Lucian's Legends of Lyyth

by aeyana

Search GM Binder Visit User Profile

Lucian's Legends of Lyyth

Lucian's Legends of Lyyth

by /u/aeyana

Credits

Lead Designer: /u/aeyana (@silverbass#2407)


Cover Art: Marda Deer (Black Deer)
Interior Art: TomBabbey (Pseudodragon), Brennan Massicotte (Forest), Azelinus (Fantasy Landscape), GreenRibena (Glowing Mushroom), 4SeasonsWinter (Plate Armor) JuicySundew (Enchanted Wilderness) Peter Bednarz (DnD poster, Goliath Warrior)

ON THE COVER

A black deer stands amid autumn colors

Art by Marta Deer, Black Deer

First Release: 15 April, 2020

Preface

???

The contents of this compendium are intended to be balanced for play in a Dungeons & Dragons Fifth Edition game.

 

Other Formats

This book can be found in PDF format. The contents of this book can also be integrated with the following systems:

Avrae

The contents of this book can be loaded into the Avrae discord bot:

  • For items, subscribe to this pack
  • For spells, subscribe to this tome
  • For monster statistics, import this bestiary

CritterDB

These monster statistics were made in CritterDB.

Lucian's Legends of Lyyth is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast.

Contents

 

Preface

The moon keeps me company in the quiet
hours of the night, as I begin writing this document. The world of Lyyth has existed only in my mind and in the minds of my attentive players for long now, and as the days stretch to years, the impetus to put this world down on paper only grows stronger. This setting has been a vehicle for so many fond and powerful memories, and the contents of this book serve as a primer for those who wish to understand this setting.

PREFACE

PART 1

Welcome to Lyyth
The Gods of Lyyth

As with most settings, religion plays a key role in the lives of the people of Lyyth. However, unlike most standard settings, the gods of Lyyth do not openly walk the world or meddle with the events that transpire within it. Indeed, the existence of the gods themselves is a mystery that none can confirm nor deny.

Divine providence and the existence of higher beings, known to most as gods, is a topic which those on the continent of Lyyth do not universally agree on. Supernatural phenomena can be attributed to the doings of a divine entity by those who worship such a god, but it is not uncommon for different religions within Lyyth to claim the same events as evidence of their own gods' prowess or benevolence.

Within Lyyth, the basis for worshipping a god arises not from witnessing one's existence and intentions, but rather from the power of belief in the existence of such a being, however accurate that belief may be. The different worships of Lyyth form a patchwork of religious and political organizations, with each organization striving toward its own goals. The power and influence of such an organization arises not from the purported capabilities of any god, but rather on the organization's ability to influence, control, and manipulate people and events to its advantage. Thus, the strength of a god's following depends primarily on who its believers are, how many they number, and what places their influence can be exerted.

PART 1 | THE GODS OF LYYTH

Chapter 1: The Lands of Lyyth

The continent of Lyyth spans
asdfasdfasdf

Kingdom of Kinston

Kinston City

Kinston Highlands

Il'Daeus River

Bandri Plains

Brasshorn

The Order of Bahamut

Aeyana Arcana

Riversmouth

Spierling Peninsula

Archmage's Tower

Farley

Greenfell

Dragon's Spine

Dal Valor

The Four "Agu"

Valkenhold

The religious seat of power for the worship of Bahamut, the city of Valkenhod was dedicated to the dragon god centuries ago, and has since then served as a holy site for pilgrimages and the highest of religious ceremonies. Carved into the side of a mountain, the city ???

Platinum Dragon's Roost

A grand cathedral dedicated to Bahamut.

Wyrmurrin

Iz'Yaria

The Sect of Tiamat

Of the many gods worshiped in Lyyth, perhaps none holds as fervent a following as that of the mother of dragons, Tiamat. Officially recognized by the Wyrmurrin Empire as the religion of the state, the five-headed dragon's following consists of chromatic dragonborn of all colors and walks of life, as well as many of the other citizens of the empire.

Dryvern

The Children of Ondreyus

PART 1 | THE LANDS OF LYYTH

Chapter 3: Beyond Lyyth

The continent of Lyyth spans
asdfasdfasdf

Gali Desert

Netamian Sea

Hell

The First Crusade and the Deluge

Underdark

Liante Mar

PART 1 | THE LANDS OF LYYTH

PART 2

Character Options

Chapter 3: Races

All of the races that can be found in the
Player's Handbook can be found inhabiting Lyyth, though their history and relation with deities may be different to reflect the culture and religions of the continent. In addition to the races presented in the Player's Handbook, this chapter presents the following new races.

Height and Weight

The table below provides random heights and weights for the new races included in this chapter. You can roll for your character's height and weight on the Random Height and Weight table.

Random Height and Weight
Race Base
Height
Height
Modifier
Base
Weight
Weight
Modifier
Yrvin 6' +1d10 500 lb. × (2d10) lb.

  • Height = Base Height + Height Modifier in inches
  • Weight = Base Weight + (Height Modifier × Weight Modifier) in pounds
PART 2 | RACES

Yrvin

The most noble expansion of the Wyrmurria, graced with

the blessing of the Dragon Mother herself, has historically faced stiff resistance in the plains south of the Great Mount- ains. The expeditions of the empire's early days, though well-equipped to stand against the savage tribes of the mountain, were repelled by these nomadic barbarians.

Though Wyrmurria's military is unmatched across the lands, the might of the spears and bows of the yrvin tribals cannot be understated.

–Dequilless Ra'hen, Portrait of a Conqueror

Monstrous Nomads

Nomads of the Bandri Plains, the yrvin are a breed of noble and monstrous chimera, bearing the lower body of a giant goat, with a human torso rising from the goat's back. The yrvin travel in tribes across their ancestral grassland home, constantly in motion in chase of large game. This lifestyle of constant hunting has honed the abilities of the tribe, forging the yrvin into unparalleled hunters and warriors.

Ancient Duty

Bound to the plains both by heritage and by ancient magic, yrvin culture involves strong spiritual bonds to the land itself. The yrvin people consider themselves guardians of the plains, and fight with relentless, blind ferocity against any intruders who would invade or defile their lands.

To a yrvin warrior, dying on ancestral soil in defense of the homeland is the highest possible honor. Yrvin who venture from the plains will seek to die facing their homeland, should they fall on the battlefield. Conversely, to be killed facing away from their ancestral home is the cruelest face that can befall such warriors.

Dragon Hunters

In the infancy of the Wyrmurrin Empire, many expeditions were sent south across the Dragon's Spine, seeking to conquer the bountiful fields that lie beyond. These dragon- born invaders, as well as the drakes and wyverns that accompanied them, were repelled and slaughtered by the yrvin, who developed guerilla tactics honed specifically to clip the wings and crush the scales of this new threat. In retaliation for this incident, the yrvin scoured the lands south of the Dragon's Spine, bringing swift and bloody death to every dragons they could find, driving these southern dragons to extinction.

Yrvin Names

The yrvin believe in a cycle of death and rebirth, and take the names of their forebears, believing the name to carry the spirit and strength of the deceased warriors. A yrvin who is dishonored or who goes against the ancient duty of the tribe brings shame to the name, which becomes taboo for the tribe to speak and is erased from the cycle of death and rebirth. Yrvin males are given the suffix -an (for example, Eskelan instead of Eskel).


  • Names: Avat, Ayn, Balshi, Ciladril, Dor, Eskel, Eidal, Keiol, Kino, Lydel, Mekku, Naiy, Orud, Pesil, Rumok, Tamal, Umgandor, Vynis

Yrvin Traits

Your yrvin character has certain abilities granted by your unique anatomy.
    Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.
    Age. Yrvin reach physical maturity at about the same age as humans, but can live to be 600 years old.
    Alignment. The yrvin nomads lead a life of discipline and duty. Most yrvin raised on the Bandri Plains and molded by this upbringing tend to be lawful.
    Size. Yrvin stand between 6 and 7 feet tall, with their caprine bodies reaching about 4 feet at the withers. Your size is Medium.
    Speed. Your base walking speed is 35 feet.
    Monstrous Nature. Your creature type is both humanoid and monstrosity.
    Charge. If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus act- ion, making one attack against the target with your hooves.
    Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
    Horn Bow. Your caprine form's horns can be strung and used as a longbow, which you are proficient with. Using your horns as a bow only requires one hand, and uses javelins as ammunition instead of arrows.
    Caprine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag.

In addition, any climb that requires hands and feet is especially difficult for you because of your caprine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
Sure-Footed You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.
Languages. You can speak, read, and write Common and Sylvan. The yrvin trace their ancestry back to fey creatures from the Moorewoods.

PART 2 | RACES

Chapter 4: Classes

The adventurers of Lyyth assume the
forms of many of the classes presented in
the Player's Handbook. This chapter
expands on the subclass options available
to most of the classes, and describes the
roles, places, and ideals that each subclass
takes within the world of Lyyth.

PART 2 | CLASSES

Barbarian: Primal Path

At 3rd level, a barbarian gains the Primal Path feature. The following options are available to a barbarian, in addition to those offered in the Player's Handbook and other books: the Path of the Summit, the Path of the Thundering Horde.

Path of the Summit

The great mountains go by many names: the Dragon's Spine, Mount Drakholm, the Great Divide. Those that walk the Path of the Summit are those who forged by the mountains' crushing stones and frigid winds. Typically, barbarians of this path come from one of the four goliath clans, or "Agu", within the mountain range. Although most barbarians that adopt this path are goliaths, the clans occasionally take in individuals of other races, training and raising them as they would their own.

Optional Restriction: Goliaths Only

The Path of the Summit is typically followed by goliath of the great mountains' four clans.

To lift this restriction, work with your DM to establish how a non-goliath character came to follow this path, and who instructed and trained the character in this path's techniques.

Strength of Stone

When you choose this path at 3rd level, you gain the ability to transform yourself into stone, both to deflect blows and to add weight to your own. You gain the following benefits while you are raging.

  • When you hit with a melee weapon attack, you can transform yourself into stone to impart extra power into your strike, becoming petrified until the start of your next turn. The attack deals an additional 1d12 damage and if the target is a Huge or smaller creature, it must succeed on a Strength saving throw or be pushed up to 10 feet away from you and knocked prone. The DC for this saving throw is equal to 8 + your proficiency bonus + your Strength modifier.
  • When an attacker that you can see hits you with an attack, you can use your reaction to transform yourself into stone to deflect the blow, becoming petrified until the start of your next turn. When you do so, the damage you take from the attack is reduced by 1d12 + your Constitution modifier + your barbarian level. You can also use this feature as a reaction when an effect would push you or knock you prone in order to prevent the effect.

Titan's Leap

At 6th level, you can channel the strength of giants into your legs, empowering your leaps. When you take the Dash action on your turn, the distance you can jump increases by a number of feet equal to your barbarian level until the end of your turn. Additionally, your jump distance is tripled while you are raging.

Unchillable

At 10th level, you have developed an endurance against the snow and ice of the mountains' peaks. All cold damage you take is reduced by an amount equal to your Constitution modifier, and you gain resistance to cold damage while you are raging.

Shifting Stone

Beginning at 14th level, the might of the great mountains allows you to bend stone to your will. While you are raging, you can move and speak as normal while petrified, and being petrified doesn't impose advantage on attacks against you, cause you to automatically fail Strength or Dexterity saving throws, or cause you to become incapacitated or unaware of your surroundings.

Additionally, you can cast stone shape without expending a spell slot. Once you cast the spell with this feature, you can't cast it with this feature again until you finish a long rest.

PART 2 | CLASSES

Path of the Thundering Horde

Trained as leaders and tacticians, those who walk the Path of the Thundering Horde lead their allies to victory with deafening and furious roars. The Path of the Thundering Horde is an ancient tradition developed by goliaths hailing from the halls of the mighty storm giants of Jhara Pahara. Traditionally allied with the Clan in Blue of Daag'Dreya, the teachings of the warriors of the horde have long since been spread to others.

War Cry

At 3rd level, you gain the ability to rally your allies with a thunderous war cry. When you begin raging, and as an action on each of your turns while you are raging, you can release a war cry to rally up to six creatures of your choice other than you within 30 feet of you. If the target can hear you, it gains a number of temporary hit points equal to 1d12 + your rage damage, which last until your rage ends. While a creature has these hit points, it has advantage on saving throws against being charmed or frightened and its weapon attacks made with melee weapons benefit from the bonus damage as shown in the Rage Damage column of the Barbarian table.

Using your action to use this feature counts as making an attack for the purpose of maintaining your Rage.

Rolling Thunder

At 6th level, your roar fills your allies with energy. While a creature has temporary hit points granted by your War Cry, its speed increases by 10 feet.

Additionally, when you use your action to use your War Cry, you can make one melee weapon attack as a bonus action.

Gathering Storm

At 10th level, you gain the ability to draw storm clouds overhead in anticipation of battle. If you are able to see the sky when you finish a short or long rest, you can cause dark clouds to form in a 1-mile radius directly above you, which last until they are dispersed naturally. These dark clouds count as stormy conditions for the purpose of spells such as call lightning.

Thundering Command

At 14th level, your commands carry a heavy authority that allows you to lead your allies to victory. When you use your War Cry, you can command for your allies to either attack, dodge, or move, choosing a single command which applies to all creatures affected by your war cry. If a target understands your language, it can follow the chosen command:
    Attack. Each target use its reaction to make one melee weapon attack.
    Dodge. Each target can use its reaction to take the Dodge action.
    Move. Each target can use its reaction to move up to half its speed.

PART 2 | CLASSES

Bard: Bard College

At 3rd level, a bard gains the Bard College feature. The following option is available to a bard, in addition to those offered in the Player's Handbook and other books: the College of Linguistics.

College of Linguistics

Bards of the College of Linguistics strive to unravel the mysteries of languages. From studying the rhymes of foreign ballads to examining the structure of poetry and prose, these bards use their knowledge of many languages to piece together otherwise obscure connections and meanings. Often they can be found working as translators or editors, honing their skills and contributing to academia and the arts alike.

Foreign Incantation

When you join the College of Linguistics at 3rd level, you learn three languages of your choice.

