Chloe's Compendium of Cruelty

by KawaiiSpider

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Chloe's Compendium of Cruelty

Introduction

Hello, and welcome to my Compendium of Cruelty. In these pages, you will find monsters, cursed artifacts, ancient lore, new classes and subclasses, house rules, new systems and much more. A word of warning however, this compendium contains many things of a more adult nature, from gratuitous violence and gore, to mentions of sexual assault and other unpleasantries. So be forewarned, and step carefully forward into this collection of carnage, callousness and creepiness.

Supporting Me

If you enjoy the content of this work, please consider sharing it with your friends, family, and lesser acquaintances, joining my patreon, or donating to my paypal: kawaiijumpingspider@gmail.com

The Disk

The universe from which these monsters come is a small one, with only 24 suns ever seen by mortal eyes. These suns are not the same as our own, for instead of being the centre of their respective regions, they orbit around the worlds of this universe. Worlds of such varied shapes and sizes that there is not a thing that is similar between them.

The world that these monsters live on (for the most part) is a disk, suspended in chaos, around which one of the 24 suns orbits. There are two moons, one dead and lifeless, and the other bright and watchful. On the underside of the disk, where only the light of the dead moon ever shines, is the land of the dead, where souls travel after dead to await judgement and eternal rest.

Realms

The realm in which the disk sits is not the only one, indeed it is surrounded by the endless chaos, where daemons (and worse) reside. Invisible from the surface of the disk, chaos is the source of all magic and the home to daemons and gods, who also build realms here. The divine realms touch the disk at a number of holy places, allowing mortal beings to feel the presence of their gods, and in rare occasions, cross over without passing through death.

The Void

But as infinite as chaos and the realms of the gods is, there is more, an endless void filled with eldritch horrors and ancient godlike beings older than the universe. Through various tears in reality, the servants of these gods spread their maddening influence into the world.

Contents

Creatures

  • Spirits
    • Dryad (p4)
    • Nymph (p6)
    • Valkyr (p11)
  • Daemons (p14)
    • Wendigo (p15)
    • Persona (p16)
    • Kaedra (p17)
  • Monsters
    • Swarm of Nyhra (35)
    • Mimic Spider (37)
  • Beastfolk
    • Yuan-ti (p41)
    • Gor (p42)
  • Giantfolk
  • Magical Beasts
  • Magical Plants
  • Undead
    • Bone Spider Matriarch (p52)
    • Ahaebas Hag (p53)
  • Automata
  • Eldritch Horrors
    • Tentacle Head (p59)
    • Lesser Avatar of The Worm That Walks (p62)
    • Afterbirth of A Failed God (p65)
  • NPSs
    • Thaas the Destroyer (p68)
    • Planekiller Errigan (p69)

Cursed Armoury (p70)

  • Potions (p74)
  • Poisons (p75)

Setting Notes (p76)

House Rules / Systems

  • Sanity (p95)
  • Hardcore Mode (p98)
  • Unstable Pact Magic (p101)

Classes and Subclasses

  • Monk: Way of the Traveler (p102)
  • (Class) The Witch (p103)
  • (Class) The Trickster (p108)

Feats (p114)

More Systems

  • Traits and Drawbacks (p115)
  • Alternate Skill System (p119)
  • Alternate Equipment Rules (p121)
    • Trick Weapons (p122)
  • Climbing and Jumping (p123)

Spells (p124)

Godspawn / Spirits

The Godspawn are creatures born from the essence of the gods or from the innate power of the earth. They are also sometimes called spirits and they tend to have a strong link to some natural place, feature, or event.

Dryad

Dryads are beautiful nature spirits, spawned of Vaelniv. They are mostly female in form, though some are masculine. A dryads skin is made from bark and their hair is made from leaves or vines. They protect their forests with thorns and brambles, in addition to some nature magic. Some dryads will also use bows or other weapons. When a new dryad is born, their mother plants a tree and the type of tree determines the appearance of the new dryad as it grows. This tree will live as long as the dryad lives and will die if the dryad dies. The shock of loosing their tree will normally kill a dryad, but some are instead driven mad and go on murderous rampages, killing everything that comes before her.

