage

Half Bag of Holding, half homicidal maniac, The Luggage is a large chest made of Sapient pearwood. It has hundreds of tiny feet and will follow it's owner where ever they go. Once per turn, you may use your bonus action, or one of your multiple attacks to have The Luggage make a bite attack for you.

Iconograph

A wonderful device that creates instant paintings. In fact, the device is powered by a tiny imp inside, this imp perfectly paints the image it's pointed at. As a bonus action, you may point the Iconograph and receive a perfect picture of the scene.

If these companions are lost or destroyed, you may meditate for an hour and recieve a replacement. By doing this, the previous companions will be destroyed along with anything stored inside them.

Lingua Franca.

From level 11, You have a brilliant understanding of language. You now understand all spoken language. While listening to someone speaking a language you do not yourself speak for one minute, you are able to begin speaking it fluently.

Far Flung Traveler

Starting from level 15, Your traveling grants you special insight in battle. Whilst in your favoured terrain and attacking your favoured enemy, you gain an additional 2 attacks.


The Luggage

Medium, True Neutral


  • Armor Class 17
  • Hit Points 100 (20d10)
  • Speed 60ft

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 20 (+5) 10 (0) 12 (+1) 8 (-1)

  • Saving Throws STR +7, CON +8
  • Skills Intimidation +4
  • Damage Resistances Bludgeoning, Piercing and Slashing from non-magical attacks
  • Damage Immunities Necrotic, Poison and Psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses Darkvision 60ft, Truesight 20ft
  • Languages Doesn't speak but understands all language
  • Challenge CR 6

  • Owner Awareness The Luggage knows the location of it's owner, no matter what plane they are on

Actions

Bite. Melee Piercing Attack: +7 to hit, 5ft, one target. Hit: 2d10 Piercing damage. If the target is medium or smaller in size and is killed by this bite attack, The Luggage will swallow and devour the creature.

Rouge: Scoundrel

“People were strange like that. Steal five dollars and you were a petty thief. Steal thousands of dollars and you were either a government or a hero.”
Going Postal

People often say "You can't con an honest man" but most people can't honestly claim to have ever met one. The easiest way to con people is to make it seem like they are the ones pulling it. Make the mark believe they are going to cheat you out of something, that they are getting something worth more than the deed it takes to claim it. Maybe this time the person selling the priceless diamond ring for cheap is being honest but deep down they know the truth, the diamond ring is always a fake.

Scoundrels are the oddest kind of rogue, mainly because they stay away from the shadows and decide to commit their crimes out in the open, with everyone watching.

They often craft a persona for themselves, running their crimes or heroic deeds under that identity, knowing that if they ever need to disappear, all it will take is a new identity and a little bit of gold.

Scoundrels can be found all across the disc but only a few have truly mastered the ability to disappear within their own persuasions and deceptions. Those who find their faces easy to identify or that their current run of cons are becoming boring, turn to disguises, they return to the scene of their crimes and socialise with those they have conned.

Silver Tongued

At level three, your skill with words is enough to bring others to your understanding. You gain proficiency in both Deception and Persuasion, or Expetise in these skills if you are already proficient.


Easily Forgettable

Also at level three, your face is hard to recall. You gain advantage on Charisma (Deception) checks regarding you identity. People without the ability of True Sight also have disadvantage in rolls attempting to discern your identity.

You also gain proficiency with disguise kits, or expertise if you are already proficient.


Inspiring Presence

At level nine, you can use your social abilities to inspire those around you. You gain inspiration dice to inspire or charm as a bonus action. You have a number of inspiration dice equal to your charisma modifier, these dice are a D8 and replenish after a long rest.

Inspiring Demeanor:

You may give those you consider an ally an inspiration dice, that they can roll and add it to any roll that uses a D20. An inspiration dice lasts for 1 hour and they can only have one at a time.

Charming Guile:

You may use your inspiration dice to cast Suggestion on a creature you have been talking to for 1 minute who does not see you as a threat, the target has disadvantage on it's roll. Whilst the target is in the state of suggestion, they consider you a friend and any attack you use against them will have advantage. You may only charm one person at a time and once you attack them, the spell wears off.


Charming Violence

Starting from level 13, you can use your words can now be deadly. Any attack against a creature you have charmed using Inspiration dice is now considered a critical hit.


Force of Charisma

Starting from level 17, your charisma goes beyond the extraordinary. Your charisma score increases by two and your maximum charisma score is now 22.

Sorcerer: 8th Son of an 8th Son

“Sourcerers never become part of the world. They merely wear it for a while.”
Sourcery

8 is a powerful number, it is well known on the Disc that the eighth son of an eighth son is likely to become a wizard, and that wizards generally don't indulge themselves in love affairs. The reason for this might be that if a wizard were to have sons, all of them could be powerful wizards, and the eighth would be a sourcerer, a wizard squared.

Wizards use the magic existing on the Disc to perform spells, but a sourcerer is a source of magic making them one of the most powerful entities on the Discworld, especially considering the fact that the magic generated by a sourcerer (it is unknown if magic is generated only when a sourcerer performs a spell or passively) is new and wild, having never been recycled before, and is thus far more powerful than magic found nearly anywhere on the Disc since the Mage Wars. No-one wants a return to those days of tower-building and vast magical warfare.

The last known sourcerer was a young boy named Coin, eighth son of Ipslore the Red, who wrought havoc on the Disc, nearly causing the Apocralypse. It is not widely known, but he was stopped by the 'wizzard' Rincewind, a famously incompetent student of Unseen University, heavily armed with a half-brick inna sock. Contemplating this fact has caused mental stress to the more thoughtful senior wizards, as it means that Rincewind has triumphed in a duel with such a puissant practitioner of magic that it means, at the very least, that he is the equivalent of an eighth-level mage. This is yet another aspect of the whole Business with the Sourcerer that senior wizards are loath to consider deeply: as such, the level of honour they were prepared to bestow upon Rincewind steadily decreased from a statue to a mention in the honours scrolls to finally being a censure for being improperly dressed on University property.

Source

From level 1, your source of power empowers others. You gain an aura spreading 10ft, the aura empowers you and your allies in one of the following ways:

  • Gain additional damage to spell attacks equal to your Charisma modifier.
  • Add your Charisma modifier to saving throws from spells.
  • Damage from spell attacks is reduced by your Charisma modifier.

    You may swap between these auras by spending 1 minute meditating on your own power.

Granting Power

From level 6, you may give people spell slots. As an action, you may give someone (with spellcasting abilities) a spell slot they are able to cast. by giving spell slots, you expend that spell slot as you would if you were casting that spell.

Shifting Source

From level 14, you may imbue an item with a spell. When you imbue an item you expend the spell slot of the spell casted. This spell can be activated later by whoever holds the object and says a magic word that is decided by you when casting the spell. By the next long rest, any imbued items loses it's power. You may use this ability as many times per long rest as your Charisma modifier.

Unlimited Power

From level 18, you gain access to all spell lists. You may now prepare your spells each day spending 1 minute for each spell for as many spells as your "Spells Known" on your main class spell features.

Warlock: Pact of the Personification

“It struck Mort with sudden, terrible poignancy that Death must be the loneliest creature in the universe. In the great party of Creation, he was always in the kitchen.”
Mort

Anthropomorphic Personifications have so much work to do, sometimes they may acquire an apprentice. Whether you are helping Death do his Duty, part of the franchised Tooth Fairy collection or helping the Sandman put people to sleep; your help has granted you particular powers.

The Anthropomorphic Personifications watch the mortals of the Disc, many start to care for one or two of them. A pact with an Anthropomorphic Personification can be a relaxed one, some may just collect teeth or design snowflakes but some are required to do hard work for their patrons, collecting the souls of the dead for Death or assisting the Hogfather on his yearly duties.

When undergoing this pact, you will find yourself adopting various features of your patron. You may find yourself growing a love for black clothing and skulls, or your hair may go snow white. Your look will form into something representing the Anthropomorphic Personification you have begun work for.

Expanded Spell List

The Personification 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 Spells
1 Arcane Weapon, Bless
2 Augury, Find Steed
3 Phantom Steed, Speak With Dead
4 Divination, Find Greater Steed
5 Dispel Good and Evil, Legend Lore

Personified Energy

From level 1, you gain a resistance in necrotic and radiant energy.
Additionally, you become immune to disease, being frightened and being put to sleep by magical means.

Improved Senses

Also at level 1, you can sense when something different is nearby. As an action, you can sense the location of any Abberation, Celestial, Fiend, Undead, or Anthropomorphic Personification within 60ft of you.

Incorporeal Personification

Starting from level 6, you may walk through other creatures or non-metal objects as if they were difficult terrain. If you end your turn inside an object, you are dealt force damage equal to 1d10 + your character level.

Eyes of Unknown

From level 10, you gain the ability to see what is truly there. Once per long rest you may use your action to give yourself true sight for 1 minute.

Anthropomorphic Life

Starting from level 14, you gain a fraction of your Patron's immortality. Once per long rest, when you are reduced to 0hp, your life force explodes. The creature that reduced you to 0hp is must make a DC Wisdom saving throw or be dealt 5d10 force damage, or half as much on a successful roll. When this happens you are brought back to consciousness and you are healed an amount equal to the number of damage your attacker is dealt. If the creature that attacked you is killed in the explosion, you are healed to half of your hp total if that is more than the amount of damage the attacker was dealt.

Wizard: Unseen

"Well, we are wizards," said Ridcully. "We're supposed to meddle in things we don't understand. If we hung around waitin' till we understood things we'd never get anything done.”
Interesting Times

Wizards form the Unseen University are an eclectic bunch, they are more interested in good cheese than the safety of their own students. Magic on the disc is unstable, it reacts weird to the magic that remains from years of spells going wrong. This unpredictable nature leaves many Wizards hiding behind pillars when spells are going off in fear of death, or being turned into an orangutan.

Unpredictable Magic

At Level 2, when you cast a spell or cantrip, roll a d20, if you roll a natural 1, a random Surge effect breaks out. Roll a d100, the effect you roll happens immediately.
For each spell you do not reach the DC for the random Surge, the DC increases by 1. The DC resets to 1 after a random Surge or a long rest.
From level 14, you are able to roll on the table twice and pick the random effect you prefer.

School Department

At level 2, pick a school of magic, the time it takes and gold is costs to copy those spells into your book is halved.

Colour of Magic

At level 6, you can see Octarine - the colour of magic. Due to this, you can cast detect magic at will without components or spell slots.

Wizard Duel

At level 10, when a spell attack is made against you, you may cast magic missile at the standard level back as a reaction without components or a spell slot. You may do this a number of times per long rest equal to your Intelligence modifier.