Additionally, you learn to use the properties of languages as you know to alter your incantations and inspiration. Choose 3 languages that you know. You learn the incantations associated with those languages. When you inspire a creature or cast a spell that involve a verbal component, you can use one of the incantations.

Linguistic Twist

At 6th level, you learn two more languages of your choice, and the foreign incantations associated with those languages.

You can disguise a spell's verbal component as part of natural speech. A creature attempting to notice your spell's verbal component must make a Wisdom (Insight) check against your spellcasting save DC. On a successful check, they notice that you are casting a spell.

Additionally, when you cast a spell that involves a limited number of words (such as command or magic mouth), you can double number of words you are limited to.

Wordsmith

Starting at 14th level, your grasp of the fundamentals of linguistics is complete. You can cast tongues and comprehend languages at will, learn two more languages of your choice, and learn the foreign incantations for all languages you know.

Additionally, when you complete a long rest, you can choose a number of creatures up to your Charisma modifier (minimum 1) to learn a secret language created by you. Until they complete their next long rest, each of those creatures can speak, read, and write using your secret language, which is unintelligible to all other creatures. This language can still be deciphered by the comprehend languages spell.

Incantations

The incantations are listed in alphabetical order.

Abyssal

Spell. When you cast a spell that requires concentration, you gain resistance against cold, fire, and lightning damage while you are concentrating on the spell.
Inspiration. When you inspire a creature, the target of your Bardic Inspiration gains resistance against cold, fire, and lightning while they have the Inspiration Die.

Aquan

Spell. When you cast a spell that requires concentration, you gain the ability to walk across liquid surfaces while you are concentrating on the spell.
Inspiration. When you inspire a creature, the target of your Bardic Inspiration gains the ability to walk across liquid surfaces while they have the Inspiration Die.

Auran

Spell. When you cast a spell that requires concentration, your movement speed increases by 5 feet for each level of spell slot used to cast the spell while you are concentrating on the spell.
Inspiration. When you inspire a creature, the target of your Bardic Inspiration gains a 5 feet increase to movement speed while they have the Inspiration Die.

Celestial

Spell. When you cast a spell that restores hit points to a creature other than you, you regain hit points equal to the spell's level + your Charisma modifier.
Inspiration. When you inspire a creature, you regain hit points equal to your Charisma modifier.

Deep Speech

Spell. If you fail the check to maintain concentration of a spell, each creatures within 5 feet of you takes 1d6 psychic damage for each level of spell slot used to cast the spell.
Inspiration. When you inspire a creature, each creature within 5 feet of the target of your Bardic Inspiration takes 1d6 psychic damage when they use their Inspiration die.

Draconic

Spell. When you cast a spell that requires concentration, you gain a number of temporary hit points equal to the spell's level + your Charisma modifier, which last until you stop concentrating on the spell.
Inspiration. When you inspire a creature, the target of your Bardic Inspiration gains temporary hit points equal to your Charisma modifier while they have the Inspiration Die.

PART 2 | CLASSES
Ignan

Spell. When you cast a spell that requires concentration, you can shroud yourself with flames. While you maintain concentration on that spell, a creature that touches you or hits you with a melee attack while within 5 feet of you takes fire damage equal to the spell's level + your Charisma modifier.
Inspiration. When you inspire a creature, each creature within 5 feet of the target of your Bardic Inspiration takes 1d6 fire damage when they use their Inspiration die.

Infernal

Spell. When you deals damage to a creature with a spell, you can infuse it with hellish energy. Choose one creature that took damage from the spell. Any healing the target receives until the start of your next turn is reduced by 1d4 for each level of spell slot used to cast the spell.
Inspiration. You can attempt to inspire a hostile creature. That creature must make a Wisdom saving throw against your spellcasting save DC or have any healing it receives reduced by your Inspiration Die. The creature can repeat the saving throw at the start of its turn, ending the effect on a success.

Terran

Spell. When you cast a spell that requires concentration, you can strengthen your connection to the ground. While you maintain concentration on that spell and are standing on earth or stone, you cannot be pushed or knocked prone.
Inspiration. When you inspire a creature, the target of your Bardic Inspiration cannot be pushed or knocked prone if they are standing on earth or stone while they have the Inspiration Die.

Sylvan

Spell. When you cast a spell while within 60 feet of a plant, you can cast the spell as though you were in the plant's space, but you must use your own senses.
Inspiration. When you inspire a creature within 60 feet of a plant, you can inspire as if you were in the plant's space, but you must use your own senses.

PART 2 | CLASSES

Cleric: Divine Domain

At 1st level, a cleric gains the Divine Domain feature. The following options are available to a cleric, in addition to those offered in the Player's Handbook and other books: the Harvest Domain, the Journey Domain

Journey Domain

The gods of the Journey domain aid travelers in their journeys, guiding them safely to their destinations. These deities are often worshiped at humble shrines along well-traveled roads, but also feature in temples near ports in seaside cities.

On the continent of Lyyth, many clerics of the this domain can be found wandering the land, often residing in towns along trade routes to best lend their aid to travelers in need.

Domain Spells

You gain domain spells at the cleric levels listed in the Journey Domain Spells table. See the Divine Domain class feature for how domain spells

Journey Domain Spells
Cleric Level Spells
1st expeditious retreat, longstrider
3rd find steed, misty step
5th haste, Leomund's tiny hut
7th dimension door, freedom of movement
9th far step, teleportation circle

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with navigator's tools, land vehicles, and water vehicles.

Bless Vehicle

Starting at 1st level, you can conduct a 1 hour ritual while touching one nonmagical vehicle. Until you die, use this feature on another vehicle, or end the effect (no action required), the vehicle gains the following benefits:

  • If the vehicle has an enclosed interior, its interior dimensions magically double. From the outside, the vehicle appears unchanged. When this effect ends, any items too big to fit within the vehicle normally are shunted to an unoccupied space outside the vehicle.
  • The vehicle's speed is increased by 10 feet, and the speed of each creature pulling the vehicle increases by 10 feet while it is pulling the vehicle.
  • The vehicle gains a bonus to its AC equal to your Wisdom modifier.
  • Your spells of 1st level or higher that restore hit points can target the vehicle as if it were a creature. The vehicle has no creature type.

Channel Divinity: Pathfinder

Starting at 2nd level, you can use your Channel Divinity to identify any effects that may impede your travel.

As an action, you can present your holy symbol and survey the land, sea, and sky around you. You gain the following benefits in an radius of a number of miles equal to half your cleric level.

  • Nonmagical difficult terrain within the area doesn't slow your group's travel.
  • Your group can't become lost within the area, except by magical means.
  • You learn of any nonmagical weather in the area.

Safe Journey

Starting at 6th level, when you restore hit points to a creature or vehicle with a spell of 1st level or higher the target's movement speed increases by 10 feet until the end of its next turn and it can immediately use its reaction to move up to its speed without provoking opportunity attacks.

Blessed Cartographer

At 10th level, you can imbue parchment with divine power. When you perform the ritual for your Pathfinder feature, you can transform a piece of parchment or paper that you are holding into a map. The map is made to the best of your know- ledge, and details the topography of any land surveyed by your Pathfinder feature. This map does not reveal the details of any tunnels or locations that you are unaware of. While you are holding the map, you can use an action to mark it with a glowing speck of light, which identifies your location on it and moves as you do. The speck lasts until you dismiss it (no action required). You can only have one such map at a time. If you die or attempt to create a second map using this feature, the original map reverts to a nonmagical piece of parchment or paper.

Trailblazer

At 17th level, you can perform a 1 hour ritual to set up a waypoint, which occupies a 60-foot radius around a point you touch, lasts for 10 days and has the following properties:

  • When a creature take a short rest within 20 feet of your waypoint, the waypoint comes under the effects of the alarm spell, and all creatures that rested at the waypoint come under the effects of the aid and longstrider spells, cast at lowest level.
  • You can treat the waypoint as a teleportation circle that you know the sigil sequence for.
  • All creatures within 10 mile radius learn the location of this waypoint, as it projects a faint beam of light skyward.

You can't create a waypoint within 10 miles of a major town or city or another one of your waypoints.

PART 2 | CLASSES

Druid: Druid Circle

At 2nd level, a druid gains the Druid Circle feature. The following option is available to a druid, in addition to those offered in the Player's Handbook and other books: the Circle of Flames, the Circle of the Wardens.

Circle of Flames

Thick pillars of black smoke billow from the forest, and the night sky is painted orange by the flames. Amidst the inferno, a lone man stands with arms spread wide, head back and bellowing to the sky.

Circle Spells

Your affinity to flames infuses you with the ability to cast certain spells. At 2nd level, you learn the produce flame cantrip, which doesn't count against the number of druid cantrips you know. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Flames Spells table.

Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Flames Spells
Druid Level Circle Spells
3rd flaming sphere, scorching ray
5th fireball, gaseous form
7th fire shield, wall of fire
9th cloudkill, flame strike

Wildfire Shape

Also at 2nd level, you gain the ability to manifest your Wild Shape in the form of dancing flames. When you transform using your Wild Shape feature, you can gain the following benefits while you are transformed:

  • You can cast any of your druid spells that deal fire or lightning damage while in a beast shape, and can perform the somatic and verbal components, but aren't able to provide material components.
  • You emit bright light in a 20-foot radius and dim light for an additional 20 feet.
  • Your attacks deal fire damage instead of their normal damage type.
  • You are immune to fire and poison damage, and can't be grappled or poisoned.
  • Each creature that moves within 5 feet of you for the first time on a turn or starts its turn there, it must succeed on a Constitution saving throw against your druid spell save DC or take 1d6 fire damage. This damage increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level. Foliage and flammable objects that aren't being worn or carried within the area are set ablaze.

When your transformation ends, any soil burned by it becomes rich and fertile, and will begin showing signs of plant growth in 1d10 days, if other conditions allow for it.

Choking Smoke

Starting at 6th level, you learn to use the smoke that comes with your fire. When you deal fire damage with your druid spells or your Wildfire Shapes feature, you can change the damage to poison or necrotic instead.

Additionally, once per turn when you deals fire, poison, or necrotic damage to a creature, you can force the target to make a Constitution saving throw against your druid spell save DC. On a failed save, the target is poisoned until the end of your next turn.

Burnout

At 10th level, your magic can trace down smoke from your flames. Creatures poisoned by your druid spells or your Choking Smoke feature have disadvantage on saving throws made against any druid spells you cast.

Rise From the Ashes

At 14th level, your inner flame burns brightest in times of danger. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead and immediately use your Wildfire Shape without expending a use of Wild Shape. Once you use this feature, you can't use this feature again until you finish a long rest.

PART 2 | CLASSES

Circle of the Wardens

The Circle of the Wardens is tasked with the defense of the sanctity of nature. Known as wardens, druids of this circle practice a unique form of martial arts, setting them apart from their contemporaries.

On the continent of Lyyth, three different factions of wardens exist: the sand guardians of the Gali Desert, the wood wardens of the Moorewoods, and the white wardens of the continent's furthest northern reaches.

Circle Spells

Your training allows you to cast certain spells. At 2nd level, you learn the shillelagh cantrip. If you already know the shillelagh cantrip, you instead learn a different druid cantrip of your choice. The cantrip doesn't count against the number of druid cantrips you know.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Warden Spells table. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of the Warden Spells
Druid Level Circle Spells
3rd barkskin, zone of truth
5th elemental weapon, glyph of warding
7th death ward, freedom of movement
9th conjure volley, swift quiver

Warden Training

Starting at 2nd level, your training has granted you a degree of martial prowess. You gain the following benefits:

  • When you take the Attack action and attack with a melee weapon held in two hands, you can use a bonus action to make a special melee weapon attack with it. This attack uses the same ability modifier as the primary attack, and deals 1d4 bludgeoning damage. You don't add your ability modifier to the damage of this attack, unless that modifier is negative.
  • As a bonus action on your turn, you can enter a defensive stance. Until the start of your next turn, you can use your reaction when you are hit by a weapon attack to attempt to block or deflect it. When you do so, the damage you take from the attack is reduced by 1d8 + your druid level.
  • As a bonus action on your turn, you can leap up to half of your movement speed in any direction. Any opportunity attacks provoked by this movement are made at disadvantage.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Land's Vitality

At 10th level, you gain the ability to revitalize yourself through your connection with the land you protect. As an action, you can regain hit points equal to two times your druid level. You must finish a long rest before you can use this feature again.

Battle Magic

At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a druid spell, you can make one weapon attack as a bonus action.

PART 2 | CLASSES

Fighter: Martial Archetype

At 3rd level, a fighter gains the Martial Archetype feature. The following option is available to a fighter, in addition to those offered in the Player's Handbook and other books: the Knight Banneret.

Knight Banneret

As kingdoms raise armies and cross blades, bannerets flying battle standards lead these armies in the field. Burdened with this critical task, these knights bear the heavy weight of the safety and wellbeing of their soldiers, and the responsibility of bringing forth a victory.

Rallying Cry

When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you. Each creature regains hit points equal to your fighter level, provided it can see or hear you.

Inspiring Surge

Also at 3rd level, when you use your Action Surge feature, you can choose one creature within 60 feet of you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

Starting at 10th level, you can choose two creatures within 60 feet of you, rather than one.

Royal Envoy

At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.

Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.

Bulwark

Beginning at 10th level, you can extend the benefit of your Indomitable feature to an ally. As a reaction when a creature within 60 feet of you fails a saving throw, you can expend one use of your Indomitable feature to allow it to reroll the saving throw, provided it can see or hear you. If it does so, it must use the new roll.

Battlefield Commander

Starting at 15th level, when you target a creature with your Rallying Cry or Bulwark features, it can use its reaction to move up to half its speed without provoking opportunity attacks, provided it can see or hear you.

Additionally, when you target a creature with your Inspiring Surge feature, it can move up to half its speed without provoking opportunity attacks before or after making the weapon attack.

Exemplary Leadership

At 18th level, your presence in battle fortifies the conviction of your allies. Whenever a friendly creature other than you makes an attack roll while it is within 10 feet of you, it gains a 1d4 bonus to the roll, provided it can see or hear you.

