The Oneshot

by LithDragonSlayer

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Magic

Items

Trump, the Art of the Deal

Wondrous Item, rare

The Art of the Deal is a strange book written by a strange man in a far away land. The book allows you to cast the following spells using your Spellcasting ability (or Charisma if you don't have one).

Cantrips - Friends, Minor Illusion

1st Level - Charm Person, Tasha's Hideous Laughter

2nd Level - Mirror Image

3rd Level - Fear, Tongues

4th Level - Mordenkainen's Private Sanctum

Rituals for Dummies

Wondrous Item, rare

Rituals for Dummies is a manual for ritual casting written in red ink. While holding the book, you gain Ritual Casting if you don't already have it. It also grants you Find Familiar, Identify, and Detect Magic.

Map of the Lower Planes

Wondrous Item, rare

This book includes a map which activates when you enter the Lower Planes. The map shows you your current location and can guide you towards any location in the Lower Planes provided you know the place's name.

Gauntlets of Fulmination

Steel gauntlets encircled by wires and etched with gold, they are cold to the touch.

As an action, you can expend a charge to gain 60 feet of flying speed. This speed must be spent in the turn that it is gained, or it is lost. After expending the movement granted by the Gauntlets of Fulmination, all creatures within a 10 foot radius must succeed on a DC 14 Dexterity saving throw or take 4d8 lightning damage. Creatures that succeed on the saving throw take half of the damage dealt. The Gauntlets of Fulmination have one charge, but gain an additional charge at 9th, 13th, and 17th level. The Gauntlets regain 1d4 charges at dawn.

Death-touched Gloves

As an action, you can touch an undead creature within 5 feet, and use the Cleric's Turn Undead class feature, using your character level in place of Cleric level.

Bone-grown flesh

Once per short rest, you can cause your Bone-grown flesh to emit a radiance of necromantic magic. Any creature within 5 feet of you that has been killed within the past 5 minutes is reanimated under your control. This creature has the same statistics as a Zombie, but can answer two questions in a language that you and the target share. After being asked a question, the Zombie must make a DC 17 Wisdom saving throw (using its past Wisdom modifier) or be forced to answer truthfully. The user is not aware if the creature fails or succeeds.

Firearms

Pistol

A futuristic looking pistol, has a second trigger below the first

Damage
1d8 piercing
Weight
1 lb.
Range
(50/120)
Niche:

Even on Natural 1s, it will not jam.

Firejet:

You can use your action to unleash a spurt of fire from the underbarrel. All creatures in a 5 foot cone in front of you must succeed on a DC 14 Dexterity saving throw or take 2d10 fire damage. Creatures that succeed on this save take no damage.

Last Bastion:

Targets hit with a ranged attack suffer a -1 penalty to their AC until the end of your next turn.

Henderson & Klawe:

You can use your bonus action to make another ranged attack.

Vanquish:

You can use your action to deploy a holographic projection of yourself next to an enemy within 10 feet. The enemy must succeed on a DC 13 Wisdom saving throw or attacks against it have advantage until the start of its next turn.

LMG

A large automatic rifle, uses a belt fed magazine

Damage
3d4 piercing
Weight
22 lb.
Range
(40/60)
Niche:

Even on Natural 1s, it will not jam.

Firejet:

You can use your action to deploy a shield in front of the LMG, granting you a +2 to your AC.

Last Bastion:

Targets hit with a ranged attack suffer a -1 penalty to their AC until the end of your next turn.

Henderson & Klawe:

You can use your bonus action to make another ranged attack.

Vanquish:

You can use your action to deploy a holographic projection of yourself next to an enemy within 10 feet. The enemy must succeed on a DC 13 Wisdom saving throw or attacks against it have advantage until the start of its next turn.

Spells

Glyph's Find Familial

4th level divination (ritual)


  • Casting Time: 1 minute
  • Range: Infinite on this plane, limited in other planes
  • Components: V, S, M (something belonging to the creature and a golden rune worth at least 300gp)
  • Duration: Instantaneous

The rune glows and plants the location of the target creature into the caster's mind. The caster knows the following information:

  • The location of the creature (if it is on this plane)
  • What plane the creature is on
  • The relative time it would take to reach the creature

Recover

cantrip evocation

Casting Time: 1 action

Range: Touch

Components: V S

Duration: Instantaneous

Your hand glows with bright yellow light. The next creature that you touch gains 2 Hit Points. If the target already has full Hit Points, it gains temporary Hit Points equal to how much health it would have received.

This healing increases to 4 at 5th level, 6 at 11th level, and 8 at 17th level.