Sentient Spells

From level 14, when you read a spell scroll, you may remember it, once you cast it you forget it. You may remember as many spell scrolls as your Intelligence modifier. You can cast a remembered spell as a bonus action, doing does not hinder you taking a full action spell that turn.

d100 Random Effect
1 Roll two more times, both effects happen, if you roll another 1 redo this effect for that roll, each of these stack.
2-3 A giant octopus appears in the closest large enough space to occupy it. The octopus is harmless and will ignore anyone until provoked.
4-5 For the next minute music can be heard within 15ft of you.
6-7 A 5ft wide and 10ft tall statue of a noble dragonborn appears in the nearest unoccupied space to you.
8-9 For the next minute, your magic is surrounded by bright flowers
10-11 Your clothes and all your equipment is suddenly clean and smells like daisies.
12-13 An unobtained object within 20ft of you bursts into flames.
14-15 The closest magic object to you glows a dull puce.
16-17 For the next hour, your favourite tracks are that of a deer.
18-19 A horse appears in the closest unoccupied space to you and seems obsessed with eating your clothes, it disappears after 1 minute.
20-21 10 geckos appear around you, they are ethereal and can be walked through, they disappear 1 per round
22-23 Every flame in 50ft around you flicker bright blue for 1 minute.
24-25 For 1 minute, a voice narrates your every move, those within 5ft of you can hear it.
26-27 For the next minute you can understand every language but do not speak them.
28-29 A large tree appears in the closest unoccupied space to you, its fruit is cheese, after 12 triangles of cheese, the tree withers.

d100 Random Effect
30-31 You suddenly become aware of the direction and distance of the closest marsupial.
32-33 A large adult dragon appears and flies above, it roars and disappears.
34-35 A hyena appears on the closest unoccupied space to you, it laughs at everything that happens, it disappears if anything attacks it.
36-37 Until your next long rest a mysterious symbol appears shining on the back of your hands
38-39 Until the end of the day, your reflection shows that of an orangutan.
40-41 A raven lands on your shoulder and tells you a vague secret that you do not have the context of.
42-43 It begins to snow heavily for 1 minute.
44-45 Every empty container within 30ft of you becomes filled with water.
46-47 An unnecessarily large jester's hat appears on your head
48-49 You grow a rat's tail, it disappears after 1 minute.
50-51 Your skin turns bright purple for the next minute.
52-53 A Bard appears in an unoccupied space closest to you, it plays an upbeat song and disappears after 1 minute or until attacked.
54-55 Faerie Fire is cast on everybody within a 30ft radius of you.
56-57 For the next minute, you sprout large non-functional Bat wings.
58-59 A third eye appears on your head for the next minute, it allows you to detect magic.
60-61 You grow a magnificent beard, if you already have a beard, your beard doubles in length.
62-63 Your clothes become invisible until the end of your next turn.
64-65 You are swarmed by 1d100 tiny bats.
d100 Random Effect
66-67 1d20 small otters climb out of your sleeve.
68-69 You forget your own name and everyone else’s until the end of your next turn.
70-71 For the next minute, your hair disappears, if you are bald, you gain long hair.
72-73 For the next minute your legs become hooves, for this time, goats seem very interested in you.
74-75 It begins to rain a thick gravy for the next minute
76-77 For the next minute, you believe you are a god, each spell you cast has a celestial glow.
78-79 The hair of everybody within 30ft of you turn into snakes, the snakes will ignore anyone attacked and will disappear within one minute.
80-81 Powdered sugar covers everyone within 30ft of you.
82-83 The spell fails but 2d100 copper pieces burst out of your hands.
84-85 you grow large deer antlers, they disappear after an hour.
86-87 For the next hour you appear as you are half your age.
88-89 For the next hour you appear as you are double your age.
90-91 A duck with your head waddles towards you, it quacks loudly and becomes petrified.
92-93 For the next minute, every part of you not covered by clothing appears skeletal.
94-95 All water within 30ft turn into jelly for 1 hour.
96-97 Your head becomes invisible to everyone for the next minute.
98-99 1d10 sheep appear in available, unoccupied spaces near you.
100 Pick any one of the random effects above, also regain one spell slot from your highest used level.

Customisation

Languages

Common

Discworld Common comes in multiple forms, when you gain the Common language, you may pick one of these alongside Morporkian:
Agatean. Agatean is the language of the Agatean empire It is written in a complicated pictographic script, minor differences in pronunciation could altar the meaning of the word completely.
Language of the country of Ephebe. Comparable to real-world Greek.
Klatchian. Klatchian is the language of Klatch. It is similar to real world Arabic
Latatian. Latatian is a dead language used through-out the Morporkian speaking regions. Frequently seen used for mottos of noble families, civic organisations, and guilds.
Morporkian. The Lingua Franca of Discworld, Morporkian is spoken in Ankh-Morpork, the Sto Plains, the Ramtops, Genua, and a modified version is used in XXXX
Quirmian. Language of the Discworld country of Quirm. Comparable to real-world French. Often used in elegant restaurants.
Uberwaldean. Uberwaldean is the language of Uberwald, it is similar to that of real world German or Slavic languages. Often it sounds like a stereo-typical Vampire accent.

Other languages

Feegle is a language that sounds extremely similar to Common, this is in fact due to it being Common with what could only be described as an extremely Scottish twang.
Golem. Golem is a similar language to Celestial and uses the Celestial alphabet.
Trollish. Trollish is the language of the Trolls. It is a very physical language, it is body language with additional shouts.

Feegle Translation Guide

Big Wee Hag - Young Witch.
Bigjobs - Human beings.
Big Man - Chief of the clan (usually the husband of the Kelda.
Blathers/Blethers - Rubbish, nonesence.
Boggin - To be desperate, as in "I'm boggin for a cup of tea".
Bunty - Weak person.
Carlin - An old woman, witch or not.
Cludgie - the Privy.
Coo - Cow.
Crivens! - A general exclamation, ranging in seriousness and severity.
Dinnae/Didnae - Do not/did not.
Eldritch - weird, strange. Sometimes means oblong.
Geas - an oath of sorts, an obligation. Not a bird.
Hag - Witch
Hag 0' Hags - a head Witch.
Haggins/Hagglins - what a Witch does.
Hiddlins - Secrets.
Ken - Know.
Midden - A dump.
Mudlin - A useless person.
Offski - To leave or depart quickly.
Pished - Tired, or so we are told.
Scunner - a generally unpleasant person.
Scuggan - A really unpleasant person.
Ships - Wooly things that eat grass and go 'baa'.
Spavie - See Mudlin.
Waily - A general cry of despair.
Special Sheep Liniment - Probably moonshine whiskey.

Higher Beings of the Discworld

Power of Belief

Gods are everywhere on the Discworld, a crucial element of the world's peculiar ecology that gives power to belief and demands resolution to any and all narratives. Gods exist in potentia in numbers uncountable, but the moment an event of any note occurs — say, two snails happening to cross at a single point — a god becomes tied to it and begins to manifest in the physical world. Most gods remain small and unknown, but a very few come to the notice of humanity, whose belief then shapes and strengthens them until they gather enough power to join the Disc's vast, unwieldy pantheon.

Gods on the Discworld exist as long as people believe in them and their power grows as their followers increase. If people should cease believing in a particular god (say, if the religion becomes more important than faith) the god begins to fade and, eventually, will "die", becoming little more than a faded wispy echo.

Anthropomorphic Personifications

One kind of Higher Being on the Disc are the Anthropomorphic Personifications which are a sentient manifestation of a worldly process, such as Death, Time or Chaos whose aspects, though not necessarily powers, are shaped by belief. Beings such as The Old High Ones, the creatures from the Dungeon Dimensions and the Auditors of Reality appear to exist without, and in some cases, despite, the power of human belief.

Pantheons of the Disc

Gods of Dunmanifestin

The major gods live in an Mount Olympus-like mountain-top kingdom in the centre of the Discworld called Dunmanifestin. The Dunmanifestin gods tend to stay at home, mainly limiting their presence in the rest of Discworld to the occasional lightning bolt. This is probably caused by the massive size of Cori Celesti, the mountain upon which Dunmanifestin stands, as this mountain can be seen from anywhere on the disc on a clear day, and has likely made lasting impressions on most of the original myth-creators.

Gods of the Ramtops

The Ramtops are a series of high mountains that, due to their position near the Cori Celesti, lie like a live circuit directly over the point of origin for the Disc's magical field. Reality in the Ramtops is an even more negotiable proposition than for the rest of the Disc. It is not surprising therefore, that gods can also be found there.

Gods of Skund Forest

The barely inhabited Forest of Skund is also home to a surprisingly large number of gods, probably due to its high level of residual magic.

Absent Gods

These gods are still widely believed in, but no longer openly manifest or play an obvious role in mortal affairs.

Small Gods

Small gods are a special classification of deity unique to the Discworld. They are the gods of slightly significant places; the hair rising on the back of your neck as you enter a suddenly still glade. They do not manifest as great anthropomorphic titans of the sky but rather, if they are noticed at all, as a simple, faceless presence. There are two very different kinds, by far the most common being those who have yet to accumulate enough human belief to obtain any true power or purpose. There is an almost infinite number of these gods on the Disc. The other, far rarer kind of small god is one that was once worshipped by large numbers of people across a vast area, but is all but forgotten now. Such a god may still have memory of its former days, but its identity will be almost completely lost, even to itself.

God's of Dunmanifestin
Deity Alignment Suggested Domains Symbol
Alohura Godess of lightning TN Tempest Lightning bolt
Aniger. godess of squashed animals NG Grave, nature Squashed rabbit
Anoia Godess of Things Stuck in Drawers LG Forge, Knowledge A ladel
Astoria Ephebian Goddess of Love CG Life, Nature, War Golden Falchion
Bibulous God of Wine and Things on Sticks CG Life, Trickery Wine glass above a kebab
Bilious The "Oh God of Hangovers" CN Trickery A crossed wine glass
Blind Io King of the Gods TN Knowledge, Life, Light, Oder, Tempest Double handled axe
Errate Goddess of Misunderstandings CE Trickery Golden Falchion with "Batteries not included" carved on the blade
Fate God of Fate TN Knowldge, Order A six-sided die
Fedecks The Messenger God LN Knowledge, Order Winged fig leaf
Flatulus God of the Winds CN Nature Gust of wind
Foorgol God of Avalanches CN Nature, Trickery An avalanche on a mountain
Jimi, God of Beggars LN Knowledge, Order A Coin
the Lady goddess of Fortune CG knowledge, Order, Trickery Seven sided dice
Libertine Goddess of the Sea, Apple Pie, Certain Types of Ice cream and Short Lengths of string CG Life, Nature, Tempest Sting coming out of an Apple Pie.
Neoldian Blacksmith of the Gods CG Forge golden Falchion on an anvil
Offler Crocodile God LG Nature, Order Sacred Plover bird
Patina Goddess of Wisdom NG Knowledge, Life A Penguin
Pedestriana Goddess of Football LG Knowledge, Order, War A Football
Reg God of Club Musicians TN Order, Trickery A lute
Tayloria Goddess of "Negotiable Affection" NG Life, Order, Trickery A short dress

God's of the Ramptops
Deity Alignment Suggested Domains Symbol
Herne the Hunted, God of Hunted Animals LG Nature, Grave Rabbit with small horns
Hoki the Jokester CE Trickery Oak Tree
God's of Skund Forest
Deity Alignment Suggested Domains Symbol
Moon Goddess CN Life, Nature Silver Bowl
Skelde, The Spirit of Smoke NG Nature Humanoid smoke
Topaxi, God of Certain Mushroom TN Knowledge, Nature Red mushroom
Umcherrel, Soul of the Forest TN Nature Trees
Absent Gods
Deity Alignment Suggested Domains Symbol
Great God Om CN Knowledge, Light, Life, Order, Tempest, War Tortoise
Tak, Creator God of the Dwarves LN Arcana, Forge, Knowledge, Order, War A Geode
Small Gods
Deity Alignment Suggested Domains Symbol
God of Evolution TN Evolution, Knowledge, Order Cockroach
Hyperopia, Goddess of Shoes NG Order A pair of shoes
Nuggan, God of Borogravia CN Order Paperclip
Ukli, God of a Howondalandish tribe LE War Flare from the Moon






















Demons

Astfgl. Astfgl is a Demon Lord, he is a one time King of Hell whose modern, go-ahead attitude drove other demons to destraction. Astfgl believes demons should operate Hell and extend themselves to the Discworld by creating such instances of extreme and inescapable boredom that the human brain turns to mush and the condemned souls realize there are worse things than eternal pain (particularly since they don't even have bodies any more and hence can't actually feel pain unless they want to). Astfgl was then promoted to Life President of Hell, a job that consists of writing "Policy statements".

Imps. Imps are tiny demons that perform minor tasks rapidly. A number of Discworld labour-saving devices exist which function by trapping small Imps. The imps in these devices seem not to mind their jobs, although they get sarcastic if overworked or asked to do things outside their purview. They also seem to lack imagination making them (theoretically) more reliable to do things correctly.

Neuralger. A neuralger is a female demon which comes to men in their dreams and has a headache at them. They are usually summoned by mistake, by demonologists who were expecting a succubus.

Quezovercoatl. While being basically a demon of relatively low rank, Quezovercoatl (also known as The Feathered Boa), was the god of Human Sacrifices in the Tezuman Empire's state religion.

Orm. The Great God of the Strict Authorized Ormits. He can usually be found residing in one of the Nether Hells. As of the Year of the Cobra there are only two known worshippers left; a student assassin (Arthur Ludorum) and his mother. The correct worshipping of Orm seems to consist of sacrificing a goat within a double circle with occult runes, a sprig of herbs and a rope of skulls. It is said that, as a punishment for not worshipping him, Orm comes in the night, winds out your entrails on a stick and sucks out your eyeballs.










By the completion of his assassin training, Arthur appears to have become a "lapsed Ormite", having noticed the aforementioned punishment never happened.