PART 2 | CLASSES

Monk: Monastic Tradition

At 3rd level, a monk gains the Monastic Tradition feature. The following options available to a monk, in addition to those offered in the Player's Handbook and other books: the Way of the Dragon, the Way of the Hidden Fist, the Way of the Wild.

Way of the Dragon

Monks of the Way of the Dragon study and idolize draconic beings. Practitioner of this style seek to achieve the grace and elegance of a dragon in flight through martial prowess.

This archetype is widely practiced in northern Lyyth, where the Wyrmurrin Empire's influence shapes the hearts and minds of those within its boarders. Followers of this monastic tradition range from freed slaves to dragonborn nobility.

Dragonheart

When you choose this monastic tradition at 3rd level, you can speak, read, and write Draconic. Choose one type of dragon from the Dragonhearts table. Your dragonheart is used by features you gain later.

Dragonhearts
Dragon Damage Type Saving Throw
Black Acid Dexterity
Blue Lightning Dexterity
Brass Fire Dexterity
Bronze Lightning Dexterity
Copper Acid Dexterity
Gold Fire Dexterity
Green Poison Constitution
Red Fire Dexterity
Silver Cold Constitution
White Cold Constitution
Additional Options: Dragon Gods

The majority of religious sects on the continent of Lyyth worship one of the two opposing dragon deities: Bahamut and Tiamat. If your monk is affiliated with a religious cult that worships either of these deities, the following dragonheart options may be available to them.

Deity Damage Type Saving Throw
Bahamut   Radiant Constitution
Tiamat Special* Special*

* If you choose Tiamat for your dragonheart, you gain the ability to change between the five types that Tiamat controls. When you finish a short or long rest, you can choose Black, Blue, Green, Red, and White. You gain the benefits of the chosen dragonheart until you choose a different one.

Dragon Style

At 3rd level, you weave dragon-like motions into your martial arts. You gain the following benefits:

  • When you use your Step of the Wind feature, you gain a flying speed equal to your walking speed until the end of your turn.
  • When you use your Patient Defense feature, parts of your skin become covered by a thin sheen of dragon-like scales. You gain temporary hit points equal to your Wisdom modifier (minimum of 1).
  • When you make an attack granted by your Flurry of Blows feature, you can change the damage type of the unarmed strike to your dragonheart's damage type.
  • When you take damage of the same type as your dragon- heart, you can use your reaction to spend 1 ki to reduce the damage by 1d10 + your Wisdom modifier + your monk level. If you reduce the damage to 0, you can deal an add- itional 1d10 damage of the same type the first time you hit with an unarmed strike before the end of your next turn.

Breath Weapon

At 6th level, you learn to release a powerful breath attack. As an action, you can spend up to 3 ki points to exhale destructive energy. Your dragonheart determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, you can choose whether to manifest it as a 5-foot by 30-foot line or as a 15-foot cone. Each creature in the area of the exhalation must make a saving throw, the type of which is determined by your dragonheart. A creature takes 2d6 damage per ki point spent on a failed saving throw, or half as much damage on a successful one.

The maximum number of ki points you can spend when using this feature increases as you gain monk levels, to 4 at 11th level and to 5 at 17th level.

Frightful Presence

At 11th level, you gain the ability to mimic a dragon's terrifying roar. When you use Flurry of Blows, you can spend 1 ki point to unleash a terrifying roar. Each creature of your choice within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this 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 your roar for the next 24 hours.

Legendary Reaction

By 17th level, you have taken upon the aspect of a true dragon. You move with nearly unmatched grace and speed. When a creature other than you ends its turn, you can use your reaction to do one of the following:

  • Detect. You make a Wisdom (Perception) check.
  • Strike. You spend 1 ki point to make a melee attack with a monk weapon you are holding.
  • Wing Attack. You spend 2 ki points to perform a wing attack. Each Large or smaller creatures within 10 feet of you must succeed on a Dexterity saving throw or take damage equal to your Martial Arts die + your Strength or Dexterity modifier (your choice) and be knocked prone. You can then fly up to half your speed.
PART 2 | CLASSES

Paladin: Sacred Oath

At 3rd level, a paladin gains the Sacred Oath feature. The following options are available to a paladin, in addition to those offered in the Player's Handbook and other books: the Oath of Rebellion and the Oath of Steel.

Oath of Rebellion

The Oath of Rebellion rings with the cries of a thousand condemned souls, those who are oppressed. These paladins live every day with the specter of death looming overhead, with the grim omen of death as their constant companion. Still, with tenacity forged from years of genocide and oppression, these knights give life and limb in service of something greater: true freedom for the suffering.

Within the walls of Brasshorn, the knights that rise to answer the call come from many places, standing against the Order of Bahamut that rules over the city. Some have witnessed the Order's deeds from within, and have broken their allegiance to the Order in pursuit of setting right the great wrong. Those who stand against the tide in the open are labeled as criminals, tratiors, and terrorits by the order. Others betray the Order in secret, serving as eyes and ears within the Order's Platinum Temple, where they relay critical information to other rebels and sabotage the Order's missions from within.

Tenets of Rebellion

Knights of rebellion are those who stand against authority in the face of injustice, sometimes betraying former oaths in order to do right unto the world.
    Defiance. The rules of a corrupt and wicked establishment cannot be considered lawful, and must be challenged with stalwart force. To defer the forces of evil is to accept defeat; obedience is not an option.
    Justice. Injustice is a form of purest evil, and those who abide by it are equally at fault for their inaction.
    Liberation. Those who are oppressed must rise up and break the shackles that bind them. You must stand for liberty, to inspire those to rise up and claim their freedom.
    Revolution. As certain as the sun does set, so too must the world change. The regime that has oppressed so many must be brought to an end. Whether through bloodshed or diplomacy matters not.

Oath Spells

You gain the oath spells at the paladin levels listed in the Oath of Rebellion Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Rebellion Spells
Paladin Level Spells
3rd illusory script, hellish rebuke
5th heat metal, shatter
9th beacon of hope, crusader's mantle
13th fire shield, freedom of movement
17th circle of power, passwall

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
    Defiant Rebuke. As a reaction when an attacker you can see hits you or a creature within 30 feet of you with an attack, you can expend a use of your Channel Divinity to cause rebuke the attacker. The attack's damage is halved, and the attacker takes thunder damage equal to the attack's halved damage.
    Thunderous Rally. As an action, you can expend a use your Channel Divinity to unleash a resounding war cry. When you do so, choose any number of creatures within 30 feet of you. Roll 1d6 and add your Charisma modifier. Each chosen creature gains a number of temporary hit points equal to the total, and any effects causing it to be charmed or frightened end immediately. Every other creature within 30 feet of you must succeed on a Constitution saving throw or take thunder damage equal to the total and become deafened until the start of your next turn.

Aura of Tenacity

Starting at 7th level, your presence fortifies the resolve of your allies while you are conscious. When you or a friendly creature within 10 feet of you is reduced to 0 hit points but isn't killed outright, you can use your reaction to expend 1 dice from your pool of healing from your Lay on Hands to have it drop to 1 hit point instead.

At 18th level, the range of this aura increases to 30 feet.

Break the Chains

Beginning at 15th level, the strength of your conviction allows you to burst through any restraints that would hold you back. You deal double damage to objects and structures.

At the start of each of your turns, you can deal thunder damage equal to your Charisma modifier to each creature that is grappling you, or to any chains, ropes, manacles, or other bindings that you are in contact with.

Mantle of Revolution

At 20th level, you can become a force of unstoppable change, serving as a beacon for your allies. As an action, you can magically don the mantle of revolution, gaining the following benefits for 1 minute:

  • You and each friendly creature within 30 feet of you can add your Charisma modifier to attack and damage rolls.
  • Critical hits against you or any friendly creatures within 30 feet of you become normal hits.
  • When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes before the end of your next turn.

Once you use this feature, you can't use it again until you finish a long rest.

PART 2 | CLASSES

Oath of Steel

The Oath of Steel is an oath less rooted in formality and dedication than other oaths, and functions more as a mantra or way of life. Rather than placing faith in gods or glory, knights who take this oath place great importance on their arms and armor, paying care and respect to the equipment that ultimately keeps them alive.

Across the continent of Lyyth, this oath is commonly adopted by mercenaries and sellswords. Many paladin who follow this oath are veterans and former soldiers, and can be found for hire as bodyguards or mentors.

Tenets of Steel

The Oath of Steel has no strict rules of adoption, but rather exists through its tenets alone. To adopt more strict tenets would, in a sense, result in breaking the tenets of this oath.
    Respect Your Steel. Your tools of war are what keep you alive. Treat them as with the care and respect they deserve.
    Rule Your Own Fate. Rely on your own strength and the tools you have before you, rather than placing stock in a higher being.

Oath Spells

You gain the oath spells at the paladin levels listed in the Oath of Steel Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Steel Spells
Paladin Level Spells
3rd compelled duel, shield
5th magic weapon, spiritual weapon
9th elemental weapon, haste
13th death ward, fabricate
17th animate objects, conjure volley

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
    Iron Guard. When an attacker that you can see hits you with an attack, you can use your reaction to use your Channel Divinity to guard against the blow. When you do so, the damage you take from the attack is reduced by 1d10 + your Charisma modifier + your paladin level. If you reduce the damage to 0 and the target is within your reach, you can make an attack with a melee weapon at the target as part of the same reaction.
    Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Aura of Steel

Starting at 7th level, bludgeoning, piercing, and slashing damage that you and friendly creatures within 10 feet of you take from nonmagical weapons is reduced by an amount equal to your Charisma modifier.

At 18th level, the range of this aura increases to 30 feet.

Bladed Rebuke

Beginning at 15th level, your prowess in combat allows you to rebuke those who would strike you. When a creature misses you with a melee weapon attack while you are holding a melee weapon, you can use your reaction to force it to take damage equal to your Charisma modifier. The damage type is the same as that of the weapon you are holding. If the weapon you are holding is magical, then this damage also count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Saint of Steel

At 20th level, you gain the ability to become one with your weapon. As an action, you can magically merge with any weapons you are holding and any armor you are wearing, gaining the following benefits for 1 minute:

  • You can't be disarmed of any weapon you are merged with.
  • Your AC can't be reduced by any means, and you gain a bonus to your AC equal to your Charisma modifier.
  • When you use the Attack action on your turn, you can take the Attack action again as a bonus action.

Once you have used this feature, you can't use it again until you finish a long rest.

PART 2 | CLASSES

Rogue: Roguish Archetype

At 3rd level, a rogue gains the Roguish Archetype feature. The following option is available to a rogue, in addition to those offered in the Player's Handbook and other books: the Divine Watcher.

Divine Watcher

Raised from a young age by the Order of Bahamut, rogues of the Divine Watcher archetype serve as the Order's secret weapons. Raised and trained with the purpose of under- mining the rebellion of upstart mages in Brasshorn, they serve as spies and assassins, fulfilling their grim duties in the name of the Lord of the North Wind.

Righteous Assault

At 3rd level, the divine energy that fills you guides your blade. You gain an additional way to use your Sneak Attack; while you are concentrating on a cleric or paladin spell, you don't need advantage on the attack roll to use your Sneak Attack. All other rules for Sneak Attack still apply to you.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells.
    Cantrips. You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
    Preparing and Casting Spells. The Divine Watcher Spell- casting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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 spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Wisdom modifier + one third your rogue level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 7th-level divine watcher rogue, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell bless, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability. Wisdom is your spellcasting ability for your cleric and paladin spells, as your magic is derived from devotion. 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 cleric or paladin 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
Divine Watcher Spellcasting
Rogue
Level
Cantrips
Known
1st 2nd 3rd 4th
3rd 3 2 –– –– ––
4th 3 3 –– –– ––
5th 3 3 –– –– ––
6th 3 3 –– –– ––
7th 3 4 2 –– ––
8th 3 4 2 –– ––
9th 3 4 2 –– ––
10th 4 4 3 –– ––
11th 4 4 3 –– ––
12th 4 4 3 –– ––
13th 4 4 3 2 ––
14th 4 4 3 2 ––
15th 4 4 3 2 ––
16th 4 4 3 3 ––
17th 4 4 3 3 ––
18th 4 4 3 3 ––
19th 4 4 3 3 1
20th 4 4 3 3 1

—Spell Slots per Spell Level—

Replicate Spell

Starting at 9th level, your training had allowed you to repli- cate spells you are unfamiliar with through observation and mimicry. You can attempt to replicate a spell that you have seen cast within the past 1 hour. The spells must be of a level for which you have spell slots.

Casting a spell in this way requires the spell's normal casting time, and expends a spell slot as usual if it is a spell of 1st-level or higher. Once the spell's casting time is completed, you must make a Wisdom check to determine whether you cast it successfully. The DC equals 10 + the spell's level (DC 10 for cantrips). On a failed check, the spell fails with no other effect.

If a spell doesn't appear on the cleric or paladin spell list, the spell is nonetheless a cleric or paladin spell for you when cast in this way.

Spell Slip

At 13th level, your observation of magics allows you to slip between the cracks to evade its effects. When you are subjected to a spell that allows you to make a saving throw to take only half damage, you can use your reaction to instead take no damage if you succeed on the saving throw, and only half damage if you fail.

By Providence

Beginning at 17th level, your connection to divine power graces you with blessings as you will it. You can use a bonus action on your turn to begin concentrating on a divine prayer (as if you were concentrating on a cleric or paladin spell, for the purpose of your Righteous Assault feature). For 1 minute or until you lose concentration, you can add a d4 to any ability checks, attack rolls, damage rolls, or saving throws you make.

PART 2 | CLASSES

???: ???

At ??? level, a ??? gains the ??? feature. The following option is available to a ???, in addition to those offered in the Player's Handbook and other books: Crystal Magic.

Crystal Magic

Dwarf Restriction

Crystal Focus

At 1st level, you learn techniques to focus your magic through gems and gemstones. When you cast a spell that requires a crystal, gem, jewel, or crushed gems as a material component, its cost is halved. For example, when you cast the chromatic orb spell, you can use a diamond worth only 25 gp as its material component.