As dryads grow older they grow more powerful, and their trees grow larger. Eventually a dryad will become a matron, her tree becoming a meeting place for other dryads. A matron will form a court, consisting of the other powerful dryads in the area, called handmaidens. A handmaiden or matron will often seduce human or elven travelers in order to have children to continue the next generation of dryads.

Dryad Knowledge

A character can learn the following information about dryads with a Knowledge (Nature) check.

DC Knowledge
5 Dryads are tree spirits, most often found in forests.
10 If you cut down a dryad's tree, it dies.
15 Older dryads are more powerful and can charm travelers.
20 Dryads can move through plants and trees without issue.
25 The oldest dryads can charm anyone who attacks them, and often have a number of other dryads serving them as handmaidens.
Dryad Blood Tattoo

Once per downtime you can activate your tattoo, gaining Nature Stride for one hour.

Only blood gathered from a handmaiden or matron is powerful enough for a dryad blood tattoo.

Dryad Plantborn

Sometimes dryads will create animals in their image, with fur or feathers made of leaves and skin made of bark. To make a plantborn, take the statistics of a normal animal and increase its hit points by 5, AC by 1 and give it the nature stride ability and the dryad’s weakness to fire. Depending on the base creature, you can also give it a wisdom based bramble or entangle attack as well.


Dryad

Medium Spirit, Chaotic Neutral


  • Armor Class 14 (Natural Armour)
  • Hit Points 32
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 8 (-1) 11 (+0) 16 (+3) 16 (+3)

  • Skills Perception +6, Stealth +5
  • Damage Vulnerabilities Fire, slashing
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Common, Sylvan
  • Challenge Challenge and Xp

Plant Stride. The Dryad can move through any living plant material and also cannot be slowed or damaged by plant based difficult terrain.

Tree Stride. Once on its turn, the dryad can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger.

Actions

Multiattack. The Dryad makes either two bramble attacks or casts entangle.

Bramble. Ranged Attack: +6 to hit, 60 ft. Range, one target. Hit: 1d8+3 piercing damage

Entangle Spell Attack: +6 to hit, 120 ft. Range, one target. Hit: 2d6+3 Bludgeoning damage. The target must also make a DC 13 strength save or be restrained by vines for a minute. As an action, the restrained creature can make a DC 13 Strength check, escaping from the vines on a success. The effect ends if the vines are destroyed. The vines have AC 10, 5 hit points, and vulnerability to fire damage.


Dryad Handmaiden

Medium Spirit, Chaotic Neutral


  • Armor Class 16 (Natural Armour)
  • Hit Points 58
  • Speed 40 ft.

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

  • Skills Perception +7, Stealth +6
  • Damage Vulnerabilities Fire, slashing
  • Senses darkvision 120 ft., passive Perception 17
  • Languages Common, Sylvan
  • Challenge Challenge and Xp

Plant Stride. The Handmaiden can move through any living plant material and also cannot be slowed or damaged by plant based difficult terrain.

Tree Stride. Once on its turn, the Handmaiden can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger.

Actions

Multiattack. The Handmaiden makes either two bramble attacks, casts entangle, or uses Charm.

Bramble. Ranged Attack: +7 to hit, 60 ft. Range, one target. Hit: 1d10+4 piercing damage

Entangle Spell Attack: +7 to hit, 120 ft. Range, one target. Hit: 2d8+4 Bludgeoning damage. The target must also make a DC 14 strength save or be restrained by vines for a minute. As an action, the restrained creature can make a DC 14 Strength check, escaping from the vines on a success. The effect ends if the vines are destroyed. The vines have AC 10, 5 hit points, and vulnerability to fire damage.