Anthropomorphic personifications

The Auditors of Reality.
The Auditors of Reality are supernatural celestial bureaucrats. They make sure that gravity works, file the appropriate paperwork for each chemical reaction, and so forth. The Auditors hate life, because it is messy and unpredictable, which makes them fall behind on their paperwork; they much prefer barren balls of rock orbiting stars in neat, easily predictable elliptical paths. They really hate humans and other sentient beings, who are much more messy and unpredictable than other living things, and they have attempted more than once to deal with this 'problem'. Fortunately for humanity and every other living thing, the Auditors can't simply wipe out life, because that's against the Rules; the Auditors can't break the Rules because, in a certain sense, they are the Rules. Unfortunately, a loophole exists in the Rules which allows the Auditors to influence humans into doing what they cannot do directly; the Auditors hire humans to perform tasks that will make the world less "messy", paying them with the gold they created out of thin air using their abilities to manipulate reality. Being personifications of a concept, the Auditors have no fixed shape. When they manifest in the world, however, they almost always appear as empty grey cowled robes, an appearance which conveys drabness and dullness rather than danger. They do not speak, but rather alter reality so that they have already spoken. The Auditors have no discerning characteristics among themselves and function as a collective; when one speaks, it speaks for all of them, and each Auditor works uniformly with countless numbers of other Auditors. When discussing matters and making choices they work in groups of three: one to agree, one to disagree and one to mediate the two, thus covering all angles of possible debate to find the best solution.
The Creator
The Discworld Creator is a little rat-faced man with a put-upon voice made for complaining. He was not responsible for creating the entire universe, and is somewhat disparaging of it, describing the Big Bang as "showy". After creating the Discworld, he left behind his personal grimoire, the Octavo. This was, apparently, typical absent-mindedness; he says he once created a world and completely forgot the fingles. No-one noticed, because they evolved there and didn't know there should be fingles, but they could tell there was something missing somewhere, and it caused them deep psychological problems.

The Creator of XXXX
The Creator of XXXX is not the same Creator who made the rest of the Disc. After the world was made, there was a big space in an ocean with nothing in it, so another Creator added on another continent. Kangaroos are apparently a kind of signature – he includes them in every place he creates. The Creator of XXXX is described as being an old aborigine man, with skin as black as space and deep set eyes. He wears just a loin cloth, and carries a spear, a leather sack that contains the universe (according to legend), and a boomerang – described as being a large, heavy, gently curving object that does not return on account of being stuck in the ribcage of what it was thrown at.
Death.
The most Human of his kind (Though certainly not in the eyes of those he collects). Death's role in the universe is to collect the souls of those who died. As he watches the Disc from the cottage in his domain, he has slowly developed more humanity than other Anthropomorphic Personifications. Death has adopted a child, named Ysabell and gained an apprentice called Mort, together they left Death's cottage and had a child named Susan who is imbued with some of Death's power. His fascination with humanity extends to the point of sympathy towards them, and he will often side with humans against greater threats (notably the Auditors of Reality) as well as the Dungeon Dimensions. He has on a number of occasions bent the rules to allow a character extra life

Death of Rats.
The same as Death but for rats, Otherwise known as The Grim Squeaker

The Hogfather.
He wears a red, fur-lined cloak, and rides a sleigh pulled by four wild boars (or, in modern portrayals, cute pink piggies), Gouger, Rooter, Tusker, and Snouter. In earlier times he gave households pork products, and naughty children a bag of bloody bones. Earlier than that, he was a winter god of the death-and-renewal kind. The modern version is a jolly toymaker, with vestiges of the earlier myths still clinging to him (such as his Castle of Bones, a vast palace of ice which has nothing notably bony about it, except for the suggestion of a protruding femur or scapula here and there).

War. War is an overly jolly and enthusiastic man, something like the less sadistic kind of gym teacher, in red armour. He is married to a former Valkyrie, who does his thinking for him, and has lost some interest in war, although he likes watching ants fight in his garden. They have two sons (Terror and Panic) and one daughter (Clancy). Clancy appears to be about seven years old, and wears a hard hat and a Pony Club badge.

Famine. Famine is, as his name suggests, permanently hungry (or at least, permanently eating, although this may be merely to ensure others go hungry). While he enjoys good food, he also enjoys salad cream sandwiches. Amongst the personality traits he has picked up from humans is arrogance.

Pestilence. Pestilence's sense of self has led to a sense of self-preservation. Beyond that, his most notable personality trait is an annoyance with soap, although he likes hospitals, which gather sick people together.

Kaos.
An anthropomorphic personification of Chaos, originally spelled with a "K". The fifth horseman of the Apocralypse, who left before they became famous. known for his disruptive behavior whenever the horsemen attempted to interact with mortals. Rides a chariot rather than a horse and wields a sword so cold that it has negative heat – it radiates cold, symbolizing in general Kaos' power to reverse entropy and violate laws of probability.

When not heralding the destruction of all that is or saving it from the Auditors, he runs a very fine dairy in Ankh-Morpork under the name Ron Soak.

Old Man Trouble.
Comes round your door if you ain't got rhythm and you ain't got music. It's best if you don't mind him.
The Sandman.
Presumably the personification of slumber, The Sandman uses bags of sand to put people to sleep, though it is heavily implied that he uses the bags to knock his clients out.
The Summer Lady.
The spirit of Summer, she is asleep when the Wintersmith is awake and vice versa; they meet only at the Spring and Autumn Morris dances. She is, at her core, the element of Fire. Her natural home, her "heart", lies in the blasted deserts where all life dies. She speaks in a hiss and has golden, snakelike eyes. She carries a cornucopia, and plants grow where she walks. Like all elementals she does not understand humans, which makes her somewhat petulant when forced to deal with them.
Time.
Originally a dark-haired woman who resided in a palace of glass, she had an affair with the founder of the History Monks, Wen the Eternally Surprised, which led to the birth of two sons, or, more accurately, two different versions of the same son.
Tooth Fairy.
Tooth Fairy is operated as a franchise. Tooth collection is subcontracted to ordinary young women who walk the streets at night with money, ladders and pliers (the pliers are necessary in case the tooth collector finds herself without the correct change – a second tooth can be taken to balance the books). The Tooth Fairy lives in an unreal place shaped by the idea of a child's painting. The entity that became the Tooth Fairy personification was originally the first bogeyman.

Jack Frost.
Leaves frosty tracings on icy windows. Can draw anything, but happens to really like fern patterns.

The Wintersmith.
The personification of Winter, at his core he is the elemental personification of ice. He creates snowflakes and icebergs, and also the patterns of ice on windows (which may make him the same as Jack Frost, although this does not appear to be the case. Possibly Jack Frost is a subordinate, or an avatar of some kind.

The Old High Ones

Azrael.
Azrael, also known as the Great Attractor and the Death of Universes, is apparently not a worshipped god on the Discworld, but he exists nonetheless, and is an entity of enormously unthinkable scope and size. While in the Discworld novels there are many 'Deaths' for different worlds (themselves divided into Deaths for different creatures), Azrael is their ruler. All other Deaths are aspects of him.

Dark Gods

Bel-Shamharoth.
Bel-Shamharoth is also known as the "Soul-Eater," the "Soul-Render," or the "Sender of Eight." The inner dimensions of his eight-sided temple disobey a fairly basic rule of architecture by being bigger on the inside than on the outside, like many other Discworld buildings. It is quite disgusting, full of tunnels covered with unpleasant carvings and disjointed skeletons, and lit by a violet light almost black. The eight-sided crystals set at intervals shed a rather unpleasant glow that does not light the room, rather emphasizing the darkness. The floor is covered with eight-sided tiles (impossible with regular octagons, which do not tessellate, but possible for some irregular eight-sided figures, and hyperbolic octagons) and the walls slope to create eight-sided corridors. Even the stones can sometimes be seen to have eight sides. All routes lead to the centre, where an intense violet light illuminates a wide room with eight walls and eight passages. In the room, there is a low, eight-sided altar and a huge stone slab, also eight-sided, and slightly tilted. Under that is a black tentacled creature with an enormous eye and thousands of suckers and tentacles and mandibles: Bel-Shamharoth.

The temple is long since abandoned, worship of the Sender of Eight being a decidedly short term prospect. These days he is mostly remembered in the name of the Young Men's Reformed-Cultists-of-the-Ichor-God Bel-Shamharoth Association. His likeness is etched on the cover of the Octavo.















































Locations

In a distant and second-hand set of dimensions, in an astral plane that was never meant to fly, the curling star-mists waver and part
See...
Great A'Tuin the turtle comes, swimming slowly through the interstellar gulf, hydrogen frost on his ponderous limbs, his huge and ancient shell pocked with meteor craters. Through sea-sized eyes that are crusted with rheum and asteroid dust He stares fixedly at the Destination. In a brain bigger than a city, with geological slowness, He thinks only of the Weight. Most of the weight is of course accounted for by Berilia, Tubul, Great T'Phon and Jerakeen, the four giant elephants upon whose broad and star-tanned shoulders the disc of the World rests, garlanded by the long waterfall at its vast circumference and domed by the baby-blue vault of Heaven".
The Colour of Magic

The Disc

The Discworld is a world the shape of a disc that sits on the back of four elephants that themselves stand on the shell of a giant turtle.

The turtle's name is A'Tuin, more often known as the Great A'Tuin. At least, that is the name some people gave the large turtle. It is unknown what the turtle calls itself. The sex of the turtle is also unknown, but there are some scientists on the Disc who have devoted their whole lives to finding that out, called chelonauts.

There are four cardinal directions on the Discworld: hubwards, rimwards, turnwise and widdershins. Seasoned travellers have learnt to navigate solely by the sensations that they feel. If it gets warmer, you are headed rimwards. If it gets colder, you are headed hubwards. If you get dizzy, you are headed widdershins.

The Disc is about 10,000 miles across and about 30 miles thick at the Rim, but a lot thicker at the Hub. At the center of the disc a large mountain (Cori Celesti) reaches into the sky, whereas at the Rim a large amount of water continuously flows over it (Rimfall). How this status can be maintained without running out of water is unknown. The Rim is partially surrounded by a fence called the Circumfence, keeping people and ships from dropping off the world. Major oceans are the Rim Ocean and the Turnwise Ocean. There are four major continents and some other islands and archipelagos, such as the Brown Islands.

The Moon that circles around the Discworld can only do its complete course if one of the elephants will occasionally lift a leg and let it pass beneath. It is the same for the Sun. The moon is slightly closer to the Disc than the sun, and is covered, on one half, with silvery glowing plants, which feed the lunar dragons and illuminate the sky. The moon rotates, and completes a full revolution in about a month; the full moon occurs when the luminescent side is completely visible from the Disc, the new moon when the dark side is shown.

Unnamed
Continent

Ankh-Morpork

Run by the Tyrant Patrician Vetinari, Ankh-Morpork is the most influential city within the Disc. The power held within Ankh-Morpork is held by Vetinari and the 50 Guilds within the city. In order to improve the legal standing within the city, Vetinari made all crime legal and distributed all rights to crimes and most of life to the Guilds.

While it does not exert any political power over its neighbors, its economic domination of the region (summed up by the phrase, "Attack us, and we'll call in your mortgages") has meant that the smaller cities around it are essentially its satellites.

The city is guarded by it's police force known as The Watch. It's Commander Samuel Vimes has turned it from a desolate team to the most modern police force on the Disc. The Watch is widely diverse, they gain a new Watch member for each new race that makes it's way to the city.

Campaigns situated within Ankh-Morpork would be role play heavy. Themes of innovation and technological advancement are paramount to the city, the city also sees a large amount of tension with the sheer amounts of different races living together (especially Dwarves and Trolls). For a wide ranging social campaign, Ankh-Morpork is the perfect setting.

Borogravia

Borogravia is located Rimwards of Überwald, on the Discworld's unnamed main continent. Borogravia is a Duchy, and as such is ruled by a Duke or Duchess.

Borogravia is an extremely backward and reactionary nation, whose laws are defined by their god Nuggan. Nuggan's interpreters dictate "abominations" to the public, which are things that have been banned by him. These enforcements can be very impractical and inconvenient, such as banning chocolate, Borogravia's main export; depictions of living things (apart from the Duchess); babies (this law is usually overlooked); and semaphore.