Feature

Also at 1st level, you gain another feature.

Feature

At 6th level, you gain another feature.

Feature

At 14th level, you gain a feature.

Feature

At 18th level, you gain a feature.

Optional Restriction: Dwarves Only

Crystal Magic was developed in secret within the underground city of Dal Valor, and is taught only to select few prodigal dwarves of nobility.

To lift this restriction, work with your DM to establish how a non-dwarf character came to learn or possess this magic.

Spell Shard

Wondrous item, uncommon


This gemstone is formed from pure arcane energy crystallized a translucent shard. If you cast any of the following spells while you are holding the shard, you can imbue it with the particular effect associated with it. If a listed spells deals damage, it deals force damage instead of its original types.
    Animate Dead, Create Undead, Danse Macabre. Undead creatures created by these spells rise with crystal shards sprouting from their bodies, and weapon attacks made by them deal an additional 1d4 force damage.
    Armor of Agathys, Fire Shield. These spells create crystals instead of frost or flames.
    Counterspell, Dispel Magic. If these spells successfully interrupt or end a spell, that spell's arcane energy is crystallized and contained within the spell shard for 1 minute. As an action, you can throw the spell shard up to 60 feet, shattering on impact. Each creature within 10 feet of point of impact must make a Dexterity saving throw. The DC for this saving throw equals 10 + the crystallized spell's level. A target takes 1d8 damage for each level of the crystallized spell on a failed save, or half as much damage on a successful one. If the crystallized spell deals damage of a single type, the shard deals damage of the same type. Otherwise, the shard deals force damage.
    Create Bonfire, Spike Growth, Wall of Thorns. These spells create sharp crystals instead of fire, spikes, or thorns.
    Chromatic Orb. The spell creates a jagged crystal spear instead of a sphere of energy. If you miss a creature with the spell attack, you can reroll the attack at another creature within the spell's range that is behind the original target, ignoring any cover provided by the original target.
    Crown of Stars. The spell produces starburst crystal shards instead of motes of light.
    Dragon's Breath. The spell allows the target to exhale pure arcane energy.
    Elemental Weapon. The weapon becomes coated with jagged crystal spikes.
    Flesh to Stone. A creature that becomes petrified by this spell becomes crystal instead of stone, and does not gain resistance to all damage from being petrified.
    Ice Knife, Ice Storm. These spells create crystal shards instead of ice.
    Mirror Image. When a creature hits one of the duplicates created by this spell with an attack, the creature takes 2d4 force damage, as the duplicate shatters into crystal shards.

PART 2 | CLASSES

Chapter 5: Personality and Background

The cultures and peoples of Lyyth pro-
duces a number of special situations and events, which may affect a character's background. This chapter expands on the background options and feats presented in the Player's Handbook, and can be used to find the character's place in the world.

Backgrounds

The history of Lyyth and the institutions intertwined with it can play an important role in the experiences, motivations, and goals of your character. The following options are available to all players, in addition to those offered in the Player's Handbook and other books: the Academy Scholar, the Crusade Orphan, and the Wymurrin Freeman.

Academy Student

Educated in the Queen's Academy within the center of Kinston City, you have been blessed with access to a vast trove of knowledge, rivaled only by that once held by the Archmage's Tower before the second crusade. Students of the academy typically come of wealth, although the academy does also award a small number of scholarships to non-wealth students based on merit alone.


  • Skill Proficiencies: Choose two from Animal Handling, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Performance, Persuasion, Religion,
    or Survival
  • Tool Proficiencies: One type of artisan's tools
  • Languages: One of your choice
  • Equipment: A set of artisan's tools (one of your choice), an academy badge, a bottle of black ink, a quill, a scroll case stuffed full of notes from your studies, a set of fine clothes (academy uniform), and a belt pouch containing 10 gp

Field of Study

The academy supports research and education in a large number of fields. Choose which topic you studied within the academy, or roll on the table below.

  d20   Field of Study
1 Agriculture, ecology, and zoology
2 Alchemy
3 Astronomy
4 Architecture and tinkering
5 Economics, politics, and law
6 Literary, performing, and visual arts
7 Military tactics
8 Medicine and psychology

Feature: Academy Resources

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know whether it can be found within the Academy's resources. Often, books relating to the subject can be found within Queen's Library in Kinston City, or you may be familiar with researchers and scholars who are knowledgeable on the subject.

Suggested Characteristics

Academy students are varied in their goals, work ethics, and personalities, but share similarities in their fostering within an institution of knowledge. The background uses the sage background from the Player's Handbook as a starting point, and adds the following traits.

   d12    Personality Trait
1–8 Use the table for the sage background in the Player's Handbook.
9 I would rather form a useful social connection than waste my time with studying.
10 I'm convinced that people are out to sabotage me and my career.
11 I have a strong sense of superiority with regards to my field of study, which is undoubtedly the most difficult and valued profession.
12 I believe in making the best of a situation and learning as much as I can from my circumstances.
    d8     Ideal
1–6 Use the table for the sage background in the Player's Handbook.
7 Effort. The efforts of the self are the only controllable factor when determining outcomes and producing results. (Any)
8 Secrecy. Knowledge does not come cheap, and must not be spread to those undeserving. (Evil)
    d8     Bond
1–6 Use the table for the sage background in the Player's Handbook.
7 I treasure the friends I made in the Academy.
8 My triumphs will assuredly win me the praise of my peers within the Academy.
    d8     Flaw
1–6 Use the table for the sage background in the Player's Handbook.
7 I struggle under pressure, becoming almost an entirely different person.
8 I will find and twist any evidence to support my statements, so as to never be wrong.
PART 2 | CHARACTER DETAILS

Crusade Orphan

The First and Second Crusades brought many young men and women into its fold, ultimately costing them their lives. The result: a generation of broken families or orphans, many of whom were taken in by the Order of Bahamut, who orchestrated the crusades.

As the child of one that lost to the crusades, your upbringing might have been significantly influenced by the Order of Bahamut. Perhaps you bear resentment toward the order for what they've caused. Perhaps the order raised you.


  • Skill Proficiencies: History, Religion
  • Languages: Choose two from Abyssal, Celestial, Draconic, Giant, or Infernal
  • Equipment: A holy symbol bearing the six-winged dragon crest of Bahamut, a set of common clothes, and a belt pouch containing 15 gp

Feature: Of the Order

You are familiar with the teachings, personnel, and practices of the Order of Bahamut, which you can use to influence members of the order or to determine their plans. You can produce fake emblems or decorations relating to the order, provided you have the appropriate tools.

Suggested Characteristics

Crusade orphans are shaped primarily by their relation to the Order of Bahamut, for good and for ill. Some bear animosity to the order for putting their lives into disarray, while others idolize and respect the order for taking them in.

    d8     Personality Trait
1
    d8     Ideal
1
    d8     Bond
1
    d8     Flaw
1
PART 2 | CHARACTER DETAILS

Wyrmurrin Freeman

Much to the distaste of the rest of Lyyth, the Wyrmurrin Empire's century-old practice of military expansion and enslavement continues to thrive. These prisoners taken from the empire's invasive expansion into neighboring lands are brought back to the heart of the empire, where they spend years or decades in servitude of a dragonborn family within the empire.

Though the empire's laws allow slavery, it places a strict set of laws on the duration and process of enslavement. Prisoners are to be subjected to no more than twelve years of initial service. Although slaves are protected from certain forms of abuse, certain criminal acts can result in the slave's service being extended, sometimes even doubled or tripled. Intended to discourage rebellion, the system is often abused by slave-owners in order to retain control over their slaves.

Within the empire's slavery laws exists the Freeman system, a method for slaves to end their service and to become integrated with the Wyrmurrin Empire as citizens. To become a Freeman, a slave must receive sponsorship from a dragonborn family, effectively becoming adopted by the family. A slave can begin seeking sponsorship at any time, but can't receives sponsorship from a third party family until completion of service. Slaves that don't receive sponsorship within a year of the end of their service are exiled from the empire, or can choose to voluntarily extend their service.


  • Skill Proficiencies: Choose two from Acrobatics, Animal Handling, Athletics, Intimidation, and Performance
  • Tool Proficiencies: One type of artisan's tools
  • Languages: Draconic
  • Equipment: A set of common clothes, a dragonstone ring of sponsorship, and a belt pouch containing 10 gp

Former Role

Slaves within the Wyrmurrin Empire perform many roles. Choose which role you performed as a slave, or roll on the table below.

d6 Role
1 Craftsman
2 Domestic
3 Gladiator
d6 Role
4 Laborer
5 Millitary
6 Warden

Feature: Freeman Sponsorship

In the process of becoming a freeman, you must receive sponsorship from a dragonborn family, usually the one that you served as a slave. This sponsorship grants you the status of a freeman within the Wyrmurrin Empire, and grants you many rights, including protection from future enslavement. Within the empire, you can invoke the name of the family that sponsored you in order to exert its influence over other citizens of the empire.

Suggested Characteristics

Servitude under the Wyrmurrin Empire leaves a lasting impact, which shapes a freeman's personality, ideals, and goals. Some retain lasting resentment toward those who enslaved them, while others adapt to Wyrmurrin society, taking advantage of their experience within it.

    d8     Personality Trait
1 I believe that fate has brought me through many trials and hardships to where I am today.
2 I have a knack for recognizing social power structures, having served at the bottom of one.
3 My years of servitude have taught me many lessons, and I'm never slow to share them.
4 I understand the value of friendships and alliances, and foster them whenever possible.
5 I'm deeply interested in the history and culture of different societies.
6 I'm fiercely competitive, and will fight tooth and nail over even relatively trivial things.
7 I know the value of gathering information, and will quietly observe before acting.
8 The sky cannot contain my ambitions. From my cruel fate, I will rise higher than any before.
    d6     Ideal
1 Kindness. All people deserve to be treated with kindness, regardless of station. (Good)
2 Responsibility. The actions I take reflect upon all Freemen as a whole. (Lawful)
3 Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
4 Might. The weak exist to serve the strong. (Evil)
5 Duty. I must take the role of protecting others from suffering my fate. (Good)
6 Perseverance. No injury or obstacle can turn me from my goal. (Any)
    d6     Bond
1 I retain a fondness for the family that I served.
2 The slaves that served alongside me deserve the same freedoms that I have gained.
3 My cruel masters will face my bitter vengeance.
4 I wish to return to the ordinary life that was taken from me.
5 Someone dear to me has suffered a similar fate to mine, and I seek to be reunited.
6 Those who stood silently while I suffered are as guilty as those who held the whip.
    d6     Flaw
1 I don't easily trust others.
2 I committed cruel acts against other slaves, and savored it more than I should have.
3 I believe wholeheartedly and dogmatically that the empire's way of life is the only correct path.
4 I'm never satisfied with what I have—I always want more.
5 I still reflexively stiffen in fear at the sound of a cracking whip.
6 I lack empathy, for all other sufferings pale in comparison to the hardships I faced.
PART 2 | CHARACTER DETAILS

Variant: Escaped Wyrmurrin Slave

A system of slavery does not function if all slaves are freed. You might not have yet achieved freemen status, or may have come into conflict with the dragonborn family you served, crushing any hope of being sponsored. If you wish to be an escaped slave, choose the Rebel's Hospitality feature (see the sidebar) instead of the Freeman Sponsorship feature.

Rather than a dragonstone ring of sponsorship, you can start with a set of manacles.

Variant Feature: Rebel's Hospitality

You have a network of those who fight against slavery. You know rebels and sympathizers within the empire who can provide you a place to hide, rest, or recuperate, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

PART 2 | CHARACTER DETAILS

PART 3

DM's Tools

Chapter 6: Treasure

Flavor
flavor

Dragon Heartstones

The dragons of Wyrmurrin are mysterious and ancient in their ways. One of the least understood facets of these creatures is their ability to create and store their personality within gleaming gemstones, called heartstones.

Origin of Heartstones

As a dragon matures, enzymes from its mouth, usually used as fuel for its breath weapons, will collect in the back of its throat, eventually crystallizing into a gemstone. As this gemstone grows in size, a dragon subconsciously channels aspects of its personality into the stone, forming a heartstone.

For would-be dragon slayers, a dragon's heartstone is among one of the most valuable resources that can be collected from a dragon. The heartstone of an adult dragon will usually fetch between 5,000 and 10,000 gold, with the heartstone of an ancient dragon being a priceless artifact.

Skilled artisans can disassemble and utilize parts of a dragon's heartstone in ways to enhance weapons, or as components for crafting powerful spells.

Heartstone Shards

Some of the chromatic dragons will seek to perfect themselves, oftentimes at the cost of their own strength. These dragons seek to rid themselves of their baser or weaker traits, such as sorrow, empathy, or fear. These dragons can go through a process called heartstone sundering, where they disengorge their heartstones, break off shards of the gemstone, and seal away various aspects of their personalities within the shards. As a dragon removes shards from its heartstone, some of its abilities will become weakened. In exchange, it gains the benefits of being rid of its weaker emotions.

Death and Heartstones

When a dragon is slain, its heartstone and all of its shards go inert, losing all personality traits sealed within them. They retain most of their elemental abilities, but do not regain charges after they are expended.

PART 3 | DM'S TOOLS

Akkhayraeas

The ancient blue dragon, the storm drake Akkhayraeas, has long ago broken off flakes of his heartstone to seal away his various emotions. He created a total of four shards, containing within them his fear, empathy, sorrow, and trust. He then scattered these shards in various dens across the land. Each shard appears as a jagged sapphire-colored stone, arcing with electricity, and creates unnatural thunderstorms around it.

Shard of Fear

This shard contains Akkhayraeas' emotion of fear. While separated from this shard, Akkhayraeas is immune to fear, but his Wisdom score decreases by 2.

The shard has 3 charges, and regains all expended charges daily at dawn. If you attune to the shard, you gain the following abilities:

  • As a reaction to taking lightning damage, the you can expend a charge to use the shard to absorb the impact. You gain resistance to lightning until the start of your next turn.
  • When you are reduced to under half your maximum hit points, it must make a DC 16 Wisdom saving throw. On a failed save, your movement speed is reduced to 0 and you become frightened, with yourself as the source of your fear. You can repeat this save at the start of your turn if you has more than half your maximum hit points.