Charm. The Handmaiden selects one target within 120 ft. that can see it. The target must succeed on a DC 16 wisdom save or be charmed by the Handmaiden for an hour. This charm ends if the Handmaiden harms the creature in any way. If the charm ends at the end of the hour, the creature must succeed on a DC 16 wisdom save or be charmed permanently by the Handmaiden. Once permanently charmed, the target may attempt to break free once per month.


Dryad Matron

Medium Spirit, Chaotic Neutral


  • Armor Class 17 (Natural Armour)
  • Hit Points 104
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 14 (+2) 21 (+5) 18 (+4)

  • Skills Perception +9, Stealth +7
  • Damage Vulnerabilities Fire, slashing
  • Senses darkvision 120 ft., passive Perception 19
  • Languages Common, Sylvan
  • Challenge Challenge and Xp

Plant Stride. The Matron can move through any living plant material and also cannot be slowed or damaged by plant based difficult terrain.

Tree Stride. Once on its turn, the Matron can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger.

Innate Charm. The first time a creature attacks the Matron, the Matron can target it with the Matrons Charm ability as a free action.

Actions

Multiattack. The Matron makes either three bramble attacks, casts entangle and makes a bramble attack, or uses Charm and makes two bramble attacks.

Bramble. Ranged Attack: +9 to hit, 60 ft. Range, one target. Hit: 1d10+5 piercing damage

Entangle Spell Attack: +9 to hit, 120 ft. Range, one target. Hit: 2d8+5 Bludgeoning damage. The target must also make a DC 14 strength save or be restrained by vines for a minute. As an action, the restrained creature can make a DC 14 Strength check, escaping from the vines on a success. The effect ends if the vines are destroyed. The vines have AC 10, 5 hit points, and vulnerability to fire damage.

Charm. The Matron selects one target within 120 ft. that can see it. The target must succeed on a DC 16 wisdom save or be charmed by the Matron for an hour. This charm ends if the Matron harms the creature in any way. If the charm ends at the end of the hour, the creature must succeed on a DC 16 wisdom save or be charmed permanently by the Matron. Once permanently charmed, the target may attempt to break free once per month.

Nymph

Nymphs are to creeks and rivers what dryads are to forests. They are often cruel and capricious, often seeking to drown all but elves who try to befoul their sacred waters. Nymphs are born from water and return to water when they die. They are all female in form.

Nymphs can control the waters in which they live, dragging people underwater, or washing away bridges or those who stand too close to the edge of the water. Most people know where the nymphs live and avoid those areas or make sure to take offering to the nymph in order to gain safe passage.

Nymphs enjoy human(oid) food, or other luxuries. They enjoy fine silks even if there are quickly ruined in the water. Some nymphs will accept a promise for something, or a kiss if the traveler is particularly handsome or charming.

Some nymphs are kind, in contrast to the majority. These nymphs have been known to save children who fall in the river, or aid lost travelers.

Nymphs are known as great beauties among the gods and other spirits and are greatly desired as wives and consorts.

Creek Nymph

Creek Nymphs resemble young to teenage girls in appearance, age depending on the size of the creek. They are the most childlike of the nymphs, though they are just as deadly as their more mature counterparts.


Creek Nymph

Medium Elemental, Chaotic Neutral


  • Armor Class 12
  • Hit Points 9
  • Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 11 (+0) 13 (+1) 16 (+3) 15 (+2)

  • Saving Throws dexterity +5
  • Damage Resistances Fire, non-magical weapons
  • Condition Immunities grapple, restrained, prone
  • Senses passive Perception 13
  • Languages Common, Elven, Sylvan
  • Challenge Challenge and Xp

Special

Water Breathing. A creek nymph can breathe underwater and in air.

Innocent Face Any creature that attacks a creek nymph without provocation takes the same sanity damage as if they willingly killed an innocent person.

Actions

Water Whip. Spell Attack: +5 to hit, 30 ft. Range, one target. Hit: 1d6 damage and the target must succeed on a DC 12 strength check or be pulled 10 ft. towards the nymph.