The banning of semaphore led to the Borogravians cutting down the clacks towers along the Zlobenian border, which was one of the main causes of war between the two nations (the war has been going on for so long that no-one can remember why it is actually happening). Perhaps the most militarily aggressive nation on the Disc, Borogravia is known for invading its neighbours and fighting wars.

The Capital city of Borogravia is PrinceMarmadukePiotreAlbertHansJosephBernhardtWilhelmsberg.














Despite it's constant fighting, it struggles to keep up with this demand because of its crippled economy (caused by highly inconvenient "abominations"), and as a result of fighting the country is seriously short of young men, so much that a proportion of its soldiers are in fact women in disguise.

Borogravia will suit religious heavy campiagns, it would also be a perfect military setting due to it's aggression.

The Chalk

The Chalk is an area of rolling chalk downland near Lancre, bearing a great resemblance to Pratchett's native Wiltshire. The "soft" geology of the area is, according to some mountain witches, not conducive to the channelling of magic. In fact this is a misconception (the bones of the hills are flint), and powerful witches can and do reside there, although the local baron has outlawed witchcraft, meaning they do not identify themselves as such. This law has since been repealed or at least ignored by the new baron since the Witch Tiffany Aching began openly practicing magic there.

The Chalk represents the familiar small town style location. Despite it's small nature, The Chalk faces a large amount of interesting and dangerous events. For a campaign, The Chalk would be an interesting location role play as well as combat.

Genua

The most notable region beyond the Sto Plains is the small city of Genua, a Morporkian-speaking nation.

Local transport is by paddle steamer with onboard gambling. The local witch, Erzulie Gogol, is a Voodoo mambo complete with personal zombie (in her case, that of the former ruler of the principality, Baron Saturday, who himself shares a name with a famous Voodoo god).

Previously, the city has been ruled by an evil fairy godmother, Lily Weatherwax, (sister of Lancre witch Esme Weatherwax) though she went by the name Lilith de Tempscire. Under her rule, innkeepers who were not fat and jolly or inclined to tell jokes were sent to the dungeon, and Genua's ruler, the Baron Saturday, was murdered so that his heir apparent, Ella, could be a neglected orphan, as the tales dictated. Soon, the city began to resemble a skewed version of Disneyland. Eventually, thanks to the efforts of the Lancre Coven, Lily was deposed and sent to a dimension of endless mirrors, and Ella was able to assume her role as Baroness of Genua without, as Lily had intended, marrying a frog.

Genua was most likely established as a far flung colony of the Morporkian Empire, thus explaining why it shares more similarities with Ankh-Morpork/Sto Plains than its immediate neighbours Überwald and Muntab. The state first gained power under General Tacticus, who, having been sent there by the Morporkian Empire to stay out of the way, proceeded to declare war on Ankh-Morpork.

Genua is located approximately 2000 miles from Ankh-Morpork by road, a journey of two months by stagecoach. A faster method is to travel by flying broomstick, whereby the city can be reached in a single day, but unfortunately you will most likely blow your own ears off or possibly just freeze to death on the way.

Due to it's relationship with magic and fantasy, Genua would be a perfect for a high magic setting. Genua would be a great fit for a Brother's Grimm style campaign

Hublands

The lands around the Hub, also called the High Tops, are icy, mountainous and cold. They are also the areas closest to the Cori Celesti, and so are crackling with magic. They are home to Yeti and various Buddhist-style monastic orders, such as the History Monks, which give the area the nickname "Enlightenment Country". The Hublands are also the closest thing the Disc has to a pole, and so are home to its equivalent of polar bears and walruses.

Due to it's extreme landscape, The Hublands would suit a survival themes campaign, it's cold temperatures and mountainous region creates exciting challenges for your players. Another campaign theme The Hublands would suit is that of mystical orders, such as the History Monks.

Lancre

Lancre is situated in the Ramtop mountains, about 500 miles Hubwards of the city of Ankh-Morpork. It is the best-known of hundreds of tiny countries in the Ramtops, occupying a vertiginous shelf looking over the Sto Plains.

Part of the reason for Lancre's mystical quality is that the Ramtops are a major earthing point for the Discworld's magical field. Headless horsemen and walking trees are part of the landscape, as are witches. Lancre is famous for witches, especially since the publication of The Joye of Snackes, an erotic cookbook by "A Lancre Witch", i.e. Nanny Ogg. Though it is not clear if the phenomenon is related to background magic, Lancre also serves as the physical location for (possibly two) independent gateways to a "parasite universe" inhabited by Elves.

Although most maps show Lancre to measure roughly 40 miles by 10 miles in size, its true area remains unknown — partly because of its mountainous terrain and the fact that it borders on the Ramtops, but also due to the warping effect of high level of background magic. Owing to this background magic, geography in certain areas of Lancre can take on additional properties that exist either outside, or in addition to, the conventional geographic dimensions. Such areas include the Lancre Moors, where reality can become folded into deep troughs and ridges known as "Gnarly Ground". This can create the illusion that two points in space are adjacent, when in reality they are several miles apart, or vice versa. Lancre contains more landscape than a kingdom of its apparent size should be able to contain (a similar magical effect occurs in the Unseen University Library, which has a diameter of 100 yards, but an infinite radius). "Gnarly Ground" can be detected by those with magical senses, or those with keen eyesight who observe how clouds and shadows appear to fracture as they pass across it. Flying over such areas is not for the faint-hearted and walking across it can be fraught with peril for the unwary. Similarly, Lancre contains areas where the landscape echoes the state of mind of those who pass through it, leading confident travellers to find babbling brooks while, in the same place at the same time, disheartened travellers find deep valleys and raging mountain torrents.

In times past, Elven incursions were common. Both gateways have been sealed from the Lancre side by standing stones made from thunderbolt iron, a form of meteoric ore which is one of the few sources of magnetism on the Disc; humans, but not Elves (except in exceptional circumstances), may pass through them.

The capital "city" of Lancre is Lancre Town, by dint of being slightly bigger than the other villages, and containing Lancre Castle. Due to Elven incursions, Lancre Castle was built to an exaggerated scale in order to accommodate fleeing citizens.

Lancre is an interesting opportunity for your campaign, It's location and it's mythology allows for a variety of themes. It's high connection to magic allows for a high magic and high fantasty campaign. Lancre is also home to the largest number of Witches, if these are to be prominent in your campaign, Lancre would be a perfect location to visit.

Llamedos

Llamedos is a land noted for its druids, its bards, and its rain. Rain is the chief export of Llamedos; it has rain mines, in addition to ore and coal mines. Holly is the one plant that can grow in Llamedos's climate; everything else just rots. Llamedos is run by druids, who dot the land with stone circles used for computation. This is a lifetime job, since they frequently need upgrading.

Llamedos, accordingly, is "Sod 'em all" spelled backwards. The inhabitants tend to speak with a doubled-L accent, i.e. "Llots of lluck!"

Llamedos is a fun setting for Druids or Bards. It's culture steeped in ancient English style lore allows for a every different setting for Druids and god-based characters. It's annual Bard competition could create a fun backstory for any Bard character.

Octarine Grass Country

The Octarine Grass Country is an area of rich farmland which, thanks to its proximity to the Ramtops, also happens to be saturated with magic. So saturated, in fact, that it is possible to grow re-annual crops: crops that germinate and grow the spring before they are planted.

While not being an obvious choice for the main setting of a campaign, Octarine Grass Country is a perfect place to adventure to and around, it is also perfect as a place to come from for any budding adventurer.

Pseudopolis

Pseudopolis (its name translates to "false city"), the city is not to be confused with Pseudopolis Yard, the headquarters of the Ankh-Morpork City Watch. Pseudopolis possesses a school of magic, Braseneck College, which is apparently in competition for prestige with the larger, older Unseen University in Ankh-Morpork. The aristocracy of the city appear to have undertaken an experiment in representative democracy, much to Lord Vetinari's amusement.

As a Democratic city on the Disc, Pseudopolis would be a perfect fit for a social, political campaign.

Quirm

Quirm is most significant as the location of the Quirm College for Young Ladies and the birthplace of Leonard of Quirm. Quirm is a quiet and peaceful town, and for this reason is a popular holiday destination. It is also where Morporkians go when they retire (including Lord Vetinari's aunt, Lady Roberta Meserole). Quirm is a duchy, ruled by the Rodley family.

Quirm is famous for its floral clock: a circle of flowers, each of which opens its petals at a different hour. Quirm is also famous for its (blue-veined) cheese. Quirmian cuisine is generally characterized by containing avec.

The Quirm College for Young Ladies is an educational institution. A few of the Discworld's higher-class schools (such as the Ankh-Morpork Assassins' Guild School) see fit to admit female students (although the Assassins have since changed this policy), so Miss Butts founded the College "on the astonishing principle that, since gels had nothing much to do until someone married them, they might as well occupy the time with learning things."

Quirm is a location where a lot of powerful people on the Disc are both from and travel to, as such it would make a great location for an escort mission style quest or to meet many influencial NPCs for various intentions.

Sto Lat

Sto Lat, ruled by Queen Kelirehenna, is located about 20 miles from Ankh-Morpork.

Sto Lat is a sizable walled town in the Sto Plains, although eclipsed enormously both in size and influence by the neighbouring city of Ankh-Morpork. Sto Lat is the nearest major city to Ankh-Morpork (approximately a half day's journey by horse and is connected by two clacks towers. It encompasses a large boulder emerging out of the Sto Plains like 'a geological pimple', left there by the retreating Ice Giants. The castle is built into this rock.

Politically, Sto Lat is the capital of a kingdom ruled by Queen Kelirehenna, which includes Sto Helit, Sto Kerrig and the Eight Protectorates. Her authority is exercised through a Mayor. The kingdom was one of the first places outside Ankh-Morpork to adopt its own stampings for the post.

Due to it's close proximity to Ankh-Morpork, Sto Lat is perfectly used to give players a reason to travel and to be a differing location for a city-heavy campaign. Sto Lat is also located within a fascinating mythological setting, giving the DM the chance to play with the large lore existing within the area.

Uberwald

Überwald's climate and conditions contrive to fulfil human expectations: for example, Überwaldian thunderclaps occur whenever someone makes a particularly forceful pronouncement. In The Truth this phenomenon is referred to as "psychotropic weather".

On the rare maps of the Ramtops that existed, it was spelled Überwald. But Lancre people had never got the hang of accents and certainly didn't agree with trying to balance two dots on another letter, where they'd only roll off and cause unnecessary punctuation.

The region was previously united under the rule of the Unholy Empire, which had a two-headed bat as its symbol. The Empire has long since collapsed leaving the area fragmented, chaotic, and under the rule of lore, not law.

Although Überwald has a large human population, they play a secondary role in the region's history. It is ruled by dwarfs, vampires, and werewolves. While there are indeed a number of human barons, they all tend to be uninterested in politics, preferring instead to dabble in experimental surgery and "Meddling In Things Man Was Not Meant To Wot Of," each with the help of their personal Igors.

Überwald's economy is apparently based on mining. Though precious metals are plentiful, the most crucial mineral resource is fat, which is believed to have been deposited by a fifth great Discworld-bearing elephant, which was dislodged from the back of Great A'Tuin and crashed into the ground around Überwald. Boiling fat rising to the surface is the reason for the country's many hot springs.

Überwald effectively comprises two utterly distinct societies; the dwarfs (who exist below in their cavernous cities and tunnels), and everybody else, who lives above on the surface. By tradition, the laws of the surface people do not apply underground, and vice versa. Überwaldian dwarfs are far more hidebound and traditional than their cousins near the Sto Plains, which has led to a certain culture clash between the two. Überwald is the centre of Dwarfish history and politics; the Low King, the final arbiter of Dwarfish law, has his seat of power in the underground Überwald city of Schmaltzberg.

Koom Valley is a location somewhere in Überwald. Hundreds of years ago, the trolls and the dwarfs met in a battle at Koom Valley in which each side apparently ambushed the other. Nowadays, dwarfs celebrate the Battle of Koom Valley Day, on the same day that trolls celebrate Troll New Year. Sometimes, in a city where both dwarfs and trolls live (e.g. Ankh-Morpork), the two groups are careful enough to plan their celebratory marches so that they are on the same street. Some people (e.g. Susan Sto Helit), after carefully studying history books, point out that the Battle of Koom Valley seemed to have been repeated several times. The name comes from the Welsh word cwm, which means "valley".