Shard of Empathy

This shard contains Akkhayraeas' emotion of empathy. While separated from this shard, Akkhayraeas regains 18 (1d20 + 8) hit points whenever he kills a creature, but his Wisdom score decreases by 2.

The shard has 3 charges, and regains all expended charges daily at dawn. If you attune to the shard, you gain the following abilities:

  • As an action, the you can expend a charge from the shard to channel a bolt of lightning. Make a ranged spell attack (+8 to hit) at a target you can see within 120 feet of you. On a hit, the target takes 4d10 lightning damage. Repeat the ranged spell attack, originating from the original target. On a hit, the second attack deals 1d10 less damage. Repeat this until the attack misses, there are no targets within reach, or the damage is reduced to 0.
  • When you target a creature with under a quarter of its maximum hit points with an attack or spell, you must make a DC 16 Wisdom saving throw. On a failed save, you must choose a new target or lose the attack or spell. This extends to area effects, such as the explosion of a fireball.

Shard of Sorrow

This shard contains Akkhayraeas' emotion of sorrow. While separated from this shard, Akkhayraeas is gains a bloodlust, allowing him to make a Bite attack as a bonus action whenever he kills a creature, but his Wisdom score decreases by 2.

The shard has 3 charges, and regains all expended charges daily at dawn. If you attune to the shard, you the following abilities:

  • As an action, you can expend a charge from the shard to channel a bolt of lightning. Makes a ranged spell attack (+8 to hit) at a target you can see within 120 feet of you. On a hit, the target takes 4d10 lightning damage. Hit or miss, each creature within 10 feet of the target must make a DC 16 Strength saving throw or take 3d8 thunder damage and be knocked prone.
  • When a creature within 60 feet of you dies, you must make a DC 16 Wisdom saving throw. On a failed save, you are wracked with sorrow, and become incapacitated. At the end of each of your turns, you must repeat the Wisdom saving throw. After failing three of these saving throws, the effect last for 1 hour, and you stop making these saves. After succeeding on three of these saving throws, the effect ends.

Shard of Trust

This shard contains Akkhayraeas' emotion of trust. While separated from this shard, Akkhayraeas automatically knows if he hears a lie, but his Wisdom score decreases by 2.

The shard has 3 charges, and regains all expended charges daily at dawn. If you attune to the shard, you gain the following abilities:

  • As an action, you can expend a charge from the shard to release a wave of thunder. Each creature within 30 feet of you must make a DC 16 Constitution saving throw. A creature takes 6d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
  • When you make a Wisdom (Insight) check to determine the validity of a statement, you must first make a DC 16 Wisdom saving throw or automatically believe the statement.
PART 3 | DM'S TOOLS

Kyur'Oa

The ancient green dragon, the venom drake Kyur'oa, has long ago broken off flakes of her heartstone to seal away her various emotions. She created a total of three shards, containing within them her sloth, gluttony, and pride. She then gifted these shards to her most trusted followers. Each shard appears as a jagged emerald-colored stone, fuming with toxic gas, and causes plants to wither around it.

Shard of Slothfulness

This shard contains Kyur'oa's slothfulness. While separated from this shard, Kyur'oa no longer needs to sleep, but loses the ability to take short or long rests. Instead, she automatically regains 17 (1d20 + 7) hit points every hour.

The shard has 3 charges, and regains all expended charges daily at dawn. If you attune to the shard, you gain the following abilities:

  • When you regain hit points from a short rest, you can expend a charge to regain an additional 30 hit points.
  • At the start of your turn, you must make a DC 16 Wisdom saving throw if you have more than half your maximum hit points. On a failed save, you can use either an action or a bonus action, not both. If you attempt to cast a spell with a casting time of 1 action on a failed save, roll a d20. On an 11 or higher, the spell doesn't take effect until your next turn, and you must use your action on that turn to complete the spell.

Shard of Gluttony

This shard contains Kyur'oa's gluttony. While separated from this shard, Kyur'oa no longer needs to eat, but loses her Bite attack. Whenever she could make a Bite attack, she can instead make a Tail attack.

The shard has 3 charges, and regains all expended charges daily at dawn. If you attune to the shard, you gain the following abilities:

  • You can expend a charge to use a bite attack which deals 1d6 piercing damage plus 1d6 poison damage. If the attack hits, it deals its normal damage, and you regain hit points equal to your Constitution modifier.
  • You must eat 10 times the normal amount of food each day in order to benefit from a long rest.

Shard of Pride

This shard contains Kyur'oa's pride. While separated from this shard, Kyur'oa is immune to charm, but her Charisma score decreases by 2.

The shard has 3 charges, and regains all expended charges daily at dawn. If you attune to the shard, you gain the following abilities:

  • You can expend a charge to pronounce an order, limited to 5 words or less. Each creature within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature must follow this order on it's next turn. This feature has no effect if the target is undead or if it doesn't understand your language, but will still function if your order is directly harmful to it.
  • You become boastful and haughty, susceptible to influence by other creatures. You have disadvantage on Wisdom saving throws.
PART 3 | DM'S TOOLS

Liante Mar

Encounters

For every hour that passes, roll on the combat encounters table.

   1d100    Encounter  
01—30 No encounter
30—40 2d6 shadows, or 4d6 shadows if the hallow spell was dispelled
41—50 2d10 piercers
51—60 2d4 horror hooks
61—68 1 drider + 2d4 giant spiders
69—72 1 roper + 2d4 swarms of quippers
73—78 1d6 ghosts
79—85 1d6 carrion crawlers
86—95 1d6 purple wormling
96—00 1 purple worm

Moorewoods

Encounters

For every hour that passes, roll on the combat encounters table.

1d100 Encounter
01—45 No encounter
46—50 1 owlbear
51—55 3d10 wolves
56—60 2d4 dire wolves
61—65 3d6 blink dogs
66—70 1d4 displacer beasts
71—75 2d6 will-o'-wisps
76—80 1d4 brown bears
81—85 1 treant
86—90 1 dryad + 1 knight + 1d4 wolves
91—95 1 shambling mound
96—00 2d4 phase spiders
Forests | Moorewoods


Spierling Peninsula

Forest


Navigation Foraging Identification
DC 12 DC 12 DC 12

  • Helpful Skills Investigation, Arcana
  • Visibility Normal
  • Helpful Languages Common
  • Challenge 4

This place, quiet as it may be, reeks of death. Blood stains the lush soil; I can tell there there was a great calamity here.

Weather

Every 12 hours, roll for temperature, wind, and precipitation. To determine the direction of the wind, roll a d8 and assign a direction to each die face.

    Season Daytime Temperature (°F) Nighttime Temperature (°F)
Winter 2d6 + 40 1d6 + 35
Spring 2d8 + 50 1d8 + 45
Summer 4d8 + 65 3d8 + 60
Fall 3d6 + 50 2d6 + 45
    d20     Wind                                     
1—12 None
13—18 Light
19—20 Strong
    d20     Precipitation
1—8 None
9—12 Overcast, fog, or mist
13—17 Light rain or light snowfall
16—20 Heavy rain or heavy snowfall

Resources

Broken Weapons and Armor. Among the foliage, travelers may stumble across the remains of various combatants, some still wearing their arms. The equipment is all heavily weathered and rusted, mostly unusable.

Notable Locations

Viridi's Hut. A friendly old gnome makes his home here. He spends his days idly tinkering with clockwork.

Archmage's Tower. A hundred feet in diameter and nearly two-hundred feet tall, an old stone tower sits just a few miles from the coast. The tower is protected by three layers of wards: a wall of force, a blade barrier, and finally a prismatic wall. The clockwork beasts seem to have no problem passing through these wards, however.

Encounters

For every hour that passes, roll on the combat encounters table.

1d100 Encounter
01—60 No encounter
61—65 3d10 wolves
66-70 1d6 dire wolves
71—76 1d4 clockwork hounds
76—80 1d4 clockwork hawks
81—85 1d4 brown bears
86—90 1d6 giant spiders
91—95 1 owlbear
95—00 1 hill giant
Forests | The Spierling Peninsula

Clockwork Hound

Large construct, unaligned


  • Armor Class 16 AC (Natural Armor)
  • Hit Points 51 (6d10+18)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 3 (-4) 12 (+1) 7 (-2)

  • Damage Immunities psychic, poison, lightning
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 11
  • Languages understands Common but can't speak
  • Challenge 1 (200 XP)

Gemstone Core. The clockwork hound's core can be removed with a DC 15 Dexterity (Sleight of Hand) check. The hound falls unconscious if its core is removed.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 10 (2d6 + 3) piercing damage.


Clockwork Hawk

Large construct, unaligned


  • Armor Class 15 AC (Natural Armor)
  • Hit Points 37 (5d10+10)
  • Speed 10 ft., fly 80 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 14 (+2) 3 (-4) 12 (+1) 7 (-2)

  • Damage Immunities psychic, poison, lightning
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 11
  • Languages understands Common but can't speak
  • Challenge 1 (200 XP)

Gemstone Core. The clockwork hawk's core can be removed with a DC 15 Dexterity (Sleight of Hand) check. The hawk falls unconscious if its core is removed.

Actions

Multiattack. The clockwork hawk makes two attack: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (1d6 + 3) piercing damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 10 (2d6 + 3) slashing damage.

Forests | The Spierling Peninsula

Bandri Plains

Encounters

For every hour that passes, make an Encounter roll. On a roll of 15 or higher, roll 1d12 and consult this table.

1d12 Encounter
1 2d6 Axe Beaks
2 1d4 Tigers
3 1d6 Boars
4 2d4 Cockatrice
5 2d6 Scarecrow
6 2d6 Bandits
7 1 Gorgon
8 1d6 Hobgoblin + 3d6 Goblins
9 1d4 Ghosts
10 1 Stone Golem
11-12 1 Yrvineye
June 01, 411

As we prepare to delve into the underdark, my band of merry travelers passes through the beautiful golden fields of Kinston's Bounding Plains, where we were promptly waylaid by a band of goblin marauders. As we prepared to fight, black needles flew through the sky, felling many of the assailants. The Yrvineye of the plains had come to our aid! With their marksman accuracy and the might of our guards, we made quick work of the attackers. Leading the hunt was a Yrvineye woman by the name Umgandor. She offered us rest at their camp, just a few miles away, but Lady Stormgale was reluctant to delay our expedition.

Grasslands | The Bounding Plains


Wyvern Guard Scout

Medium humanoid (dragonborn), any alignment


  • Armor Class 16 (natural armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 13 (+1) 13 (+1) 16 (+3)

  • Skills Perception +5, Stealth +5
  • Senses passive Perception 15
  • Resistances acid, cold, fire, poison, or lightning, depending on Draconic Ancestry
  • Languages Common, Draconic
  • Challenge 1/2 (100 XP)

Draconic Ancestry. The scout is a dragonborn of either black, blue, green, red, or white descent. Its draconic ancestry g rants it resistance to a damage type, and determines the saving throw type and damage type of its breath weapon. Additionally, it k nows additional spells determined by its draconic ancestry.
    Black: The scout is resistant to acid damage, and its breath weapon requires a Dexterity saving throw and deals acid damage. It knows the acid splash cantrip.
    Blue: The scout is resistant to lightning damage, and its breath weapon requires a Dexterity saving throw and deals lightning damage. It knows the shocking grasp cantrip.
    Green: The scout is resistant to poison damage, and its breath weapon requires a Constitution saving throw and deals poison damage. It knows the poison spray cantrip.
    Red: The scout is resistant to fire damage, and its breath weapon requires a Dexterity saving throw and deals fire damage. It knows the fire bolt cantrip.
    White: The scout is resistant to cold damage, and its breath weapon requires a Constitution saving throw and deals cold damage. It knows the ray of frost cantrip.

Wyvern Guard Magic. The scout can make any spell it casts that targets only itself also target a creature it is mounted on.

Spellcasting. The scout is a 3rd-level spellcaster. The scout's spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:

Cantrip (at will): blade ward, gust
1st level (4 slots): catapult, feather fall
2nd level (2 slots): invisibility, levitate

Actions

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

Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Breath Weapon (Recharges after a Short or Long Rest). The scout exhales destructive energy, manifesting in either a 5-foot by 30-foot line or a 15-foot cone. Each creature in that area must make a DC 12 saving throw. A creature takes 14 (4d6) damage on a failed save, or half as much damage on a successful one. The saving throw type and damage type are determined by the scout's draconic ancestry.

Reactions

Guard. The scout adds 2 to its AC against one melee attack that would hit it, or to the AC of a creature it is mounted on. To do so, the scout must see the attacker and be wielding a melee weapon.



Wyvern Guard Knight

Medium humanoid (dragonborn), any alignment


  • Armor Class 17 (half plate)
  • Hit Points 75 (10d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 11 (+0) 13 (+1) 14 (+2)

  • Saving Throws Wis +3
  • Skills Athletics +6, Intimidation +4
  • Senses passive Perception 11
  • Resistances acid, cold, fire, poison, or lightning, depending on Draconic Ancestry
  • Languages Common, Draconic
  • Challenge 2 (450 XP)

Brave. the knight has advantage on saving throws against being frightened.

Draconic Ancestry. The knight is a dragonborn of either black, blue, green, red, or white descent. Its draconic ancestry grants it resistance to a damage type, and determines the saving throw type and damage type of its breath weapon.
    Black: The knight is resistant to acid damage, and its breath weapon requires a Dexterity saving throw and deals acid damage.
    Blue: The knight is resistant to lightning damage, and its breath weapon requires a Dexterity saving throw and deals lightning damage.
    Green: The knight is resistant to poison damage, and its breath weapon requires a Constitution saving throw and deals poison damage.
    Red: The knight is resistant to fire damage, and its breath weapon requires a Dexterity saving throw and deals fire damage.
    White: The knight is resistant to cold damage, and its breath weapon requires a Constitution saving throw and deals cold damage.