Burn

cantrip evocation

Casting Time: 1 action

Range: 60 feet

Components: V S

Duration: Instantaneous

A bolt of fire bursts from your palm, and streaks towards a target within range. This bolt deals 1d6 fire damage, and at the start of each of their turns they must make a Dexterity saving throw or take 1d4 fire damage. Once the target succeeds on a Dexterity saving throw imposed by this spell, the burning effect ends. The bolt can also start small fires.

The damage increases to 2d6 and 2d4 at 5th level, 3d6 and 3d4 at 11th level, and 4d6 and 4d4 at 17th level.

Burn

cantrip evocation

Casting Time: 1 action

Range: 60 feet

Components: V S

Duration: Instantaneous

A bolt of fire bursts from your palm, and streaks towards a target within range. This bolt deals 1d6 fire damage, and at the start of each of their turns they must make a Dexterity saving throw or take 1d4 fire damage. Once the target succeeds on a Dexterity saving throw imposed by this spell, the burning effect ends. The bolt can also start small fires.

The damage increases to 2d6 and 2d4 at 5th level, 3d6 and 3d4 at 11th level, and 4d6 and 4d4 at 17th level.

Fleshwalk

4th level conjuration

Casting Time: 1 action

Range: Self

Components: V, S, M (a bone or palm-sized chunk of flesh)

Duration: Instantaneous

You manifest your form into the bodies of others near you. As a part of the action used to cast this spell, you can move an infinite amount of feet, provided there is a living creature that has a physical form made of bone, sinew, and flesh every 10 feet.

Manipulate Skeleton

3th level transmutation

Casting Time: 1 action

Range: Self

Components: V, S, M (a femur or skull from a humanoid)

Duration: Concentration, up to 1 minute

You reach into the body of a creature, and manipulate their skeleton. As a part of this casting, choose one limb of the target creature. That limb's bone structure erupts from their flesh, and can perform any action that the target creature could with their limb, provided that action would still be possible without flesh or skin.

Conjure Eldritch Malignancy

4th level conjuration

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (An Eldritch rune inscribed on the surface of a magical stone)

Duration: 1 minute

You tear a hole between the plane you currently occupy and a section of space from beyond the stars. A 20 foot wide sphere within range becomes corrupted by Eldritch creatures and energy. That area counts as double difficult terrain, meaning that every 5 feet of movement requires 15 feet of movement. Additionally, if a creature enters the area, or starts its turn there, the creature takes 4d8 True damage, and must succeed on a Charisma saving throw or be afflicted with a short-term madness.

Inspire Opulence

3rd level enchantment

Casting Time: 1 action

Range: Self

Components: V, S, M (A piece of golden furniture that can be sat on, or an awkwardly large piece of golden jewelery worth at least 100 gp)

Duration: 5 minutes

You show off your jewelery, or sit on your golden furniture, establishing an aura of opulence that effects the minds of those around you. All creatures that can see you must succeed on a Charisma saving throw or be frightened of you or charmed by you (your choice). If the creature is afraid of you, they can still take actions in your presence, but they regard you as greater than them, and do their upmost to please you. If they are charmed, they see you as someone could benefit greatly from if you were on their side.

Gun

Magic

Since the inception of the modern firearm, mages have been attempting to bring magic to them. These newly dubbed "Gunmages" have been able to merge primordial magics and modern firearms to create new spells that can augment firearms in the new magic school of Ammomancy. These Gunmages had a breakthrough in their research thanks in part to Alonzomis "Alonzo" Colt, the now head of the Ammomancium, the school of Gunmages. Inside of the Ammomancium, at the highest pillar, lies a tome, called the Magnum Opus, a book containing the sum of all mortal knowledge about guns and gun magic. The school of Ammomancy was born out of this book, but many of its pages are still kept secret by the Ammomancium.

Gunjure

cantrip ammomancy

Casting Time: 1 reaction (in response to a battle about to begin)

Range: Self

Components: V, S

Duration: Instantaneous

The first time you cast this spell, you touch a firearm within 5 feet of you, and begin a ritual. This ritual takes 1 hour, and can be completed during a long rest. This ritual cannot be interrupted, or the process must begin again. After the ritual is complete, the firearm is now bonded to you, and you can cast the spell again as a reaction to summon the firearm into your hands.

High Gunjure

2nd level ammomancy

Casting Time: 1 reaction (in response to a battle about to begin)

Range: Self

Components: V, S, M (A firearm costing at least 100gp, which is the subject of the spell)

Duration: Instantaneous

As Gunjure, but the firearm you complete the ritual with is now bonded with your soul. You gain a +1 bonus to attack and damage rolls with this firearm, which is cumulative with the weapon's own bonuses. The firearm no longer consumes ammunition, and being in dim light no longer imposes disadvantage on your attack rolls (being in darkness still applies disadvantage). Additionally, if you die, your weapon accompanies you to the afterlife, its physical form turning to ash if you cannot be brought back to life.