Slam. Melee Attack: +4 to hit, 5 ft. Reach, one target. Hit: 2d6+2 damage.

River Nymph

River nymphs are the most common sort of nymph and appear as young women for the most part.


River Nymph

Medium Elemental, Chaotic Neutral


  • Armor Class 15
  • Hit Points 37
  • Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (4) 12 (+1) 14 (+2) 17 (+3) 18 (+4)

  • Saving Throws dexterity +7
  • Damage Resistances Fire, non-magical weapons
  • Condition Immunities grapple, restrained, prone
  • Senses passive Perception 13
  • Languages Common, Elven, Sylvan
  • Challenge Challenge and Xp

Special

Water Breathing. A creek nymph can breathe underwater and in air.

Actions

Multiattack. The River Nymph can either make two water whip attacks, or use drowning wave, or slam.

Whater Whip. Spell Attack: +6 to hit, 30 ft. Range, one target. Hit: 1d6 damage and the target must succeed on a DC 14 strength check or be pulled 10 ft. towards the nymph.

Drowning Wave. Every creature within 10ft of a point the nymph choses must succeed a DC 15 dexterity save or take 2d8 damage and be knocked prone. If the creature is in water deep enough to drown it, it takes an additional 2d8 damage and starts to suffocate.

Slam. Melee Attack: +6 to hit, 5 ft. Reach, one target. Hit: 2d6+4 damage.

Lake Nymph

Lake nymphs appear as older women and are more likely to be kind to passers-by, though they can be just as cruel as any. They have another form, that they take when angered, a large fish scaled woman.

Corrupted Nymph

Sometimes a nymph will fall in love with a being that is evil or unobtainable. In this case the nymph will be corrupted, turning dark and bloody, and trying to drown anyone they can, no matter what offerings they give.

Nymph Blood Tattoo

Once per downtime you can activate your tattoo, gaining Water Breathing for one hour.

Nereid

Daughters of Tyrius who dwell beneath the ocean. Spirits like the dryad and the nymph, though less human than the others. Nereid are normally only spotted during storms, where they rise to the surface and ride the waves, singing for their lost lovers, the Odei. Sailors dread to hear this sound, because it speaks ill of the strength of the storm that they find themselves in.

Nereid Blood Tattoo

Once per long rest you can activate your tattoo, gaining water breathing for one hour.

Odei

Spirits of the storm, they ride the winds and rains of powerful thunderstorms, they are the male counterparts of Nereid.


Odei

Medium Fae, Chaotic Neutral


  • Armor Class 15
  • Hit Points 37
  • Speed 50ft. fly (hover)

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 14 (+2) 13 (+1) 18 (+4) 9 (-1)

  • Saving Throws Dexterity +5
  • Skills Acrobatics +5, Stealth +5
  • Damage Resistances BPS from nonmagical weapons
  • Damage Immunities Lightning
  • Condition Immunities grappled, restrained, paralyzed
  • Senses passive Perception 14
  • Languages Common, Auran
  • Challenge Challenge and Xp

Actions

Multiattack. The Odei makes either a Lightning Call or a shock attack.

Shock. Ranged Attack: +6 to hit, 15 ft range, one target. Hit: 2d8+3 lightning damage

Lightning Call. Three Odei must work together to use this ability. Each Odei uses its action to call down lightning, once the third Odei has done this, a bolt of lightning hits a point within 300 ft., forcing all creatures within 30 ft. to succeed on a DC 14 dexterity save or take 3d10 lightning damage, or half as much on a success.

Landvaettir

Spirits of the land, landvaettir nourish the surrounding nature. They are usually tied to rock formations or caves but can exist anywhere. They are kind to those who are kind to nature but when their lands are threatened, they can grow hateful and angry, attacking anyone who enters their spaces. Landvaettir are genderless and are born from the tears of Aria as she is dragged back to the land of the dead each winter.