Equipment: Chain Claws. The knight is fitted with a pair of chain claws, which it can extend or retract up to 20 feet as a bonus action. If the claw is grappling an object that is Medium or larger, the knight can retract the claw and be dragged up to the object. If the claw is grappling a Large or smaller creature, the creature must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet toward the knight. If the knight makes a melee weapon attack at a target immediately after pulling a target toward it or pulling itself toward a target, the attack deals an additional 1d6 damage for each 10 feet moved on a hit.

Actions

Multiattack. The knight makes three attacks with its chain claw.

Chain Claw. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20 ft., one target. Hit: 7 (1d6 + 4) piercing damage in melee, or 7 (1d6 + 4) piercing damage at range. Instead of dealing damage, the knight can grapple the target (escape DC 14). Until the grapple ends, the target's speed is not reduced to 0, but it can't move away from the knight, and the knight can't use the same chain claw on another target.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Breath Weapon (Recharges after a Short or Long Rest). The knight exhales destructive energy, manifesting in either a 5-foot by 60-foot line or a 30-foot cone. Each creature in that area must make a DC 13 saving throw. A creature takes 21 (6d6) damage on a failed save, or half as much damage on a successful one. The saving throw type and damage type are determined by the knight's draconic ancestry.

Reactions

Guard. The knight adds 2 to its AC against one melee attack that would hit it, or to the AC of a creature it is mounted on. To do so, the knight must see the attacker and be wielding a melee weapon.



Wyvern Guard Captain

Medium humanoid (dragonborn), any alignment


  • Armor Class 17 (half plate)
  • Hit Points 136 (16d8 + 64)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 18 (+4) 15 (+2) 15 (+2) 18 (+4)

  • Saving Throws Dex +7, Wis +5
  • Skills Athletics +8, Intimidation +7, Perception +5, Persuasion +7
  • Senses passive Perception 15
  • Resistances acid, cold, fire, poison, or lightning, depending on Draconic Ancestry
  • Languages Common, Draconic
  • Challenge 6 (2300 XP)

Brave. The captain has advantage on saving throws against being frightened.

Draconic Ancestry. The captain is a dragonborn of either black, blue, green, red, or white descent. Its draconic ancestry grants it resistance to a damage type, and determines the saving throw type and damage type of its breath weapon.
    Black: The captain is resistant to acid damage, and its breath weapon requires a Dexterity saving throw and deals acid damage.
    Blue: The captain is resistant to lightning damage, and its breath weapon requires a Dexterity saving throw and deals lightning damage.
    Green: The captain is resistant to poison damage, and its breath weapon requires a Constitution saving throw and deals poison damage.
    Red: The captain is resistant to fire damage, and its breath weapon requires a Dexterity saving throw and deals fire damage.
    White: The captain is resistant to cold damage, and its breath weapon requires a Constitution saving throw and deals cold damage.

Equipment: Chain Claws. The captain is fitted with a pair of chain claws, which it can extend or retract up to 60 feet as a bonus action. If the claw is grappling an object that is Medium or larger, the captain can retract the claw and be dragged up to the object. If the claw is grappling a Large or smaller creature, the creature must succeed on a DC 16 Strength saving throw or be pulled up to 20 feet toward the captain. If the captain makes a melee weapon attack at a target immediately after pulling a target toward it or pulling itself toward a target, the attack deals an additional 1d6 damage for each 10 feet moved on a hit.

Actions

Multiattack. The captain makes three attacks with its chain claw.

Chain Claw. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage in melee, or 8 (1d6 + 5) piercing damage at range. Instead of dealing damage, the knight can grapple the target (escape DC 16). Until the grapple ends, the target's speed is not reduced to 0, but it can't move away from the captain, and the captain can't use the same chain claw on another target.

Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Breath Weapon (Recharges after a Short or Long Rest). The captain exhales destructive energy, manifesting in either a 5-foot by 60-foot line or a 30-foot cone. Each creature in that area must make a DC 15 saving throw. A creature takes 35 (10d6) damage on a failed save, or half as much damage on a successful one. The saving throw type and damage type are determined by the captain's draconic ancestry.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time. This effect ends if the captain is incapacitated.

Reactions

Guard. The captain adds 3 to its AC against one melee attack that would hit it, or to the AC of a creature it is mounted on. To do so, the captain must see the attacker and be wielding a melee weapon.


Yrvin Scalebreaker

Large monstrosity, lawful neutral


  • Armor Class 17 (natural armor and shield)
  • Hit Points 102 (12d10 + 36)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)

  • Skills Athletics +6, Intimidation +4
  • Senses passive Perception 13
  • Languages Common, Sylvan
  • Challenge 3 (700 XP)

Charge. If the yrvin moves at least 20 feet straight toward a target and then hits it with a melee weapon attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the yrvin can make one attack with its hooves against it as a bonus action.

Sure-Footed. The yrvin has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Scalebreaker. If the yrvin scores a critical hit against a creature, the target's AC is reduced by 3 (1d6) if has natural armor or armor consisting of plate or scales. A target's AC can't be reduced lower than 10 + its Dexterity modifier, and its natural armor heals over 3 (1d6) days.

Actions

Multiattack. The yrvin makes two lance attacks or two javelin attacks.

Lance. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage in melee, or 7 (1d6 + 4) piercing damage at range.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.


Yrvin Skypiercer

Large monstrosity, lawful neutral


  • Armor Class 16 (natural armor)
  • Hit Points 75 (10d10 + 20)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 10 (+0) 17 (+3) 11 (+0)

  • Skills Perception +5, Survival +5
  • Senses passive Perception 15
  • Languages Common, Sylvan
  • Challenge 3 (700 XP)

Charge. If the yrvin moves at least 20 feet straight toward a target and then hits it with a melee weapon 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 yrvin can make one attack with its hooves against it as a bonus action.

Sure-Footed. The yrvin has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Multiattack. The yrvin makes two horn bow attacks or three javelin attacks.

Horn Bow. Ranged Weapon Attack: +6 to hit, range 300/800 ft., one target. Hit: 10 (1d12 + 4) piercing damage. If the target is a creature, has wings, and is flying, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage in melee, or 5 (1d6 + 2) piercing damage at range.

Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.


Yrvin Smokebreather

Large monstrosity, lawful neutral


  • Armor Class 16 (natural armor, shield)
  • Hit Points 60 (8d10 + 16)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 13 (+1) 19 (+4) 15 (+2)

  • Skills Animal Handling +6, Medicine +6, Nature +3
  • Senses passive Perception 14
  • Languages Common, Sylvan
  • Challenge 3 (700 XP)

Charge. If the yrvin moves at least 20 feet straight toward a target and then hits it with a melee weapon 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 yrvin can make one attack with its hooves against it as a bonus action.

Sure-Footed. The yrvin has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Spellcasting. The yrvin is a 4th-level spellcaster. The yrvin's spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The yrvin has the following druid spells prepared:

Cantrip (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): animal friendship, faerie fire,
    fog cloud, longstrider
2nd level (3 slots): flame blade, gust of wind

Actions

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

Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

Smoke Breath (Recharge 5-6).The yrvin exhales black smoke in a 30-foot cone. Each creature in the area must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. Additionally, the area becomes heavily obscured for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.


Yrvin Skull Shaman

Large monstrosity, lawful neutral


  • Armor Class 16 (natural armor, shield)
  • Hit Points 105 (14d10 + 28)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 17 (+3) 19 (+4) 17 (+3)

  • Skills Animal Handling +8, Medicine +8, Nature +7
  • Senses passive Perception 14
  • Languages Common, Draconic, Sylvan
  • Challenge 9 (5000 XP)

Charge. If the yrvin moves at least 20 feet straight toward a target and then hits it with a melee weapon attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the yrvin can make one attack with its hooves against it as a bonus action.

Sure-Footed. The yrvin has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Spellcasting. The yrvin is a 12th-level spellcaster. The yrvin's spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The yrvin has the following druid spells prepared:

Cantrip (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): animal friendship, faerie fire,
    fog cloud, longstrider
2nd level (3 slots): flame blade, gust of wind,
    lesser restoration
3rd level (3 slots): animate dead, dispel magic,
    remove curse
4th level (3 slots): hallucinatory terrain, wall of fire
5th level (2 slots): greater restoration, reincarnate
6th level (1 slots): find the path, wind walk

Actions

Multiattack. The yrvin can use its Frightful Presence. It then makes two attacks: one with its staff and one with its hooves.

Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

Frightful Presence. Each creature of the yrvin's choice that is within 120 feet of the yrvin and aware of it must succeed on a DC 16 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 yrvin's Frightful Presence for the next 24 hours.



Vor Sagittarius

Large monstrosity (fiend), lawful evil


  • Armor Class 20 (natural armor)
  • Hit Points 171 (18d10 + 72)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
19 (+4) 23 (+6) 19 (+4) 7 (–2) 13 (+1) 17 (+3)

  • Saving Throws Wis +5, Cha +7
  • Skills Perception +9, Survival +5
  • Damage Resistances lightning, cold, fire, nonmagical bludgeoning, nonmagical piercing, nonmagical slashing
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 19
  • Languages Common, Abyssal, Draconic, Sylvan
  • Challenge 12 (8400 XP)

Abyssal Tenacity (Mythic Trait; Recharges after a Short or Long Rest). If Vor Sagittarius is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he is set ablaze, regains 171 hit points, and becomes immune to fire damage until he finishes a short or long rest

Black Sludge. Vor Sagittarius constantly excretes a thick black sludge, which allows him to move across any liquid surface as if it were harmless solid ground. If Vor Sagittarius takes fire damage, he becomes set ablaze. While ablaze, Vor Sagittarius's slam attacks deal an additional 5 (1d10) fire damage. At the start of each of his turns while ablaze, roll a d6. On a roll of 5 or 6, the fire burns out. Otherwise, he takes 5 (1d10) fire damage.

Charge. If Vor Sagittarius moves at least 20 feet straight toward a target and then hits it with a melee weapon attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, Vor Sagittarius can make one attack with his hooves against it as a bonus action.

Legendary Resistance (3/Day). If Vor Sagittarius fails a saving throw, he can choose to succeed instead.

Sharpshooter. When Vor Sagittarius makes an attack with his horn bow, he can choose to take a -5 penalty to the attack roll. If the attack hits, it deals an additional +10 damage.

Scalebreaker. If Vor Sagittarius scores a critical hit against a creature, the target's AC is reduced by 3 (1d6) if has natural armor or armor consisting of plate or scales. A target's AC can't be reduced lower than 10 + its Dexterity modifier, and its natural armor heals over 3 (1d6) days.

Sure-Footed. Vor Sagittarius has advantage on Strength and Dexterity saving throws made against effects that would knock him prone.

Actions

Multiattack. Vor Sagittarius makes two horn bow attacks or three slam attacks.

Horn Bow. Ranged Weapon Attack: +12 to hit, range 300/800 ft., one target. Hit: 12 (1d12 + 6) piercing damage. If the target is a creature, has wings, and is flying, it must succeed on a DC 18 Strength saving throw or be knocked prone. This attack ignores half cover and three-quarters cover, and attacking at long range doesn't impose disadvantage on it.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Legendary Actions

Vor Sagittarius 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. Vor Sagittarius regains spent legendary actions at the start of its turn.

  • Aim. Vor Sagittarius makes a Wisdom (Perception) check, and gains advantage on the next attack roll he makes before the end of his next turn.
  • Attack. Vor Sagittarius makes a horn bow or slam attack.
  • Move. Vor Sagittarius moves up to his speed without provoking opportunity attacks.

Mythic Actions

If Vor Sagittarius's mythic trait is active, he can use the options below as legendary actions for 1 hour after using Abyssal Tenacity.

  • Charge. Vor Sagittarius moves up to his speed and then makes a slam attack.
  • Frenzy. Vor Sagittarius makes two slam attacks.
  • Burning Black Sludge (Costs 2 Actions). Vor Sagittarius releases a burst of flaming black sludge. Each creature of within 10 feet of it must make a DC 16 Dexterity saving throw, taking 14 (4d6) acid damage and 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. Additionally, black sludge coats the area for 1 minute, which becomes difficult terrain for all creatures except for Vor Sagittarius.


Hell

Hell


Navigation Foraging Identification Encounter
DC 20 DC 25 DC 20 DC 8

  • Helpful Skills Stealth
  • Visibility Dim light, passive Perception -5
  • Helpful Languages Infernal, Abyssal
  • Challenge 10

Extreme Heat. Ever hour, creatures that are not resistant to fire must succeed on a DC 10 Constitution saving throw or suffer one point of exhaustion.

Resources

Gemstones. Within the depths of the infernal cavern, occasional deposits of precious arcane gemstones can be found.

Fiend Cores. When a fiend is slain, it leaves behind a small burning flame: the core of a fiend. Other fiends will actively seek to obtain the cores of downed fiends. If a non-fiend consumes enough of these cores, they will become fiendish themselves.

Notable Locations

Stygia. Home to the Viz Astraea, Stygia is the land where the River Styx runs the strongest. It provides a source of cursed water to explorers that venture the infernal depths. Creatures not native to Hell that drink from the River Styx must succeed a DC 12 Constitution saving throw or lose all memory of their past life. The land of Stygia is patrolled by Demon Naga and the occasional Pseudolith.

Avernus. Home to the Vor Mars, Avernus welcomes all. A desolate landscape of crumbled iron towers and worn stone structures, daring adventurers may unearth powerful fiendish relics within the ruins. The land of Avernus it is patrolled by Cambion and Barlgura.

Phlegethos. Home to the Vor Agganon, Phlegethos is a fiery wasteland that surrounds the Vor Agganon's Black Iron Keep. The keep is a massive labyrinth that spans not only three dimensions, but also passes into other planes. The Black Iron Keep is patrolled by Minotaur and Gorgon.

Minauros. Home to the Vor Erodia, Minauros is a bog of caustic pollution and poison swamps. Occasionally, a humongous Adult Black Dragon can be seen rising from the swamps. The land of Minauros is patrolled by Young Black Dragon and Five-Dragon Hydra.