Klatch

Deepest Klatch

Howondaland is the Discworld's principal "jungle" region. It lies on the Klatchian continent. Howondaland is not so much a country as a blank patch on the map. "darkest Klatch" is largely unknown to most Discworlders. Exploration of the land has been hampered by the habit of explorers ending up nailed to trees.

The Great Nef is a vast desert on the Klatchian continent, noted mainly for containing the Dehydrated Ocean, an ocean consisting of dehydrated water. Dehydrated water is a peculiar substance found only in areas of high magical concentration. It resembles fine sand, but can be reconstituted into normal water by adding water. The Dehydrated Ocean is home to its own, unique, kinds of fish.

Hersheba is a small desert kingdom rimwards of Klatchian empire, practically on the more-or-less vague boundary of Howondaland. The country is said to be ruled by a queen who lives forever. The nomadic tribes known as the D'regs occupy areas of Hersheba as well as Klatch. Depredations against Klatch by Hersheban D'regs, against Hersheba by Klatchian D'regs, and against both sides by their own D'regs has led to the border being in a permanent state of war.

The Theocracy of Muntab Its ruler is known as a Pash (Lu-Tze, the History Monk, once had to make sure one of them choked on a fishbone). It is more or less on the border between the continent of Klatch and the Unnamed Continent, and is located more or less rimwards of Borogravia. Muntab is known to be eager to emerge as a dominant nation in the modern world, and is suspected to have ambitions to conquer the hubward nations, most notably Borogravia. As a result, it figures into the famous political problem, the Muntab Question – most often quoted as "Where's Muntab?", but in serious political discussion is more likely to concern the sides on which the more developed nations would fall in a war between Muntab and Borogravia. Muntab is very likely one of the nations in the Alliance that Borogravia is fighting. Muntab's calendar counts down; no-one really knows why, but it's probably NOT a good idea to stay there to see for oneself what happens when the count reaches zero.

The Tezumen Empire is a jungle civilisation in the darkest depths of Howondaland. They are renowned as the most pessimistic and angst-ridden culture on the Disc; their writing is engraved on giant slabs of stone rather than more conveniently written on paper, the better to beat yourself to death against when finished. Large discs of precisely-carved stone with holes in the middle are used for almost every imaginable purpose except making wheels, a technology which they have not yet discovered.




















Djelibeybi

Djelibeybi is also called the Kingdom of the Sun and the Old Kingdom. Principal crops: melons, garlic and, since they are increasingly encroaching on the fertile agricultural land, pyramids. Djelibeybi is two miles (3 km) wide and 150 miles (240 km) long and is on the Circle Sea coast of Klatch. The ancient country of Ur lies Rimward of it. The kingdom is almost entirely underwater during the flood season, and both threatened and protected on either side by stronger neighbours (Tsort and Ephebe). It was once great, but all that now remains is an expensive palace, a few ruins and pyramids. The entire economic life of the country is devoted to building them. As a result, Djelibeybi is permanently bankrupt.

The country has an enormous number of local gods, unknown to the world outside. Its ruler, the Pharaoh, is also a god, although in human form. He wears a gold mask (the Face of the Sun) and during his official functions carries the Flail of Mercy, the obsidian Reaping Hook of Justice, the Honeycomb of Increase, the Asp of Wisdom, the Sheaf of Plenty, the Gourd of the Water of the Heavens, the Three-Pronged Spear of the Waters of the Earth, the Cabbage of the Vegetative Increase and the Scapula of Hygiene. Under the current ruler, Queen Ptraci I, it is quite likely that the mask has been sold and the money spent on plumbing.

Based on Ancient Egypt, Djelibeybi is a fascinating campaign setting for the setting up of lore. Djelibeybi will also be a great place for exploration with it's many tombs and monuments and great for combat with various mythological creatures existing within the are.







Ephebe

Ephebe lies on the hubwards shores of the Circle Sea on the Klatchian continent, widdershins of the Klatchian Empire, Tsort and Djelibeybi and turnwise of Omnia.

Ephebe fought a series of damaging wars against Tsort, with which it remains in a cold-war situation to this day. The disappearance of the Djel River valley briefly sparked a resumption of hostilities, which mostly involved highly reluctant soldiers hiding in wooden horses, waiting for the other side to take them into the city. This was quickly ended by the Djel's abrupt reappearance.

Ephebe has a population of about 50,000, according to The Discworld Companion. Much of this population is made up of slaves, who have steadfastly refused any efforts to give them more rights; they are quite happy with their guaranteed income and safety as slaves (and the possibility of owning slaves of their own).

As a democracy, Ephebe is unusual on the Discworld. Those citizens who are not disqualified by being foreigners, mad, poor or female, elect a Tyrant to run the city, who invariably turns out to be a criminal madman. They then elect another Tyrant, who is much the same.

It does not have an economy. The people are perfectly happy living off the fish and olives farmed by the slaves, they made wine of everything they could stuff in a bucket and ate whatever couldn't crawl out of one, which gives time for Ephebe's major export: philosophy. For what it's worth (about one Ankh-Morpork penny), the currency of Ephebe is the talent. Ephebe is a city of philosophers; some hardware merchants have taken to stocking towels, in case of clothing-challenged brilliant thinkers. The philosophers are noted for pondering the existence of gods, but carefully in case the gods get angry. Brawls between varying philosophical factions frequently erupt across Ephebe's many taverns, but Ephebe is on the whole a peaceful city, which ambles by from day to day. One of the philosophers Teppic met in Ephebe was instrumental in the building of a lighthouse. Sadly, the proposed location for the lighthouse was deemed to be disruptive to the view of the harbour and so it was placed some distance inland. Sailors who find themselves stranded on the rocks of the harbour have considered the lighthouse a quite beautiful thing to look at whilst waiting to be rescued.

Heavily situated within a philosophical mindset, Ephebe is suited for a roleplay heavy campaign. Ephebe would also be a good city to explore for players as it is a nice juxtaposition to the other locations within the Disc.



Omnia

Omnia is a desert
theocracy ruled by the
Cenobiarch, the head of the
Omnian Church, from the Citadel in
the capital city of Kom.

When Omnianism was an intolerant religion
it was known for its imperialism, as it conquered neighbouring countries in the name of the Great
God Om. After Brutha became the Cenobiarch, the
country reversed directions and became the home of a renowned theological college and library. These days
it is known for the constant arguing amongst the clergy,
as new interpretations of Brutha's teachings spring up
every day. The currency of Omnia is the obol.

With it's strict, aggressive and fundamentalist past, Omnia would be an interesting campaign set before the coming of the prophet Brutha. Omnia would also be a perfect origin setting for many Clerics or Paladins.

Tsort

A mythical place, Its enmity with Ephebe began with the famous Tsortean War, when King Mausoleum of Tsort kidnapped Queen Eleneor of Ephebe, leading to a siege that lasted for decades. To this day Tsort and Ephebe believe there is a place for giant wooden horses in combat.

Tsort possesses a Great Pyramid, although pyramid-building has long been out of fashion and – no doubt because of the example of nearby Djelibeybi – modern Tsorteans scorn the things. Tradition claims Tsort was razed by the armies of Ephebe under Lavaeolus, and that it was home to the famed Tsortean Knot until the Knot was undone — sliced in half — by Carelinus.

The people of Tsort worship all manner of gods, some of which seem to comprise all the bits the other gods had left over. The river Tsort bisects the desert rimwards of Al Khali.

If you are wanting a campaign setting that is steeped in lore, Tsort would be more than suitable, with it's rich history based on that of ancient Troy, the mythology of this city surrounds and still effects the modern city.

Counterweight Continent


The Counterweight Continent is situated on the opposite edge of the Discworld from the Unnamed Continent and Klatch. It is smaller than these other two landmasses but acts as a counterweight because its crust is made up largely of gold and octiron, both dense, heavy metals. It is (roughly) comma-esque in shape, and the tip of the comma extends all the way up to the ice cap at the Hub. Its closest point to the Unnamed Continent is about 15 miles away but, as the channel is under an ice cap, it is often referred to as an isthmus. The cultures of the Counterweight Continent are a play upon those of our world's Far East, or at least Western perceptions of it. In a pun on the Orient, it is also known as the Aurient, from the Latatian word 'aurum', meaning 'the place where gold comes from'.

The Agatean Empire

The Agatean Empire has a large wall that surrounds it, and the belief that anyone from outside the Empire must be an invisible vampire ghost. The capital of the Empire is Hunghung and the biggest port (and only one mentioned) is Bes Pelargic.

The crust of the Agatean Empire is composed largely of gold, octiron and other heavy metals. Exchange rates between the Ankh-Morpork dollar and the Empire's currency, the rhinu, has never been established because the solid gold coins are worth significantly less on the Counterweight Continent than on the Sto Plains. Large amounts of octiron make Agatean Empire home of the rare sapient pear trees. The wood of this tree is used to build luggages.

The Empire was founded thousands of years ago by the Emperor One Sun Mirror. Until fairly recently it was ruled by a number of constantly fighting and somewhat psychotic noble families (the Hongs, the Sungs, the Fangs, the Tangs and the McSweeneys), all jockeying to be emperor. They viewed politics as similar to chess; the goal was to put one's opponent in an untenable position, and the best way to do that was to take as many opposing pieces as possible without regard to sacrificing your own pawns.

The Emperor is seen as a god, and could do anything he likes. Given how nastily inventive a noble had to be to get to this point, this was not a good thing. It was felt by many of the peasantry that he was the "preincarnation" of One Sun Mirror, because Agateans believe in a form of backward reincarnation in which the soul's next life takes place chronologically earlier than its previous life.


Bhangbhangduc

Bhangbhangduc is a subject island of the Agatean Empire. It is large, covered in jungle, and home to the orangutan. It is also the site of the death of explorer Sir Roderick Purdeigh, after he yelled at a "native" and jabbed him with his walking stick in an attempt to make him stand up straight and say something other than "ook". Bhangbhangduc's unusual flora includes the sledgehammer plant, one of the Disc's carnivorous plants.

It appears unusual in the economics of the disc in that Bhangbhangduc uses the Silver Standard to base its money. This is unpopular in other areas who use gold (which does not tarnish).

Bhangbhangduc has its own distinct ethnic cuisine, encountered via Feeney Upshot's grandparents in Snuff. Examples include:

  • Bang Suck Duck (swede and chips optional)
  • Man Dog Suck Po (with mashed carrots, but only as a Sunday special)

Sitting away from the main continent, The Counterweight Continent makes a perfect setting for those who want a combat and lore heavy style of gameplay. Whether you are fighting for a dangerous and powerful clan, or you are fighting powerful monsters and interesting terrains, The Counterweight Conitinent is a good setting for you.

XXXX


EcksEcksEcksEcks or Fourecks (previously known as XXXX or Terror Incognita) is both a country and a continent. It consists largely of desert land, which for some time remained unfinished. It was created some time after the rest of the Discworld by the old man who carries the universe in a sack. Lu-Tze and other sources state that on Fourecks time and space are very twisted up, and there is a big time source right in the middle (probably the Red Rock).

Both the flora and fauna of the continent are extremely dangerous, as Death's Library attests. A book series known as Dangerous Mammals, Reptiles, Amphibians, Birds, Fish, Jellyfish, Insects, Spiders, Crustaceans, Grasses, Trees, Mosses and Lichens of Terror Incognita extends at least into Volume 29c Part Three, while a list of the harmless ones contains only "Some of the sheep." There are few poisonous snakes in XXXX, the explanation being that "most of them have been eaten by the spiders".

For much of its history, the entire continent was surrounded with a huge anticyclone which effectively prevented rainclouds from arriving or ships from leaving. This was due to interference by the wizards of Unseen University while fleeing the bug-obsessed god of evolution during the creation of Fourecks. Shortly before the permanent drought reached catastrophic proportions the anticyclone was dissipated by Rincewind, although, as usual, he received no credit. Many Ecksians have since taken the opportunity to explore the Disc. According to Lu Tze, the relief barman everywhere now comes from Fourecks.



The indigenous population have a strong mythology. Until recently, their main peculiarity was a tendency to attack anyone who talked about the weather. There is also a population of Ankh-Morporkian settlers, from various shipwrecks.


The capital of Fourecks is evidently Bugarup. Other known settlements are Dijabringabeeralong, Cangoolie and Worralorrasurfa. Time and space appear more consistent in these areas. An odd quirk of the Fourecksian government is that they immediately put their politicians in jail as soon as they are elected. According to the locals, "It saves time."