Landvaettir resemble a large human shaped figure made up of whatever land they are tied to. Some are made of earth and trees while others are mostly rock and stone. No matter what they look like they can control nearby plants and animals in order to defend their lands.

Landvaettir of Stone

The Landvaettir of stone take the form of large moving stones held together with grass, dirt, and vines when angered. They can move earth and throw boulders at those they wish to harm.

When peaceful, Landvaettir of Stone are still, merely a whispering voice of wind blowing between ancient rocks.


Landvaettir of Stone

Large Elemental, True Neutral


  • Armor Class 20
  • Hit Points 219
  • Speed 30 ft., 30 ft. earthglide

STR DEX CON INT WIS CHA
24 (+7) 8 (-1) 21 (+5) 15 (+2) 19 (+4) 12 (+1)

  • Saving Throws Constitution +9, Strength +12, Wisdom +8
  • Skills Athletics +12, Perception +8, Nature +8
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances BPS from non magical weapons, fire, lightning, necrotic
  • Damage Immunities Poison
  • Condition Immunities Prone
  • Senses passive Perception 18
  • Languages Sylvan, Common, Terran
  • Challenge Challenge and Xp

Immovable The Landvaettir of Stone cannot be moved against its will, except by gravity.

Actions

Multiattack. The Landvaettir of Stone makes either a stone throw or two slam attacks.

Stone Throw. Ranged Attack: +12 to hit, 100 ft. range, one target. Hit: 5d12+7 magical bludgeoning damage

Slam. Melee Attack: +12 to hit, 15 ft. reach, one target. Hit: 3d10+7 magical bludgeoning damage

Landvaettir of Lava

The Landvaettir of lava take the form of a mass of heated stone and lava. It attacks with bursts of heat and noxious gas.

When peaceful, a landvaettir of lava appears as cool, flowing stone that warns travelers away from the danger of the volcano.

Landvaettir of Ice

The Landvaettir of ice takes the form of a mass of moving stone surrounded by grinding ice. It throws shards of ice and smashes its foes with its bulk when angered.

Valkyr

These female spirit warriors usher the souls of brave warriors to the land of the dead. They also serve as guards for the gods and their realms, and soldiers in the war against the daemons.


Valkyr

Medium Celestial, Chaotic Good


  • Armor Class 20 (Plate and Shield)
  • Hit Points 97
  • Speed 30 ft., 80 ft. fly

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

  • Saving Throws Strength +7, Constitution +6
  • Skills Perception +7, Intimidation +6, Athletics +7, Acrobatics +6
  • Damage Resistances Piercing, Slashing and Bludgeoning from non-magical weapons, radiant, fire, and necrotic.
  • Condition Immunities Charmed
  • Senses passive Perception 17
  • Languages All
  • Challenge Challenge and Xp

Special

Deathtouched Weaponry If an attack from a valkyr leaves the target below half its health, it must make a DC 15 constitution save or die instantly.

Actions

Multiattack. The valkyr either moves twice its movement and makes a Spear of the Firstborn attack or makes two blade attacks.

Spear of the Firstborn. Melee Attack: +7 to hit, 5 ft. reach, one target. Hit: 2d8+4 necrotic or radiant damage. On a hit, the creatures movement speed is halved and they can only make a single attack on their next turn.

Blade. Melee Attack: +7 to hit, 5 ft. reach, one target. Hit: 1d10+4 magical slashing damage


Valkyr Shieldmaiden

Medium Celestial, Chaotic Good


  • Armor Class 22 (Magical Plate and Shield)
  • Hit Points 143
  • Speed 30 ft., 80 ft. fly

STR DEX CON INT WIS CHA
21 (+5) 18 (+4) 17 (+3) 16 (+3) 20 (+5) 16 (+3)

  • Saving Throws Strength +9, Constitution +7
  • Skills Perception +9, Intimidation +7, Athletics +9, Acrobatics +8
  • Damage Resistances Piercing, Slashing and Bludgeoning from non-magical weapons, radiant, fire, and necrotic.
  • Condition Immunities Charmed
  • Senses passive Perception 19
  • Languages All
  • Challenge Challenge and Xp

Special

Deathtouched Weaponry If an attack from a valkyr leaves the target below half its health, it must make a DC 18 constitution save or die instantly.