Encounters

For every hour that passes, make an Encounter roll. On a roll of 8 or higher, roll 1d8 and consult this table. If you are near one of the four notable locations, roll 1d10 instead and choose the monsters that patrol that location.

1d10 Encounter
1 1d4 Vrocks
2 2d6 Spined Devils
3 2d4 Bearded Devils
4 1d6 Barghest
5 2d6 Hell Hounds
6 1 Bone Devil
7 1 Chain Devil and 2d4 Imps
8 1d3 Shoosuva
(9) 2d4 Demon Naga / 2d4 Cambion / 2d6 Minotaur / 1d6 Young Black Dragon
(10) 1 Pseudolith and 1d4 Demon Naga / 1d4 Barlgura / 1d2 Gorgon / 1 Five-Dragon Hydra
Hell | Hell

A Demon's Flame

Inside each fiend lies a fiery core, a physical manifestation of their life force. When a fiend dies, it's core will begin to fade, with the flames of more powerful fiends lingering the longest. The demon generals discovered that by feasting upon the demon flames of their enemies, they could increase their own powers. Thus began a cycle of kill and be killed, wherein powerful demons slew others and then were slain in turn, and the power of many fiends were amassed into powerful demon's flames.


Demon's Flame

Large fiend (elemental), unaligned


  • Armor Class 18
  • Hit Points 370 (20d20+160)
  • Speed 50 ft., fly 50 ft.

STR DEX CON INT WIS CHA
19 (+4) 27 (+8) 26 (+8) 20 (+5) 20 (+5) 20 (+5)

  • Saving Throws +11 Charisma
  • Damage Immunities fire, poison; bludgeoning, piercing, slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10.
  • Challenge 18 (20000)

Fire Form. The flame can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the flame or hits it with a melee attack while within 5 feet of it takes 21 (2d20) fire damage. In addition, the flame can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 21 (2d20) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 10 (1d20) fire damage at the start of each of its turns.

Illumination. The flame sheds bright light in a 300-foot radius and dim light in an additional 300 ft.

Holy Water Susceptibility. For every gallon of holy water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The flame makes two touch attacks.

Touch. Melee Weapon Attack: +14 to hit, Reach/Range, one target. Hit: 29 (2d20+8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 10 (1d20) fire damage at the start of each of its turns.

Legacy of the Vors. The flame gains a special ability depending on its previous owner.

.

Legacy of the Vors

The Flame of Vor Mars

Explosion. The flame releases a fiery explosion. Every creature within a 40ft. radius makes a DC 22 Dexterity saving throw. A target takes 66 (6d20) fire damage on a failed save, or half as much damage on a successful one.

The Flame of Vor Agganon

Meteor Dash. The flame turns into a fireball and charges in a straight line up to 120ft., 20ft. wide. Each creature caught in the charge must make a DC 22 Dexterity saving throw. A target takes 66 (6d20) fire damage on a failed save, or half as much damage on a successful one.

The Flame of Vor Erodia

Hellfire Breath. The flame exhales hellfire in a 90-ft cone. Each creature in that cone must make a DC 22 Dexterity saving throw, taking 66 (6d20) fire damage on a failed save, or half as much damage on a successful one.

The Flame of Viz Astraea

Seeking Flames (Modified). The demon's flame can split itself into six creatures. Each creature has the same stats as the demon's flame, but has one sixth of its remaining hit points. Each creature rolls initiative individually when created.

Hell | Hell


Vor Mars

Large fiend, chaotic evil


  • Armor Class 19
  • Hit Points 330 (20d20 + 120)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
26 (+8) 15 (+2) 22 (+6) 20 (+5) 16 (+3) 22 (+6)

  • Saving Throws strength +14, constitution +12, wisdom +9, charisma +12
  • Condition Immunities poisoned
  • Immunities fire, poison
  • Resistances cold, lightning; bludgeoning, piercing, and slashing from non-magical weapons.
  • Senses Truesight 120 ft, passive Perception 13
  • Languages Demonic, Telepathy 120 ft.
  • Challenge 21

Death Throes. When Vor Mars dies, he explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 66 (6d20) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable Objects in that area that aren't being worn or carried, and it destroys the balor's Weapons.

Fire Aura. At the start of each of Vor Mars' turns, each creature within 5ft. of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches Vor Mars or hits him with a melee Attack while within 5 feet of it takes 10 (3d6) fire damage.

Magic Resistance. Vor Mars has advantage on saving throws against Spells and other magical effects.

Magic Weapons. Vor Mars' weapon attacks are magical.

Innate Spellcasting. Vor Mars' spellcasting ability is Charisma (spell save DC 20). Vor Mars can innately cast the following spell, requiring no material components:

1/day: meteor swarm

Legendary Resistance (3/Day). If Vor Mars fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Vor Mars makes two attacks with his curved swords.

Curved Sword. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit 22 (3d8 + 8) slashing and 14 (3d8) fire damage.

Legendary Actions

Vor Mars can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Weapon Attack. Vor Mars makes one attacks with his curved sword.

Explosion (Costs 2 Actions). Vor Mars releases a fiery explosion. Every creature within a 40ft. radius makes a DC 20 Dexterity saving throw. A target takes 66 (6d20) fire damage on a failed save, or half as much damage on a successful one.

The Dawn's Folly

Vor Mars was a fearsome Balor warrior renown and feared for his effectiveness on the battlefield. He earned his title slaying a Planetar that ventured into his domain. Following this feat, Vor Mars secluded himself from his army, studying the fallen Planetar for years. When he emerged, he had mastered the innate magic within him.

Hell | The Dawn's Folly


Vor Agganon

Large fiend, chaotic evil


  • Armor Class 19
  • Hit Points 350 (20d20 + 140)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
28 (+9) 11 (+0) 25 (+7) 16 (+3) 14 (+2) 16 (+3)

  • Saving Throws strength +15, dexterity +6, constitution +13, wisdom +7
  • Condition Immunities poisoned
  • Immunities poison
  • Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from non-magical weapons.
  • Senses Truesight 120 ft, passive Perception 17
  • Languages Demonic
  • Challenge 21

Siege Monster. Vor Agganon deals double damage to structures.

Magic Resistance. Vor Agganon has advantage on saving throws against Spells and other magical effects.

Magic Weapons. Vor Agganon's weapon attacks are magical.

Battlemaster. Vor Agganon has four combat maneuvers and 4d12 superiority dice: menacing attack, distracting strike, lunging attack, and sweeping attack.

Legendary Resistance (3/Day). If Vor Agganon fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Vor Agganon makes two attacks with his greataxe.

Greataxe. Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit 23 (3d8 + 9) slashing and 14 (3d8) fire damage. On critical hits with this greataxe, roll triple the damage dice instead of double.

Gore. Melee Weapon Attack: +15 to hit, reach 10ft., one target. Hit 48 (7d10 + 9) piercing damage. If Vor Agganon moves 15ft. towards the target before goring, the target takes an extra 39 (7d10) piercing damage. The target must succeed a Strength saving throw or is pushed 20ft. and falls prone.

Legendary Actions

Vor Agganon can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Meteor Dash (Costs 2 Actions). Vor Agganon turns into a fireball and charges in a straight line up to 120ft., 20ft. wide. Each creature caught in the charge must make a DC 21 Dexterity saving throw. A target takes 66 (6d20) fire damage on a failed save, or half as much damage on a successful one.

Charge (Costs 2 Actions). Vor Agganon moves 15 ft and makes one gore attack.

Attack Vor Agganon makes a weapon attack.

Resounding Warcry. Vor Agganon lets out a bellow that fills the room. Each creature of Vor Agganon's choice gains 2d10 temporary hit points.

The Iron Might

Vor Agganon ruled his troops with an iron fist, earning his name as a both a tactical and diciplined general. He fought alongside his troops and commanded them effectively in battle, distinguishing himself from other Goristro through his cunning and tactical prowess.

Hell | The Iron Might


Black Iron Keep

Hell


Navigation Foraging Identification Encounter
--- --- DC 20 DC 5

  • Helpful Skills Divination, flight
  • Visibility Dim Light, passive Perception -5
  • Helpful Languages Infernal, Abyssal
  • Challenge 15

Special Features. The Black Iron Keep is a huge cube-like labyrinth, which changes its layout frequently and unpredictably.

Resources

Magic Items. Stashed within the keep are Vor Agganon's spoils of war: items claimed from his various conquests. These items include: sovereign glue, gale wings, bag of tricks (rust), gem of seeing, orb of time, and a ring of shooting stars

Notable Locations

Hidden Walls. Many of the keep's walls are purely illusion, though usually placed in odd locations. Oftentimes the illusory wall is on the ground, leading to a sharp pitfall to a different portion of the maze. Other times, it is a few feet above the ground, to deter those who walk with a hand against the wall.

Maze. A certain stretch of hallway is enchanted with a maze spell. Stepping in this stretch will trigger this effect in a 20 foot cube. Denizens of the maze can enter this maze dimension, harrying explorers while they are within it.

Vor Agganon's Chamber. This 100-foot cube of a room contains Vor Agganon's throne. When fighting here, he commands the following lair actions:

  • Psychic Screech. Each creature of Vor Agganon's choice in the room must make a DC 15 Wisdom saving throw or take 1d10 psychic damage.
  • Spawn Replica. An illusory duplicate of Vor Agganon appears in his space. The duplicate acts on Vor Agganon's turn, mirroring his movements. A DC 15 Investigation check can reveal the illusory nature. If hit by the duplicate's attacks, the target takes 1 point of psychic damage.
  • Adaptive Form. Vor Agganon chooses four 10-foot cubes adjacent a floor, wall, or ceiling. Each creature in the cube must make a Strength saving throw, taking 1d10 bludgeoning damage and being knocked prone on a failed save.

Combat Encounters

For every hour that passes, make an Encounter roll. If the roll equals or exceeds the Encounter DC, roll 1d6 and consult this table.

1d10 Encounter
1 2d4 Minotaur
2 1d4 Minotaur + 3d6 Inculti
3 2d4 Raviantu
4 1 Beluat
5 2d6 Cambion
6 Vor Agganon + 1d4 Minotaur


Vor Erodia

Gargantuan dragon (fiend), chaotic evil


  • Armor Class 22
  • Hit Points 444 (24d20 + 192)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
28 (+9) 14 (+2) 26 (+8) 16 (+3) 16 (+3) 20 (+5)

  • Saving Throws Dex +9, Con +15, Wis +10, Cha +12
  • Condition Immunities poisoned
  • Immunities acid, fire, poison
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
  • Languages Demonic, Common, Draconic, telepathy 120ft.
  • Challenge 24

Amphibious. Vor Erodia can breath air and water.

Bloodied Breath. When Vor Erodia drops under half his maximum hit points (222) he immediately recharges and uses his Acid Breath. If the triggering creature is within range Vor Erodia will center the attack on that creature.

Legendary Resistance (3/Day). If Vor Erodia fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Vor Erodia can use its Frightful Presence. He then makes three attacks: one with his bite and two with his claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 9 (2d8) acid damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

Acid Spit. Vor Erodia spits a glob of acid at one creature within 90 ft. The target must make a DC 23 Dexterity saving throw taking 31 (7d8) acid damage on a failure.

Frightful Presence. Each creature of the Vor Erodia's choice that is within 120 feet of him and aware of him must succeed on a DC 23 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 Vor Erodia's Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5-6). Vor Erodia exhales acid in a 90-ft line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 72 (16d8) acid damage on a failed save, or half as much damage on a successful one.

Acid Fog (Recharge 4-6). Corrosive fog fills a 25-foot radius sphere around Vor Erodia for up to 10 minutes. Any creature that enters the area for the first time or starts its turn in the area must make a DC 19 Constitution saving throw, taking 36 (8d8) acid damage and being blinded for 1 minute on a failed save, or half as much damage and not being blinded on a successful one. A creature that is blinded can use its action to wash its eyes, if it has access to fresh, clean water, to end the effect early.

Reactions

Tail Slash. Vor Erodia makes a tail attack against one creature that missed him with a melee attack.

Legendary Actions

Vor Agganon can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Wing Attack (Costs 3 Actions). Vor Erodia beats his wings. Each creature within 15 ft. of Vor Erodia must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Vor Erodia can then fly up to half its flying speed.

Detect. Vor Erodia makes a Wisdom (Perception) check.

Tail Attack. Vor Erodia makes a tail attack.

Acid Spit. Vor Erodia uses his acid spit.

Hellfire Breath (Costs 2 Actions). Vor Erodia exhales hellfire in a 90-ft cone. Each creature in that cone must make a DC 23 Dexterity saving throw, taking 66 (6d20) fire damage on a failed save, or half as much damage on a successful one.

The Beastmaster

Vor Erodia remained distrustful of other powerful fiends in general, and prefered the company of creatures of supposedly lesser intellect that he could control. The Pit Fiend survived the Order of Bahamut's crusade against hell by hiding behind his beasts in a far corner of Hell. Among his beasts, his favorite pets was a great black dragon named Khuzal'Khan.

The Skyrender

Needless to say, Khuzal'Khan did not take kindly to being ruled over, much less by a cowardly Pit Fiend. The great black dragon waited until his master's guard was down before striking and tearing him to shreds, which burned to ashes. From within the ashes, Khuzal'Khan plucked the flaming core of his old master, claiming the title of Vor Erodia.

Hell | The Skyrender


Viz Astraea

Large, Fiend (Marilith)


  • Armor Class 18
  • Hit Points 250
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 22 (+6) 22 (+6) 18 (+4) 16 (+3) 22 (+6)

  • Saving Throws strength +11, constutition +12, charisma +12
  • Skills acrobatics +12, arcana +10, deception +12, insight +9, intimidation +12, investigation +10, performance +12, persuasion +12
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from non-magical weapons.
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses Truesight 120 ft.
  • Languages Demonic, Telepathy 120 ft.
  • Challenge 21

Magic Resistance. Viz Astraea has advantage on saving throws against Spells and other magical effects.

Magic Weapons. Viz Astraea's weapon attacks are magical.