There is also a local magic college for wizards. The university's motto is Nullus Anxietas (no worries). The university is similar in some ways to Unseen University in Ankh-Morpork, although rather than an 800-foot-tall (240 m) Tower of Art they have one that is 30 feet (9.1 m) tall at the bottom, but a half-mile tall at the top. The Archchancellor is named Bill Rincewind, possibly a relation of Rincewind, Unseen University's Professor of Cruel and Unusual Geography and trained coward.

Just off the coast of Fourecks are several islands: the Land of Fog or the Foggy Islands, home of the morporks, the Land of the Long White Cloud); and Purdeigh's Island (or Purdeighsland), discovered by the explorer Sir Roderick Purdeigh, who somehow missed the continent itself.

XXXX is the most contrary location compared to the rest of the Disc. Due to it's oddness, XXXX is one of the most interesting settings for your campaign. XXXX fits many themes such as survival, social, exploration, and combat heavy.

Dimensions of the Disc

Dark Desert

The Dark Desert is a transition phase between life and afterlife on the Discworld (and is a part of Death's Domain). It is described as having brilliantly-lit black sand, under a black sky studded with cold bright stars, stretching away to distant mountains. Living people can cross into it, however, it is then harder to come back. Thousands, possibly even millions of people cross it at any one time, and are generally totally unaware of each other, though glimpses may be caught of their movement. It is very important not to fall asleep in the desert, as such sleep is endless (unless broken by another). According to Death, at the end of the desert lies judgement. It has been noted that Death does not specify which end of the desert this is.

Death's Domain

Death's Domain is the home of Death. It is shaped by human expectation and Death's own attempts to have (for a lack of a better word) a life beyond his allotted task.

The first thing visitors notice is that the Domain is black. Everything in Death's Domain is either black, or bone white. On the Discworld, and congruent dimensions, splitting darkness with an eight-sided prism produces different colours of black. He has black peacocks with skull-shaped patterns on their tails, bees that produce black honey, plants and trout. They are all 'alive', as far as they can be in a place where time does not pass.

To one side of the Domain is the Well of Souls, which spirits briefly pass through on their way to wherever they think they're going. If one listens, they can hear the last words of souls as they enter.

Everything in his garden is a copy of something he has seen elsewhere, since Death cannot create.

Things that stand out are a swing that he built from scratch, with his own hands, for Susan (with some distinct flaws in its design to allow it to actually 'swing'), the cats, which come and go into the Domain as they please and vary in colour (Death likes cats), the wheat field, which is golden, and ripples in the wind (despite the fact that there is no wind), and distant mountains.

The Domain gardens also include a hedge maze and a golf course. Since Death finds it impossible to get lost, nor has any difficulty hitting a sphere so it goes exactly where he wants, he doesn't really see the point, but they are part of his efforts to be more human. He even has an umbrella stand (which he uses to store his scythe, as it doesn't rain in the Domain).

At the centre of the Domain is Death's house. It is called "Mon Repos", (Quirmian for "my place of rest"). It looks like a fairly average detached house, apart from being black and bone-white and having an omega door knocker. Inside, however, it is of infinite size, (much larger on the inside, because Death has not quite mastered the art of scale), which can be crossed in an hour or an instant. Most humans who have stayed in the Domain can only deal with the size of the rooms by ignoring them, and staying on small patches of carpet surrounded by immensity. Although the interior maintains the black-on-black, skull-and-scythe motif it is, like its outside, very ordinary and average in its design. Some assume that Death's house would look like a mausoleum or a crypt, but in fact Death knows little of cemeteries, as very few people actually die in them.

Any clocks brought into Death's Domain get depressed and stop working. The only working clock is the special grandfather clock in the hall with a scythe for a pendulum. The 'minute' hand takes thousands of years to go around. The 'hour' hand will only go around once. The Inscription on the clock reads; "Too Late".














As well as the 'ordinary' rooms, maintained for appearance and the benefit of Albert, the Domain contains the life-timer room, where the sands of everyone's lives drain away. Off of the life-timer room, there is another room in which the life-timers of the gods rest. And there is the Library, where everyone's "autobiography" is being written by itself. Both of these rooms are even more conceptual and arbitrary in dimension than the rest of the Domain, and the clearest example of its status as a refined metaphor.

The Dungeon Dimensions

The Dungeon Dimensions are the endless wastelands outside of space and time. The sad, mad things that live there have no understanding of the world, simply craving light and shape. Therefore, they try to warm themselves by the fires of reality. It has been noted that should they ever break through, the Universe would be destroyed, rather like an ocean warming itself around a candle. Some of them can survive in this world under special circumstances, and become something rather like demons (though they cannot be seen as demons per se, first because their existence is not dependent on human belief, and second because, as they are completely lacking in vitality, they are neither good nor evil, but the opposite of both). For most though, the reality they crave is soon fatal, due to their lack of a natural morphic field.

They are jealous of all things alive and so far as their emotions can be understood, they feel mostly hatred, stemming from that jealousy, of all 'real' creatures. They are lured by heavy concentrations of magic that thin reality and may allow them an easier point to break through. Sometimes they break through into a mind, using that being's mind and body to further their own ends. Magical minds shine like beacons to them. The number eight also seems to attract most of them (especially Bel Shamharoth, although this one might be less angry than the others as it has acquired physical existence, which, however, makes it easier for it to harm creatures) which is why wizards are advised to avoid saying it.

The prettier ones are said to resemble a cross between an octopus and a particularly angry bicycle. For a discussion of the named creatures from the Dungeon Dimensions, see Discworld gods.














L-space

Short for library-space, the principle of L-space revolves around a seemingly logical equation:

Books = Knowledge = Power = (Force X Distance ÷ Time)

Large quantities of magical and mundane books create portals into L-space that can be accessed using innate powers of librarianship that are taught by the Librarians of Time and Space to those deemed worthy across the multiverse. Because libraries with enough books to open a portal are often large and sprawling, those venturing into L-space may not necessarily know that they have arrived. The floor and ceiling of L-space follow the floor and ceiling of the library used to access it; the best example of this is that the central dome of Unseen University's library is "always overhead". In every direction and as far as the eye can see bookshelves stretch off, meaning the nature of any walls are unknown.

Essentially, all bookstores are potentially infinite in extent; gateways into literary hyperspace: "a good bookshop is just a genteel blackhole that knows how to read."

Because L-space links every library, (and also possibly Death's Autobiography Library) it is possible to reach any one of these throughout space, time and the multiverse. This means that there are potentially other forms of data storage other than books as it represents every library anywhere. Additionally, one can read any book ever written, any book that will be written at some point and books that were planned for writing that were not, as well as any book that could possibly be written (note that this does not mean knowledge of everything; how would you distinguish the "correct" books from the "incorrect" ones?). As this is a form of interdimensional and time travel, there are strict limits on its use, and the Librarians of Time and Space, that is those who have access to L-space have developed three simple rules to ensure abuse is kept to a minimum:

  • Silence
  • Books must be returned by the last date stamped
  • Do not interfere with the nature of causality

Senior librarians are also taught how to deal with the dangers of navigating L-space, such as the "harmless kickstool crabs, large and heavy wandering thesauri, the .303 bookworm and the dreaded cliches, which must be avoided at all costs". Adventurers may find markings and scribbled notes on the shelves to help them navigate.

Parasite universe

A parasite universe is a universe cut off from the past and future, like a pond that grows stagnant because water cannot flow into or out of it. A creature from such a world experiences the flow of time as a sensation akin to constantly falling forward, which soon drives it mad. Like the fairylands of legend, time doesn't pass in any meaningful sense in a parasite universe; after what may feel like only a few months, one could return to one's home world to find generations have come and gone. A parasite universe will latch onto another universe to syphon off time for itself. If this occurs while the borders between universes are weak which is known as "circle time" (when crop circles appear around the Discworld) then lifeforms may travel between these universes. Gateways to parasite universes, such as stone circles, often demonstrate delays in time; the sun will take longer to fade from inside a circle than outside it, for instance.

The Disc's principal Parasite Universe, known as Fairyland, is the domain of the Queen of the Elves and her sociopathic brethren, which leads to the crossing over of the elves into the Discworld. It is a land of eternal winter, where the sun does not shine, nor night ever fall. It was, at one point, a far more pleasant place, with summers and flowers, but was frozen over when the Queen, furious at the departure of the King, ceased to be happy. Objects like trees don't become clearer the closer one gets to them; rather they sketch themselves into existence as if added by a hasty artist.

It is home not only to Elves but also to various other fairytale creatures such as grimhounds, unicorns and Jenny Greenteeth, though the Nac Mac Feegle, themselves former residents of the place, claim that nothing in Fairyland is actually native to it, unless it was made by the Queen herself. Creatures from such places are very vulnerable to iron. One race captured by the Queen and pressed into her service are the dromes; huge, vaguely humanoid beings with grey, doughy flesh, toothless mouths and tiny eyes. They can project dreams and make them real, using them to ensnare their prey until it starves to death.

The Queen uses dromes to herd dreams, in much the same way that a shepherd herds sheep, and indeed dreams are her main mode of enslavement for those she captures. Someone trapped in a web of dreams within dreams within dreams soon loses any sense of what is real.

Creatures of the Disc

Sentient Lifeforms

Centaurs

Believed to be the result of magical mutation.

Dragons

Descended from reptiles which apparently evolved from a group of draco Lunaris. Dragon kind includes Draco Lunaris, Draco Nobilis, Draco Vulgaris and more.

Dwarfs

Short, stocky, bearded metal-workers, generally seen wearing chain mail and brandishing axes.

Elves

An encounter with Elves is a thing to be avoided if possible, they a fiercely isolationist and do not like Humans.

Fauns

Believed to be the result of magical mutation.

Furies

Birdlike creatures from Ephebe who can be trained to target a single individual, forcing people away from him/her. In that sense they act like guard dogs, whether their "master" likes it or not. They appear to be barely sentient.

Gargoyle

Made of stone and possessing stone's patience, Gargoyles crouch for long periods of time on the edges of buildings. They feed by filtering small bugs out of rainwater with their mouths. Their suberb ability to sit still and stare at something for days on end.

Gnolls

Members of this race carry everything they own on their backs, some supplemented by carts. Their appearance and smell repels most other races, but their extreme collection habits are credited with keeping the streets of Ankh-Morpork clean

Gnomes

Ranging in sizes from six inches to two feet.

Goblins

Goblins are small, smelly creatures that believe that everything that was once part of your body continues to be part of it, as such, they collect toenail clippings and other things in Uggnue pots.

Golems

A form of clay robot, awakened by a spell or priestly words to do people's bidding. Most golems on the Discworld are known to be several centuries old, and at least one (named Anghammarad) was over nineteen thousand years.

Gorgons

A Gorgon that joined the watch once accidentally turned three people into stone.

Lizard Men

Near-Extinct, exceptionally unintelligent creatures who make ideal henchmen for dark lords.

Orcs

A near extinct race who were bred/made from men to be weapons in a great war. Orcs themselves are shown to be not necessarily 'bad' creatures; given the opportunity they can easily educate themselves, gain wisdom and a great sense of honesty and morality. However, many were forced into battle by men and knew only lives of cruelty thus giving rise to their fearsome reputation.

Trolls

Trolls on the Discworld are, essentially, living, mobile rocks. Consisting largely of silicon, Discworld trolls vary in intelligence depending on their body temperature (as silicon heats, it loses efficiency; thus, 'keeping a cool head' is a literal fact of troll existence). Trolls have grown to overcome those vicious stereotypes of yore and have lived very prosperous lives in heavily populated cities with (relatively) little killing.

Undead

Species in the Discworld novels categorised as undead include: Banshees, Bogeymen, Ghouls, Ghosts, Mummies, Vampires, Werewolves, and Zombies. In the case of zombies, they are fully sentient; for many of them, 'dying at their desk' merely presented a minor inconvenience and a chance to request bereavement leave on behalf of their families.