Shieldguard. Any attack at any creature within 5 ft. of the shieldmaiden has disadvantage.

Actions

Multiattack. The valkyr either moves twice its movement and makes a Spear of the Firstborn attack or makes two blade attacks.

Spear of the Firstborn. Melee Attack: +9 to hit, 5 ft. reach, one target. Hit: 3d8+5 necrotic or radiant damage. On a hit, the creatures movement speed is halved and they can only make a single attack on their next turn.

Blade. Melee Attack: +9 to hit, 5 ft. reach, one target. Hit: 1d10+5 magical slashing damage

Inexorare

These spirits hunt down those who break magical promises or contracts. There are 5 different types, deployed depending on the nature of their target’s transgression.

Inexorare are only deployed when transgressions are serious, numerous, or done in a way to offend the gods.

  • Blasphemare – These Inexorae chase those who blaspheme against the gods.
  • Inquisitare – These Inexorare chase those who break magical contracts or oaths.
  • Excarcere – These Inexorare chase those who escape divinely ordinated imprisonment.
  • Disthanotare – These Inexorare chase those who cheat death.
  • Adultare – These Inexorare chase those who betray their partner(s)'s trust in a major or public way.

Inexorare are strange constructs, part spirit, part daemon, part metal and bone. They are tireless pursuers, never resting until their targets lie dead or are captured.

Sleipnir

Giant winged wolves, these creatures are the messengers of the gods. They are amazingly fast and have an excellent sense of smell, which allows them to find the recipients of their divine messages.

Ailu

A winged red panda, servant of the gods. They have the power to heal the body and mind, as well as provide healing sleep.

Sleep of the Gods As an action, the Ailu can send up to twelve willing creatures within 120 ft. into a deep and restful sleep. The sleep lasts for one hour, and restores all hit points, spell slots, and any other abilities that recharge on a long or short rest. This sleep also restores all hit die, and counts as a long rest for any other purpose. In addition, any sanity healing is doubled, and the creature gains resistance to sanity damage for the next 24 hours.

Ixian

Ixian are fire spirits. They appear wherever a fire is large and hot, normally in bushfires or in blessed forges. They dance in the flames, spurring them to greater temperatures before fading with the flame. Sometimes an Ixian will survive the death of its fire and go on a rampage, burning everything that they can find.

Daemons

Daemons are spirits descended from the chaos that existed before the gods. Some live there still, in cities of mind bending architecture. Others live in the material world, some disguised as people or animals, while others wander the world in their true forms, terrorising, or tricking people they encounter. Other daemons possess people or animals from their home in chaos, only able to enter the material world under specific circumstances.

Broadly speaking there are three types of daemons.

Autochthonic Daemons

Also known as native or natural daemons, these daemons reside and are bound to the material world rather than chaos, either having crossed over early during the creation of the world or been allowed to reside there by some power. Autochthonic daemons cannot be banished or sealed.

Invoked Daemons

These daemons are brought to the world by specific actions, normally done by humanoids or other sentient beings. These daemons reside in the world for a set time and can only exist there under certain circumstances. Their existence is sanctioned by the gods as they normally manifest as some sort of divine punishment.

True Daemons

True daemons are locked in the elemental chaos by the gods and can only enter the world through the power of those stupid enough to summon them. The only influence they have over the world is whispers in the minds of the truly desperate and hopeless, or the truly insane. True daemons have a hierarchy of power, from daemon lords to imps. Daemon lords each have a realm within the elemental chaos, from which they scheme against the gods and attempt to return to power.

True Names

True Daemons have a true name that grants the speaker a measure of control over the daemon to which it belongs.