Reactive. Viz Astraea can take one reaction on every turn in combat.

Legendary Resistance (3/Day). If Viz Astraea fails a saving throw, she can choose to succeed instead.

Innate Spellcasting. Viz Astraea is an 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, 12 to hit with spell attacks). Viz Astraea has the following warlock spell prepared:

5th level (6 slots): armor of agathys, hellish rebuke, hex, command, blindness/deafness, enemies abound, fireball, counterspell, lightning bolt, thunder step, dimension door, banishment, wall of fire, far step, scrying, synaptic static

Actions

Multiattack. Viz Astraea makes six longsword attacks or chromatic bolt attacks and one tail attack.

Longsword. Melee Weapon Attack: +11 to hit, Reach 5 ft., one target. Hit 13 (2d8 + 4) slashing damage + 2 (1d4) acid, cold, fire, lightning, poison, or thunder damage.

Chromatic Bolt. Ranged Spell Attack: +12 to hit, Range 120 ft., one target. Hit 10 (3d6) acid, cold, fire, lightning, poison, or thunder damage.

Tail. Melee Weapon Attack: +11 to hit, Reach 10 ft., one target. Hit 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, Viz Astraea can automatically hit the target with its tail, and Viz Astraea can't make tail attacks against other targets.

Teleport. Viz Astraea magically teleports, along with any Equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.

Seeking Flames. Viz Astraea creates six orbs of demon flame, which hover in the air up to 60 feet away from her. These orbs shed bright light in a 20-foot radius and dim light for an additional 20 feet. Any creature that ends its turn within 10 feet of an orb must make a DC 20 Dexterity saving throw. It takes 10 (1d20) fire damage on a failed save, or half as much damage on a successful one. Viz Astraea can command all six orbs to move up to 30 feet as a bonus action. If an orb rams into a creature, that creature must make the saving throw against the orb's damage, and the orb stops moving this turn. Each orb has 20 hit points and immune to all damage except cold. These orbs last for a minute or until they are destroyed.

Reactions

Parry. Viz Astraea adds 6 to her AC against one melee Attack that would hit it. To do so, Viz Astraea must see the attacker and be wielding a melee weapon.

Legendary Actions

Viz Astraea can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Tail Attack. Viz Astraea makes a tail attack.

Cast Spell. Viz Astraea casts a spell with a casting time of 1 action.

Teleport (Costs 2). Viz Astraea uses her Teleport action.

The Chromatic Dancer

Precious little is known of the mysterious Viz Astraea. A marilith of immense power, Viz Astraea rules over Stygia through her army of undying Naga.

Hell | The Chromatic Dancer


Five-Dragon Hydra

Huge monstrosity (dragon), neutral evil


  • Armor Class 17 (Natural Armor)
  • Hit Points 243(18d12 + 126)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 24 (+7) 12 (+1) 10 (+0) 14 (+2)

  • Skills Perception +6
  • Senses passive Perception 16
  • Languages
  • Challenge 18 (20,000 XP)

Amphibious. The hydra can breathe air and water.

Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.

At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken a specific type of damage since its last turn: fire for the white head, cold for the green head, poison for the blue head, lightning for the black head, and acid for the red head.

The hydra regains 10 hit points for each head regrown in this way. Each of the new heads is the same color as the ones that were removed.

Reactive Heads. For each head that the hydra has beyond one, it gets an extra reaction that can only be used for opportunity attacks.

Wakeful. While the hydra sleeps, at least one of its heads is awake.

Actions

Multiattack. The hydra makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 12 (1d10 + 6) piercing damage and 6 (1d10) fire, cold, lightning, poison, or acid damage, depending on which head made the attack.

Breath Attacks

The hydra has as many breath attacks as it has heads, each with their own individual recharge. If it has a breath attack, it may forgo a bite attack in order to make a breath attack using that head. The hydra can only make one breath attack per turn.

Black - Acid (Recharge 6). The hydra exhales acid in a 60-ft. line that is 5-ft. wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one.

Blue - Lightning (Recharge 6). The hydra exhales lightning in a 60-ft. line that is 5-ft. wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 44 (8d10) lightning damage on a failed save, or half as much damage on a successful one.

White - Cold (Recharge 6). The hydra exhales cold in a 30-ft. cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

Green - Poison (Recharge 6). The hydra exhales poison in a 30-ft. cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 49 (14d6) poison damage on a failed save, or half as much damage on a successful one.

Red - Fire (Recharge 6). The hydra exhales fire in a 30-ft. cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

January ??, 412

The monster must be the result of some sick experimentation. It sends chills down my spine, almost as a harbinger of the accursed Tiamat.

It attacked from under the water, first poking out a single head. This both allowed it to scout out the situation and also served as bait to lure in any eager dragonslayers. A few of the knights fell prey to this hunting tactic, and the hydra's remaining heads made quick work of them. It's mobility under water is truly terrifying, and drowned a score of our men.

Optional Rule: Severed Head

The hydra's severed head may continue to squirm around and lash out at those around it. It thrashes like a worm and is unable to use its breath attack, but still has sharp teeth and a dangerous bite.

Each severed head has 10 hit points and an armor class of 17 as the hydra, but is considered prone and unable to get up. They act on the hydra's initiative and can make a single bite attack at an creature within 5 ft.

Hell | Five-Dragon Hydra

Platinum Guardian

Medium construct, lawful neutral


  • Armor Class 18
  • Hit Points 77 (9d8 + 36)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 18 (+4) 11 (+0) 14 (+2) 16 (+3)

  • Immunities poison, psychic, radiant
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses Blindsight 60 ft. (blind beyond this radius), passive Perception 11
  • Languages Understands the Common and Draconic but can't speak
  • Challenge 4 (1100 XP)

Antimagic Susceptability. The armor is Incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall Unconscious for 1 minute.

False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.

Powerful Build. The armor counts as one size larger when determining carrying capacity and weight it can lift and drag. The armor can carry 540 lbs and can push, drag, or lift 1080 lbs.

Divine Sense. The armor can detect the presence of celestial, fiend, or undead within a 300 foot radius.

Actions

Multiattack. The armor makes two greatsword attacks or makes one radiant bolt attack.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) slashing damage.

Radiant Bolt. Ranged Spell Attack: +6 to hit, range 120ft., one target. Hit 14 (4d6) radiant damage.

Platinum Guardian Platemail

Magic armor, requires Attunement.

Once per day, the wearer of this armor may spend an action to cast fly on themselves, sprouting shining mirage dragon wings for the duration. The wings emit light as per a light spell.

In order to do this, the wearer must either have an oath to Bahamut, or must succeed a DC 15 Intelligence (Religion) check each time they attempt to use it. This check can only be attempted once per day, and resets at dawn.

March 14, 411

The Agu'Shen tribe and their wayward coalition are more skilled than I gave them credit for. Partnering with the dwarves of Fort Kar'Angron, they've crafted the most brilliant line of animated armor I've ever seen.

The tower's enchanters and the clerics in Valkenhold have been working tirelessly to stabilize the various enchantments, but today finally saw the success they had all been waiting for:

The first suit of armor has taken flight! Surely with aerial support the tides of battle will turn in our favor. If the current production schedule, each company of knights should have six of these animated armors at their disposal.

Hell | Platinum Guardians

Demon Naga

Medium monstrosity (fiend), chaotic evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 75 (10d10 + 20)
  • Speed 40ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 14 (+2) 13 (+1) 14 (+2)

  • Immunities poison
  • Condition Immunities charmed, poisoned
  • Resistances cold, fire, lighting; bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Senses Darkvision 60 ft, passive Perception 15
  • Languages Abyssal, Common
  • Challenge 7 (2,900 XP)

Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.

Spellcasting. The naga is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following Wizard spells prepared:

Cantrips (at will): Shocking Grasp, Minor Illusion, Ray of Frost
1st level (4 slots): Charm Person, Levitate, Shield
2nd level (3 slots): Shatter, Hold Person
3rd level (2 slots): Stinking Cloud, Fireball

Actions

Multiattack. The naga makes two longsword attacks or one bite attack.

Longsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) slashing damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.

January ??, 412

New enemies came upon us today, down here in the sweltering heat. Above the waist, beautiful women. Below, the tail of a serpent.

Leading the charge was a four-armed one. She seemed to be ascended, at least part ways evolved toward becoming a full Marilith. Bahamut protect us if Viz Astraea were to gain another such as herself. One Marilith is trouble enough.


Pseudolith

Medium monstrosity (fiend), chaotic evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 128 (15d10 + 20)
  • Speed 40ft.

STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 16 (+3) 16 (+3) 15 (+2) 16 (+3)

  • Immunities poison
  • Condition Immunities charmed, poisoned
  • Resistances cold, fire, lighting; bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Senses Darkvision 60 ft, passive Perception 15
  • Languages Abyssal, Common
  • Challenge 10 (5,900 XP)

Rejuvenation. If it dies, the pseudolith returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.

Improved Reaction. The pseudolith can take two reaction.

Spellcasting. The pseudolith is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following Wizard spells prepared:

Cantrips (at will): Shocking Grasp, Fire Bolt, Ray of Frost
1st level (4 slots): Charm Person, Levitate, Shield
2nd level (3 slots): Detect Thoughts, Hold Person, Shatter
3rd level (3 slots): Lightning Bolt, Stinking Cloud, Fly
4th level (3 slots): Blight, Dimension Door
5th level (2 slots): Dominate Person, Hold Monster

Actions

Multiattack. The pseudolith makes three longsword attacks and one bite attack.

Longsword. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) slashing damage.

Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 7 (1d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.

Hell | Demon Naga and Pseudolith

Various Magical Items

Along my travels, I've found many interesting magic item. Presented here is a rough catalogue of these items.

Stoneghost Crossbow

Heavy Crossbow, Rare. (requires attunement)

This magic crossbow was commissioned by a notorious dwarven assassin. It bears across its face the words in dwarvish "There is nowhere to hide."

Crossbow bolts fired from this weapon can pass through up to 10 feet of solid stone as if it were air.

This crossbow was often used in conjunction with Gossip Crossbow Bolts

Gossip Crossbow Bolt

Crossbow Bolt, Uncommon

These magic crossbow bolts were the favored ammuntion of a notorious dwarven assassin. They produce a low, unintelligible murmuring sound when they strike. They also give the user tremorsense with a radius of 30 feet centered on the point where they land. This tremorsense lasts for 1 minute, or until the bolt is removed from its point of impact. Onced used this way, the bolt loses its magical properties, becoming a mundane crossbow bolt.

Silvertongue

Dagger, rare. (requires attunement by a bard or rogue)

"We're not so different, you and I. We both inspire others. It just so happens that you inspire courage while I inspire fear."

— The last words of Adrik the Assassin, spoken to Dehidra the Bard.

This silvered kris dagger grants its users with particular quickness of tongue. While attuned to this dagger, you gain a +2 bonus on Charisma checks that involve speech.

Attunement by a Bard. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack using this dagger if there is another a creature that has one of your Bardic Inspiration die within 5 feet of the target. The inspired creature must not be incapacitated, and you must not have disadvantage on the attack roll in order to deal this extra damage.

Attumement by a Rogue. When you inflicts damage with Sneak Attack on your turn with this dagger, you can choose to forgo one of the damage dice in order to inspire one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Things | Various Magical Items

Blueflame Candlestick

Wondrous Item, Artifact, (requires attunement)

This brass candlestick holds a white wax candle, atop which burns a magical blue flame. The flame cannot be quenched in water nor suffocated by lack of air, and waxes and wanes almost as if breathing. This candlestick can be used as a spellcasting focus. While holding this candlestick, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of spells that deal fire damage.

While attuned to the candlestick, all fire damage you do takes on the blue flame appearance, ignores resistance to fire damage, and treats immunity to fire damage as vulnerability instead.

As a bonus action while holding the candlestick, you can cause the candle's flame to take on the shape of any melee weapon that does not have the two-handed property. Attacks made with this weapon have a +1 bonus to attack and damage rolls, and deal fire damage instead of their normal damage type.

Sentience. The candlestick is a sentient true neutral object with an Intelligence of 19, a Wisdom of 16, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. While attuned to this item, it speaks to you telepathically. It has an unquenchable thirst for knowledge, and will implore you to bring it to new places and show it new things. The sentience also harbors a hatred of all things fiendish. The sentience's name is Cyrus Kontzias, formerly a wizard of the Archmages' Tower.

Blueflame Sensor. The candlestick can create a blue flare in an unoccupied space it can see within 120 feet of its main form. Anyone who touches the sensor takes 1d4 fire damage. The Blueflame Candlestick can have more than 1 sensor, and can see and hear as if it were in its place.

The Blueflame Candlestick controls these sensors, and will be reluctant to snuff any of its sensors unless absolutely necessary. It may choose to divulge information discovered from these sensors to you if it chooses, but you are unable to control or see through the sensors.

Fuel the Flames. Whenever you kill a creature with fire, the candlestick gains one point of nourishment. When you take a long rest, the candlestick loses a point of nourishment for each sensor it currently has. If the candlestick does not have enough nourishment to sustain all its sensors, it can attempt to steal life from you. Make a DC 18 Constitution saving throw. On a failed save, you regain 1 less hit dice when you complete the long rest, and the Blueflame Candlestick gains one point of nourishment. It can attempt this a number of times equal to your level. If it does not have enough nourishment for its sensors, it must snuff out sensors until it can nourish all of them.

An Old Friend

Cyrus fell victim to the beguiling words of a devil, who tricked him into binding his own soul to the candlestick. Over the decades, he grew resentful towards fiends, and channeled this resentment into the flame, dying it blue. The vengeful blue flames burn creatures of fire with increased intensity.

Things | Blueflame Candlestick

Dare

To

Explore

Korinth

I hope this letter finds you well. Have you ever pondered the fragility of life; how a single slip-up, a drop of venom, an unfortunate laceration... could end it all? I find myself mulling over this subject endlessly as I prepare for my upcoming journey.

If I don't return from this mission, would you please send my best wishes to the others from the tower? Tell them to never stop their pursuit of truth.

Your friend,

Lucian
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.