Creatures and Monsters

Ambiguous Puzuma

A big cat with a quite unique black and white check coat, the ambiguous puzuma is the Disc's fastest animal. Because of the Disc's standing magical field, which slows down light to approximately the speed of sound, the puzuma can actually achieve near-speed of light. Because of this, seeing a puzuma in motion means it isn't there. Puzumas commonly die from complications caused by Sangrit Heisenberg's Uncertainty Principle; they lose concentration because they cannot simultaneously know who they are and where they are, frequently causing them to crash into an obstacle. Many males also die from ankle failure caused by excessively running after females who aren't present.


Ambiguous Puzuma

Medium Beast, CN


  • Armor Class AC
  • Hit Points 85 (10d10+30)
  • Speed 100ft

STR DEX CON INT WIS CHA
16 (+3) 30 (+10) 12 (+1) 8 (-1) 8 (-1) 13 (+1)

  • Saving Throws Dex +15
  • Skills Athletics +15
  • Senses Darkvision 30ft, Passive Perception 9
  • Challenge 3 (700XP)

Charge. If the creature charges at a target, moving 20ft before attacking, the attack does an extra 3d6 damage.

Too Quick. If the creature spent it's last turn running or is currently moving, attacks have disadvantage against it.

Multiattack. The creature can make two attacks.

Actions

Scratch. Slashing: +6, 5ft, one target. Hit: Damage Damage Type damage (7) 2d6+3

Bite. Piercing: +6, 5ft, one target. Hit: Damage Damage Type damage (11) 2d10+3

Basilisk

A giant and nearly extinct snake. It has similar powers to a traditional basilisk, such as deadly venom and the ability to kill something by looking at it


Basilisk

Huge Monstrosity, Unaligned


  • Armor Class 15 (Natural Armour)
  • Hit Points 64 (10d12+8)
  • Speed 30

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 15 (+2) 2 (-4) 10 (0) 7 (-2)

  • Skills. Perception +3
  • Senses Darkvision 60 Ft., passive Perception 9
  • Languages Languages
  • Challenge Challenge and Xp

Petrifying Gaze Petrifying Gaze. If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage plus (2d6)poison damage.

Constrict. Melee Weapon Attack +6 to hit, reach 5 ft., one creature. Hit: (2d8 + 4) bludgeoning damage. The target is grappled (escape dc 16) Until this grapple ends, the creature is restrained, and the snake can't constrict another target

Dromes

dromes are bizarre, inhuman creatures that inhabit the parasite universe known as Fairyland.

Dromes are large, blobby gray creatures, much like misshapen snowmen, with gray, doughy flesh, beady eyes and a small, toothless mouth.

Dromes have the unique ability to project and control dreams, trapping their victims within. If someone were to eat anything in the dream, they would be trapped forever until they starve to death. Once dead, the drome eats its victim (but not right away, as they have no teeth). Within a dream, dromes can shapeshift to blend in with their environment, but the one thing they cannot mimic is speech, which sounds like muffled gibberish. When several dromes gather together their powers increase and anyone nearby can be trapped within dreams within dreams within dreams until they are unsure of what is truly real or not. The only way to get out of a drome's dream is to slice off its head.

Dromes originated in a parallel reality; one of many visited by the floating parasite universe of the Elves. The Elf Queen abducted several of them to aid her in her selfish desires. The homeworld of the dromes is described as a twilit land of red rock against an unmoving sea under a great red sun, populated by crablike creatures, which they eat.



Dromes

Medium Abberation, Unaligned


  • Armor Class 14
  • Hit Points 10 (3d6+2)
  • Speed 10ft

STR DEX CON INT WIS CHA
10 (0) 10 (0) 10 (0) 10 (0) 10 (0) 10 (0)

  • Damage Immunities Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Fatigued, Frightened, Grappled, Incapacitated, Paralysed, Poisoned, Prone, Stunned, Unconscious, Exhaustion.
  • Senses Truesight 30ft
  • Challenge 1/4 (50XP)

Deams. When a creature moves within 30ft of the Drome, they must make a DC 17 wisdom saving throw. If they fail they get trapped within the Dromes' dream. the dream is constructed from the memories of the people that are trapped.
The dream is so realistic that those that are trapped can take damage inside the dream, any attack made by the dream does psychic damage equal to the damage the attack would have caused.
Those that are trapped can only end the dream by finding the Dromes and chopping off their head.

Hermit Elephants

A native of Howondaland, the hermit elephant is a close relative of the more commonly known elephant. However, the Hermit elephant has an uncommonly thin and vulnerable skin by comparison to these. In order to protect itself, the hermit elephant will walk into a village, enter a house or hut and lift it upon its back, carrying it away. As it grows, the elephant will periodically shed its house in favor of a new, larger one, much like hermit crabs. Hermit elephants frequently travel in herds, and these can easily be mistaken for villages if found while the animals are resting.


Hermit Elephant

Huge Beast, Unaligned


  • Armor Class 18 (House Armour)
  • Hit Points 76 (8d12+24)
  • Speed 40

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 17 (+3) 3 (-4) 11 (0) 6 (-2)

  • Senses passive Perception 10
  • Challenge 4 (1,100 XP)

Trampiling Charge. If the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.

Actions

Multiattack. The Creature Name makes Number and type of attacks

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (3d8 + 6) piercing damage.

Melee Weapon Attack. Melee Weapon Attack +8 to hit, reach 5 ft., one prone creature. Hit: (3d10 + 6) bludgeoning damage. _

Quantum Weather Butterfly

The Quantum Weather Butterfly is a butterfly which has evolved the curious trait of weather control. This is used as a defense mechanism and a sexual characteristic. The insect is yellow, with Mandelbrot patterned wings: these wings have an infinite wing perimeter, but only a finite area. Its classification is Papilio tempestae


Quantum Weather Butterfly

Tiny Fey, Unaligned


  • Armor Class 20
  • Hit Points 30 (6d10)
  • Speed 30ft, flying 60ft

STR DEX CON INT WIS CHA
0 (-5) 20 (+5) 14 (+2) 7 (-2) 18 (+4) 12 (+1)

  • Senses Passive Perception 30ft
  • Challenge 4 (1100 XP)

Innate Spellcasting The Quantum Weather Butterfly's spellcasting modifier is Wisdom (spell save 16, +8 to hit) It can innately cast the following spells:

At Will: Gust

1/day each: Fog Cloud, Snilloc's Snowball Swarm, Call Lightning, Lightning Bolt, Melf's Minute Meteors, Tidal Wave, Ice Storm, Control Winds.

Dragons

Dragons are a genus of reptiles which apparently evolved on the Disc's Moon.

Draco Vulgaris

Swamp Dragons (Draco vulgaris) are small, fly badly and tend to explode, due to the generation of various flammable gases in their internal plumbing. They are, in short, dragons as they would have to be in order to work in reality. Swamp dragons are inexplicably popular as pets, and there are a number of different breeds. They will eat and drink anything that can be used as or converted to fuel for fire-breathing (and as such are fond of coal and fuel oil), and they have a corrosive saliva.

A male Swamp Dragon is called a pewmet between hatching and eight months, a cock between eight and fourteen months, a snood between fourteen months and two years, and a cobb between two years and death. A female Swamp Dragon is called a hen until her third clutch, and a dam thereafter. A dead Swamp Dragon of either sex is called a crater. A group of swamp dragons is called either a slump or an embarrassment. During mating season, male Swamp Dragons will compete when they see each other by attempting to inflate themselves as large as possible (hopefully without exploding). Because of this, dragon owners are discouraged from keeping mirrors.


Draco Lunaris

Small Dragon, unaligned


  • Armor Class 14
  • Hit Points 30 (6d10)
  • Speed 30ft, fly 50ft

STR DEX CON INT WIS CHA
6 (-2) 18 (+4) 13 (+1) 10 (0) 12 (+1) 10 (0)

  • Skills Perception +3, Stealth +4
  • Senses Darkvision 60 Ft., passive Perception 13
  • Languages Understands Common And Draconic But Can't Speak
  • Challenge 1/2 (100 XP)

Magical Resistance. The Moon Dragon has advantage on saving throws against spells and other magical effects.

Keen sense of smell. The Moon Dragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Actions

Bite. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) piercing damage.

Celestial Fire. Ranged Attack +4 to hit, reach 20ft., one target. hit: 3d6+2 Radiant damage.


Draco Vulgaris

Small Dragon, unaligned


  • Armor Class 13
  • Hit Points 7 (2d4+2)
  • Speed 15ft, fly 10ft

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 13 (+1) 10 (0) 12 (+1) 10 (0)

  • Senses Darkvision 60 Ft., passive Perception 13
  • Languages Understands Common And Draconic But Can't Speak
  • Challenge 1/4 (50 XP)

Magical Resistance. The Swamp Dragon has advantage on saving throws against spells and other magical effects.

Actions

Bite. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.

Spit Fire. Ranged Attack +4 to hit, reach 20ft., one target. hit: 2d6+2 fire damage. When using this attack, the Swamp Dragon must roll a DC 12 Constitution saving throw, on a fail the Dragon explodes. When the Dragon explodes, everyone in a 10ft radius must make a DC15 dexterity saving throw. 2d6 fire damage on a failed roll, half as much on a successful one.

Draco Lunaris

Possibly the original species of dragon, these Moon Dragons inhabit the Disc's moon. They are quite similar to Draco vulgaris, but are more aerodynamic, have silver scales, and flame from their rears. This allows them flight by means of the rocket principle. They subsist on an evidently high-octane silvery plant, which apparently covers much of the Moon and glows by means of phosphorescence, creating moonlight.

Draco Nobilis

Noble Dragons are the Huge, graceful fire-breathing creatures of legend. Probably evolved from Draco vulgaris, these dragons use magic to combat the physical laws that would normally kill a flapping-winged creature weighing several tons and spitting burning substances. Because this requires more magic than the Discworld can in normal circumstances provide, Draco nobilis now exist mostly in a parasite universe closely connected to the human imagination. They can be briefly released from this universe by a sufficient expenditure of magic, or summoned on a more permanent basis in areas of high background magic.






























Draco Nobilis

Huge Dragon, Unaligned


  • Armor Class 19 (Natural Armour)
  • Hit Points 256 (19d12+133)
  • Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
27 (+8) 10 (0) 25 (+7) 16 (+3) 13 (+1) 21 (+5)

  • Saving Throws Dex +6, Con +13, Wis +7, Cha +11
  • Skills Perception +13, Stealth +6
  • Damage Immunities Fire
  • Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 23
  • Languages Common, Draconic
  • Challenge 17 (18,000 XP)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (2d10 + 8) piercing damage plus (2d6)fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.


Legendary Actions

Draco Nobilis can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Adult Red Dragon regains spent legendary actions at the start of their turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.























Draco Stellaris Nauticae

Gargantuan Dragon, Unaligned


  • Armor Class 22 (Natural Armour)
  • Hit Points 546 (28d20+252)
  • Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (0) 29 (+9) 18 (+4) 15 (+2) 23 (+6)

  • Saving Throws Dex +7, Con +16, Wis +9, Cha +13
  • Skills Perception +16, Stealth +7
  • Damage Immunities Bludgeoning, Piercing, Slashing
  • Damage Immunities Radiant
  • Condition Immunities condition_Immunities
  • Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 26
  • Languages Common, Draconic
  • Challenge 24 (62,000 XP)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: (2d10 + 10) piercing damage plus (4d6)fire damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Radiance Breath (Recharge 5-6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.


Legendary Actions

Draco Stellaris Nauticae can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Dragon regains spent legendary actions at the start of their turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Draco stellaris nauticae

The Star-voyaging Dragon is massive even when compared to Draco nobilis. Like Draco lunaris, this species flames from the rear to achieve propulsion. Their food is the various debris they trawl from the voids they travel. Smaller dragons voyage by attaching themselves to the hide of this species, much like the remora.

Other Creatures

Bookworm, .303

A bookworm that has evolved in magical libraries. Because of the constant danger of running into a volume containing spells (which release thaumic radiation), the .303 caliber bookworm eats quickly. So quickly, in fact, that it has been known to ricochet off walls after boring through a shelf of books.

Chimera

The Discworld chimera pastiches this by having, according to a bestiary quoted in Sourcery, "thee legges of a mermaide, the hair of a tortoise, the teeth of a fowel and the winges of a snake. Of course, I have only my worde for it, the beast having the breathe of a furnace and the temperament of a rubber balloon in a hurricane." The chimera is native to Klatch, but is a very rare species.

Clock cuckoo

A cuckoo that builds clocks to impress potential mates. The clocks, however, keep lousy time, and thus cannot be seen as evidence for an intelligent designer.