Summoning Daemons

To summon a daemon, a mortal speaks an incantation to break through the wards placed by the gods. Each time this is done, it weakens those wards a little bit. Summoning a daemon requires a sacrifice of some kind, from animals to babies. The more power in the sacrifice, the more powerful a daemon that can be summoned. A summoned daemon is under no obligation to obey the summoner unless the summoner draws a magic circle and summons the daemon within it, only allowing the daemon to leave once it has sworn to obey a specific command on its true name. A daemon will always seek to misinterpret any commands it is given, revelling in the small amount of freedom it gains after killing the foolish mortal who summoned it.

The Court of Nineteen

"At any one time there are nineteen daemon lords."

This statement of course, is not true, as daemons would never have such a rigid structure. The council of nineteen still call themselves this false moniker. This council is composed of a number of daemon lords who, in theory, keep each other and the other daemons in check. In reality they scheme against each other and against the gods. The daemon lords routinely work together to kill each other and steal each other’s power and followers. When a daemon lord is killed its essence is split into chaos and takes some time to reform. When this happens the Daemon Lord will lose many followers and may not have the power to re-join the Court of Nineteen.

Daemon lords gain power from the number of daemons sworn into their service. Daemon lords also use their power to creature more daemons from chaos. This creation of new daemons is rare, usually only occurring en masse when a daemon lord and all their followers are slain in a combined effort by many daemon lords or the gods themselves attacking chaos. When a daemon is defeated within chaos its connection with its daemon lord is severed and it is free to swear allegiance to any other daemon. A daemon can only be destroyed when it is eaten, and its essence is absorbed into a more powerful daemon. Any daemon can choose to become a daemon lord and have daemons swear allegiance to it but any weaker daemons who become lords are swiftly killed and eaten by larger daemon lords.

The Speaker

The speaker is unique among daemon lords in that she has no followers and has never been killed by another daemon. She has acted as an impartial messenger between daemons, gods and many other divine or daemonic entities.

Wendigo

The wendigo is a daemon who can possess those who willingly eat the flesh of another sentient creature. The persons fingernails elongate into claws and teeth into fangs. They are consumed with a hunger for the flesh of the still living and can only be killed with fire.

Wounds caused by the wendigo’s claws do not heal through natural means, and if a creature is wounded by a wendigo and subsequently dies, they have a chance to return to life as a wendigo.

Over time, a wendigo's form will shift even further, eventually loosing all signs of humanity and becoming a gaunt, primal being of hunger.

Wendigo Blood Tattoo

You can eat sentient flesh to heal 2d6 hit points and gain an additional 1d6 temporary hit points. You can do this a number of times per long rest equal to your constitution modifier.

You do not invite the wendigo curse when doing this.

Subnote:

Blood Tattoos will be more detailed in upcoming releases and will be in the final work (See the last page).


Wendigo

Medium Undead/Fiend, Chaotic Evil


  • Armor Class 16
  • Hit Points 56
  • Speed 50 ft., 20 ft. climb

STR DEX CON INT WIS CHA
19 (+4) 20 (+5) 18 (+4) 13 (+1) 14 (+2) 7 (-2)

  • Skills Perception +5
  • Damage Vulnerabilities Fire
  • Damage Resistances Bludgeoning, Piercing and Slashing from non-magical or non-silvered weapons.
  • Condition Immunities Charmed
  • Senses passive Perception 15
  • Languages Understands whatever language it spoke in life but cannot speak
  • Challenge Challenge and Xp

Fear of Flames The wendigo must pass a DC 16 wisdom Save to approach within 30ft of an open flame. The wendigo has disadvantage on any attack against a creature holding a flame.

Whenever a wendigo takes fire damage, they must succeed on a DC 13 wisdom save or spend their next turn to withdraw and move away from the source the flame.

Unnatural Life Unless the wendigo is killed with fire, or the body burnt, the wendigo returns to life after 7 days.

Spreading Curse Any sentient creature killed by a wendigo has a 25% chance to return as a wendigo after 7 days.