Brimstone Slug

3rd level ammomancy

Casting Time: 1 action

Range: Self

Components: V, S, M (A handful of sulfur)

Duration: 1 minute

Your shots become chunks of brimstone for the duration, upon making on a ranged attack using a firearm, you force all creatures within a 10 ft diameter circle centered on your target to succeed on a Dexterity saving throw or take 2d10 fire damage, or half as much on a successful save.

Quickdraw

4th level ammomancy

Casting Time: 1 action

Range: Self

Components: V, S, M (A tumbleweed which rolls between you and the target)

Duration: Instantaneous

You engage in a duel with one enemy that you can see. The target is forced to move away from you until it is 25 feet away from you, if it isn't already. The target is granted a weapon identical to yours before both you must make a Dexterity (Sleight of Hand) check, contested by the target's own check. The creature that succeeds may make a ranged attack against the other creature, using their weapon. This attack is made at advantage, and if the attack hits, it is a critical hit. If the attack misses, it is not a critical hit.

Shoot Em' in the Eyes!

2nd level ammomancy

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Instantaneous

You call a shot to you and your allies. If you or one of your allies succeeds on an attack with a ranged weapon, the target must succeed on a DC 15 Constitution saving throw or be blinded until the end of their next turn.

Airship



Titanoboa

Gargantuan vehicle (30 ft. by 20 ft.)

Creature Capacity 20 crew, 10 passengers

Cargo Capacity 7.5 tons

Travel Pace 10 miles per hour (240 miles per day)


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Hull

Armor Class 14

Hit Points 320

Control: Panel

Armor Class 13

Hit Points 30

Move up to the speed of the propellers, with one 45 degree turn. If the panel of the ship is destroyed, the ship hovers in place.

Movement: Propellers

Armor Class 17

Hit Points 100; –20 ft. speed per 25 damage taken

Locomotion (air) physical and electrical power, speed 88 ft. If the propellers are destroyed, the ship immediately crashes.

Weapon: Force Ballistas

Armor Class 18

Hit Points 45

Ranged Weapon Attack: +6 to hit. range (120/240) ft., one target. Hit: 8 (2d8) force damage.

Weapon: Charged Particle Accelerator

Armor Class 16

Hit Points 75

Nanosphere Particle Accretion (Recharge 5-6) Choose an area on the ground 25 feet in diameter, and all creatures in that area must succeed on a DC 15 Dexterity saving throw or take 8d6 force damage. This damage is doubled against structures.

Actions

On its turn, the Titanoboa can use its panel to move using its propellers. It can also fire its Force Ballistas and use its Charged Particle Accelerator if it is able.

Reactions

If the Titanoboa gains the crashed condition, Glyph can make a DC 12 Dexterity (Initiative) check to activate the Fly runes, causing the ship to remain flying for up to 5 minutes.

Enemies



Aeons

Medium Humanoid (Kalxian), Neutral Evil


  • Armor Class 17 (Scrap Armor, 20 when on Hellraiser)
  • Hit Points 306 (47d8+122)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 21 (+5) 15 (+2) 12 (+1) 16 (+3) 10 (+0)

  • Saving Throws Dex +7, Wis +5
  • Skills Arcana +5, Intimidation +6
  • Damage Resistances Acid, Poison, Thunder
  • Condition Immunities Poisoned, Bleeding
  • Senses Tremorsense 30 ft. (When on Hellraiser)
  • Languages Common, Orc, Sunchosen, Kalxian
  • Challenge 10 (10,000xp)

Kalaxian Blood. Aeons' interstellar heritage grants him several boons:

Aeons' cannot be surprised by nonmagical means.

Aeons' can cast Divination once per night, provided he is outside and it is nighttime.

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Eldritch

Gods

Kolthrak'Drash

A truly despicable creature, and one of Zzyxx's many nemesis. Kolthrak'Drash is a lesser god, not having nearly as much power as Zzyxx, but he can still create anomalies. He enjoys taking the form of a constantly decaying, spindly, many limbed stone and bone creature (pictured above).

Kolthrak'Drash finds most of his enjoyment from tormenting intelligent species, using psychological warfare and manifesting horrifying anomalies to scare his prey. This is in opposition to Zzyxx, who sees it as pointless and inefficient.

He feeds by absorbing the life force of his prey, which become another orb on his head, which allow him to manifest greater and more powerful anomalies.

Kolthrak'Drash's strange obsession is with physics, mostly weight, mass, and gravity. He also possesses an expansive knowledge of quantum mechanics, thermodynamics, and particle theory.