Curious Squid

A small species of squid, whose curiosity exceeds their ability at making connections. They are small, harmless and reckoned by many experts to have the foulest taste of any creature in the world. Due to this they are in great demand at a certain type of restaurant where skilled chefs with great care make dishes containing no trace of the squid at all. Apparently the only place they can be found is in the area around the sunken island of Leshp, in the Circle Sea, approximately halfway between Al-Khali and Ankh-Morpork.

Kickstool Crabs

A harmless crustacean creature that inhabits L-space, and feeds on dust

Pointless Albatross

A species of migratory albatross. The bird's name refers not to its plumage but its migration habits, consisting of a series of lazy treks from Hub to Rim deemed pointless by most ornithologists of the Disc

Republican Bee

A species of honeybee that, rather than being ruled by the traditional queen, runs its hives as democratic republics. Republican bees "committee rather than swarm, and tend to stay in the hive a lot, voting for more honey."

Salamander

A small lizard mostly found in deserts and other sunny locations, the Salamander is unusual in that it has no orifices. It subsists on the magical energy contained in Octarine wavelengths of light, which it absorbs through its skin. Other wavelengths are also absorbed, but these are not "digested". The salamander must therefore occasionally "excrete" them, producing a bright but short-lived flash of light. Iconographers use this effect to enable flash iconography, by keeping the salamander(s) covered until needed and then scaring them when taking the picture.

Scalbie

A shabby and disreputable species of seabird, which looks like it has been in an oil slick, and eats carrion. The ultimate scavenger, it has been said that scalbies will eat things so disgusting they would make a vulture sick, and even things that already have made a vulture sick.

Shadowing Lemma

A creature which exists in only two dimensions and eats mathematicians.

Vermine

This small rodent is a more careful variant of the lemming, as it only throws itself off small pebbles. It also abseils down cliffs and builds rafts to cross lakes. Its fur coat is very valuable (particularly to the creature itself, which will do anything rather than let go of it). Many articles of expensive clothing, such as wizard's robes, tend to be lined with vermine

Vurm

A small toothless scavenger insect native to the deep caves and dwarf mines of Überwald. They are very patient, and able to digest practically anything with any nutrient value (one character even claims that the exhalations of visitors is food to them). Vurms are bioluminescent, giving off a weak greenish-white glow. Dwarfish drudak'ak seem to have a special connection to the creature, possibly using vurm blood to tattoo a luminescent personal identifier (the draht) onto their forearms and apparently spreading the creature intentionally to new mines and territories.

Nonplayer Characters





Assassin

Medium Humanoid, Lawful Evil


  • Armor Class 17 (Studded Leather)
  • Hit Points 78 (12d8+24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (0) 16 (+3) 14 (+2) 16 (+3) 11 (0) 10 (0)

  • Saving Throws Dex +6, Int +4
  • Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
  • Damage Resistances Poison
  • Senses passive Perception 13
  • Languages Thieves' Cant Plus Any Two Languages
  • Challenge 8 (3,900 XP)

Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack (1/Turn). The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Actions

Multiattack. The assassin makes two dagger attacks.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage plus (7d6)poison damage. The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.

Light Crossbow. Ranged Weapon Attack: +6 to hit, reach 80/320 ft., one target. Hit: (1d8 + 3) piercing damage plus (7d6)poison damage. The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.



Cackler

Medium Humanoid, Chaotic Evil


  • Armor Class 17 (natural armor)
  • Hit Points 91 (14d8+28)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 12 (+1) 13 (+1) 16 (+3)

  • Saving Throws Wis +4
  • Skills Nature +4, Perception +4, Stealth +6, Survival +4
  • Senses darkvision 60 ft.
  • Languages Common
  • Challenge 7 (2,900 XP)

Innate Spellcasting. The Cackler's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: hold person,* Vicious Mockery

3/day each: Dominate Person, Insect Plague, Wrath of Nature

1/day each: control weather

Cackling Coven. When Cacklers must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the Cacklers continues to desire more personal power.

Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:

1st level (4 slots): identify, ray of sickness

2nd level (3 slots): hold person, locate object 3rd level (3 slots): bestow curse, counterspell, lightning bolt

4th level (3 slots): phantasmal killer, polymorph

5th level (2 slots): contact other plane, scrying

6th level (1 slot): eyebite

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8+1) bludgeoning damage plus 3 (1d6) cold damage.












Fool

Medium Humanoid, Unaligned


  • Armor Class 15
  • Hit Points 44 (8d8+8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 12 (+1) 10 (+0) 13 (+1) 18 (+4)

  • Saving Throws Dex +8, Cha +8
  • Skills Acrobatics +4, Perception +5, Performance +6
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages any two languages
  • Challenge 2 (450 XP)

Taunt. The Fool can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the Fool, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn.

Shamble. All weapon attacks against the fool has disadvantage.

Actions

Multiattack The Fool can make two attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one: target. Hit: 5 (1d6+2) piercing damage.


Gargoyle

Medium Humanoid, Unaligned


  • Armor Class 15 (Natural Armor)
  • Hit Points 52 (7d8+21)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 16 (+3) 6 (-2) 14 (+2) 7 (-2)

  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Adamantine
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Petrified, Poisoned
  • Senses Darkvision 60 Ft., passive Perception 10
  • Languages Common
  • Challenge 2 (450 XP)

False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.

Actions

Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) slashing damage.


Golem

Large Construct, Lawful Neutral


  • Armor Class 14 (Natural Armor)
  • Hit Points 133 (14d10+56)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 18 (+4) 13 (+1) 10 (+0) 10 (+0)

  • Damage Immunities Acid, Poison, Psychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Adamantine
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses Darkvision 60 Ft., passive Perception 9
  • Languages Common and Golem
  • Challenge 9 (5,000 XP)

Immutable Form. The Golem is immune to any spell or effect that would alter its form.

Magic Resistance. The Golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Golem's weapon attacks are magical.

Actions

Multiattack. The Golem makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic

Haste (Recharge 5-6). Until the end of its next turn, the Golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.


History Monk

Medium Humanoid, Lawful Good


  • Armor Class 16
  • Hit Points 83 (13d8+26)
  • Speed 50ft

STR DEX CON INT WIS CHA
11 (+0) 20 (+5) 12 (+1) 14 (+2) 20 (+5) 10 (+0)

  • Saving Throws Dex +9, Wis +9
  • Skills Acrobatics +9, History +6, Insight +9, Stealth +9
  • Senses Passive Perception 15
  • Languages Any 5 languages
  • Challenge 5 (1,800 XP)

Unarmored Defense. While the Monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Faster than Time. The Monk can double their speed until the end of the turn. Once they use this trait, they can't use it again until they move 0 feet on one of their turns.

Actions

Multiattack. The Monk makes four unarmed strikes or four dart attacks.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. If the target is a creature, the Monk can choose one of the following additional effects:

The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept's choice). The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.

The target must succeed on a DC 13 Constitution saving throw or be stunned until the end ot'the adept's next turn.

Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft, one target. Hit: 5 (1d4+3) piercing damage.

Reactions

Deflect Missile. In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10+3. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free.



















Llamedos Druid

Medium, Chaotic Good


  • Armor Class 15
  • Hit Points 36 (8d8)
  • Speed 30ft

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 14 (+2) 11 (+0) 16 (+3) 16 (+3)

  • Saving Throws Cha +5, Wis +5
  • Skills Performance +5
  • Senses Passive Perception 13
  • Languages Common and any 2 others
  • Challenge 3 (700 XP)

Actions

Reinforce Battle-Harp. The Druid harmonises with the universe through their Battle-Harp, everyone except other Llamedos Druids, within 100ft radius must succeed a DC14 Wisdom saving throw or be dealt 4d6 force damage or half as much on a successful roll.




Nac Mac Feegle

Tiny, Chaotic Neutral


  • Armor Class 17
  • Hit Points 32 (10d6+2)
  • Speed 40ft

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 20 (+4) 6 (-2) 8 (-1) 8 (-1)

  • Saving Throws Str +8, Con +7
  • Skills Intimidation +2
  • Senses Darkvision 30ft
  • Languages Common, Feegle
  • Challenge 1 (200 XP)

Actions

Multiattack. The Nac Mac Feegle makes two attacks.

Sword. Melee Weapon Attack: +8 to hit, 5ft, one target. Hit: 1d8+5 slashing damage

Headbutt. Melee Weapon Attack: +8 to hit, 5ft, one target. Hit: 1d8+5 bludgeoning damage


Feegle Big Man

Tiny, Chaotic Neutral


  • Armor Class 17
  • Hit Points 65 (10d8+20)
  • Speed 50t

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 20 (+4) 10 (+0) 10 (+0) 14 (+2)

  • Saving Throws Str +8, Con +7
  • Skills Intimidation +5
  • Condition Immunities Frightened
  • Senses Darkvision 40ft
  • Languages Common, Feegle
  • Challenge 3 (700 XP)

Actions

Multiattack. The Creature Name makes three attacks

Sword. Melee Weapon Attack: +8 to hit, 5ft, one target. Hit: 1d8+5 slashing damage

Headbutt. Melee Weapon Attack: +8 to hit, 5ft, one target. Hit: 1d8+5 bludgeoning damage


Troll

Large, Unaligned


  • Armor Class 18 (Natural Armour)
  • Hit Points 84 (8d10+40)
  • Speed 20ft

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 22 (+6) 5 (-3) 9 (-1) 12 (+1)

  • Saving Throws Str +9, Con +9
  • Skills Intimidation +5
  • Damage Resistances Bludgeoning, Piercing, and Slashing from non-magical weapons
  • Damage Immunities Acid
  • Senses Darkvision 60ft
  • Languages Common and Trollish
  • Challenge 5 (1,800 XP)

Solid Surface. When the Troll is hit by a non-magical melee weapon, the attacker must roll a D20, on a natural 1 the weapon breaks.

Actions

Multiattack. The troll makes three attacks: two with its fist and one with its slam.

Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (1d10+4) bludgeoning damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d10+4) slashing damage.


Watchman

Medium, Lawful Good


  • Armor Class 16 (Chainmail)
  • Hit Points 65 (10d8+20)
  • Speed 30ft

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)

  • Saving Throws Str +4, Dex +5, Wis +2
  • Skills Athletics +4, intimidation +4
  • Senses Passive Perception 10
  • Languages Common
  • Challenge 2 (450 XP)

Actions

Multiattack. The Watchman makes three melee attacks: two with its Long Sword and one with its dagger. Or the Watchman makes two ranged attacks with its daggers.

Long Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8+3) slashing damage.

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4+3) piercing damage.

Dagger. Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (1d4+3) piercing damage.

Reactions

Parry. The Watchman adds 2 to its AC against one melee attack that would hit it. To do so, the Watchman must see the attacker and be wielding a melee weapon.

De
Chelonian
Mobile!

This homebrew is directly inspired by Sir Terry Pratchett's Discworld series, whose influence I see more and more in my life and my DnD games.

All art in this homebrew is from Discworld official sources.

“All right," said Susan. "I'm not stupid. You're saying humans need... fantasies to make life bearable."


REALLY? AS IF IT WAS SOME KIND OF PINK PILL? NO. HUMANS NEED FANTASY TO BE HUMAN. TO BE THE PLACE WHERE THE FALLING ANGEL MEETS THE RISING APE.

"Tooth fairies? Hogfathers? Little—"


YES. AS PRACTICE. YOU HAVE TO START OUT LEARNING TO BELIEVE THE LITTLE LIES.

"So we can believe the big ones?"


YES. JUSTICE. MERCY. DUTY. THAT SORT OF THING.

"They're not the same at all!"


YOU THINK SO? THEN TAKE THE UNIVERSE AND GRIND IT DOWN TO THE FINEST POWDER AND SIEVE IT THROUGH THE FINEST SIEVE AND THEN SHOW ME ONE ATOM OF JUSTICE, ONE MOLECULE OF MERCY. AND YET - Death waved a hand. AND YET YOU ACT AS IF THERE IS SOME IDEAL ORDER IN THE WORLD, AS IF THERE IS SOME... SOME RIGHTNESS IN THE UNIVERSE BY WHICH IT MAY BE JUDGED.

"Yes, but people have got to believe that, or what's the point—"


MY POINT EXACTLY.”
 

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