Kolthrak'Drash keeps a large margin of his knowledge inside of his library, The Compendium of the Ascendency. The Compendium is located in the Kingdom of Sylhalean.



Kolthrak'Drash

Gargantuan Abberation, Neutral Evil


  • Armor Class 18
  • Hit Points 288 (25d20)
  • Speed 10 ft, climb 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 23 (+6) 18 (+4) 14 (+2)

  • Saving Throws Wis +10, Cha +7
  • Skills Arcana +11, Intimidation +8, Deception +10
  • Damage Resistances Acid, Psychic
  • Damage Immunities Poison
  • Condition Immunities Poisoned, Bleeding, Exausted, Charmed, Prone
  • Senses Tremorsense 50 ft.
  • Languages All
  • Challenge 15 (22,000xp)

Unchanging Mind. Kolthrak'Drash cannot change his mind about his opinions and cannot accept that he is wrong.

Many-Limbed. Kolthrak'Drash cannot be knocked prone, and has advantage on effects that move him.

Science of the Cosmos. Kolthrak'Drash cannot fail Intelligence saving throws or ability checks.

Confounding Illusions. Kolthrak'Drash's illusions cannot be proved false by an Intelligence (Investigation) check.

Gravitational Relativity. Kolthrak'Drash can balance on any surface within 35 feet of him, and can move 15 feet with the Disengage action instead of 5.

Actions

Multiattack. Kolthrak'Drash can use an Orb of Malignancy if he has two or fewer Shadow Clones. He then can make any combination of three Festering Wound attacks and Illusions of Grandeur.

Festering Wound. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit 12 (1d10+7) slashing damage. The target must succeed on a DC 14 Intelligence saving throw or be Blinded or Deafened (25/75)%

Illusions of Grandeur. One target within 20 feet of Kolthrak'Drash must make a DC 18 Intelligence saving throw or be frightened until the end of Kolthrak'Drash's next turn.

Orb of Malignancy. Kolthrak'Drash has 3 Orbs of Malignancy, represented by the three orbs on his head. He can expend an orb to create a Shadow Clone, which has its own Initiative turn. Shadow Clone stats are shown after this.

Channeled Might of the Neutron Star. Kolthrak'Drash throws his head back, then points it at one or more creatures that it can see. Kolthrak'Drash can expend all of his Orbs of Malignancy to unleash a deadly barrage of cosmic energy. The target and all creatures within 10 feet of the target must succeed on a DC 18 Dexterity saving throw or be forced to make a DC 16 Constitution saving throw. If this saving throw is failed, the creature is seared by malignant cosmic energy, taking a number of damage die equal to the level of the creature, and die type equal to the target's hit die. Each die gains a bonus equal to the target's Constitution modifier.

Lair Effects

As adventurers draw closer to Kolthrak'Drash's lair, they begin to notice strange phenomena:

• Plantlife begins to shift, its shadow moving.

• Intelligent creatures find it harder to accept they are wrong.

• Animals will commonly be found dead, having run themselves to death.

• Physics books are seen strewn on the sides of paths.

• Intelligent creatures believe themselves superior to all else.

As adventurers are near Kolthrak'Drash's library, the phenomena increase in perplexity.

• Shadows begin to act erratically.

• Intelligent creatures hear the playing of church organs from seemingly nowhere.

Lair Actions

While in his lair, Kolthrak'Drash can take Lair Actions of Initiative count 20. If his lair can take no actions, it can roll 1d6 and see if it recharges one of its abilities. It must choose to recharge one ability whose range it lands on.

Silence of the Minds. (Recharge 4-6) Roll 1d4, this ability effects a number of hostile creatures equal to that roll from the highest Intelligence score down. Affected creatures must make a DC 15 Intelligence saving throw or not be able to tell the difference between Kolthrak'Drash and his Shadow Clones, becoming frightened of every Shadow Clone and Kolthrak'Drash. Affected creatures can repeat the save at the start of each of their turns.

Spiraling out of Control. (Recharge 6) All frightened creatures must succeed on a DC 14 Intelligence saving throw or fall prone on their knees. The target can repeat the saving throw on the start of each of their turns, but cannot stand up until they succeed on one of these saving throws.

Bookkeeping of the Ancients. (Recharge 5-6) Kolthrak'Drash draws either Kolthrak'Drash's Tome of Famed Ideals or Kolthrak'Drash's Prose of Elder Evils (50/50)% and recites a passage from it. He can choose to bless himself with 2 major beneficial properties if he pulls the Tome of Famed Ideals or deal 3d10 necrotic damage to all creatures within 10 feet of Kolthrak'Drash or one of his Shadow Clones if he pulls the Prose of Elder Evils. This damage is doubled if the target is frightened.