Cursed Healing Hit dice cannot be used to heal hit point damage dealt by a wendigo. In addition, a long rest or magical healing only restore half as many hit points as normal when healing damage received from a wendigo.


Actions

Multiattack. The wendigo makes either two claw attacks or a bite attack.

Claw. Melee Attack: +8 to hit, 5 ft. reach, one target. Hit: 1d6+4 slashing damage. On a critical hit, the wendigo also grapples the target.

Bite. Melee Attack: +8 to hit, 5 ft. reach, one target grappled by the wendigo. Hit: 2d8+4 slashing damage and the target must succeed on a DC 14 constitution save or take an additional 3d6 necrotic damage, be poisoned for an hour, and be consumed with visions of eating human (or humanoid) flesh.

Persona

This daemon has a blank face and 4 malformed arms. It collects the faces of those it kills as a trophy, which it leaves hanging around its belt. The persona is completely immune to magic and can only be harmed by holy water, or weapons coated in holy water.

The persona can use the faces of those that it kills to mimic the persons appearance and mannerisms, though their face is oddly blank, and their eyes remain perfectly still at all times.

The persona attacks with vicious claws and magic that slows time around itself, causing attacks to miss and its enemies to become trapped in time.



Persona

Medium Fiend, Chaotic Evil


  • Armor Class 19
  • Hit Points 142
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 22 (+6) 14 (+2) 25 (+7) 19 (+4) 12 (+1)

  • Saving Throws Constitution +6, Wisdom +8
  • Skills Perception +8
  • Damage Vulnerabilities Weapons dipped in holy water or otherwise blessed with holy magic.
  • Damage Resistances Bludgeoning, Piercing, and Slashing Damage from silvered Weapons, Radiant
  • Damage Immunities Bludgeoning, Piercing, Slashing, Fire, Lightning, Poison, Necrotic, Force, Thunder, Acid
  • Condition Immunities Grappled, Restrained, Prone, Paralyzed, Poisoned, Charmed
  • Senses passive Perception 18
  • Languages Understands and speaks all Languages
  • Challenge Challenge and Xp

Near Magic Immunity The persona is immune to any magical effect that it does not want to be affected by aside from spell that deal radiant damage or spells of at least 8th level.

Magical Mimicry The persona can perfectly mimic the appearance, voice, and mannerisms. However, the persona's eyes remain blank and lifeless. Any creature can spot the eyes with a DC 15 perception check.

Actions

Multiattack. The Persona makes either three claw attacks or uses Chronomatic aberration and one claw attack.

Claw. Melee Attack: +10 to hit, 10 ft. reach, one target. Hit 1d12+6 Slashing or Necrotic damage. if the target of this attack is under the stunned effect of this spell, the target is frozen in time for 1d6 rounds, during which time it can take no actions, cannot be moved, effected or damaged in any way. No spell or effect other than wish can undo this effect.

Chronomantic Aberration. Two creatures within 60 ft. of the Persona must succeed on a DC 16 wisdom save or be effected as if my the slow spell until the end of their next turn. If the save is failed by 5 or more, they are instead stunned until the end of their next turn.

Kaedra

The kaedra is a forest dwelling daemon with a deer skull for a head and the body of a tall humanoid. Kaedra hunt those who have broken promises or murdered someone. Sometimes a kaedra will go mad and hunt all who enter its forest. This is usually in response to people not respecting the forest in some way.

Kaedra are fast, their long legs giving them immense speed. They fight with shadowy magic and brawn, able to overpower most who enter their domains.

Kaedra and dryads are fiercely opposed, despite sharing similar goals. A kaedra will hunt down the heart trees of any dryads in its forest and uproot them to kill the dryad. In response the dryads will attempt to kill any kaedra which enter a forest guarded by dryads.


Kaedra

Large Fiend, Chaotic Neutral or Chaotic Evil


  • Armor Class 19
  • Hit Points 284
  • Speed 50 ft.

STR DEX CON INT WIS CHA
24 (+7) 18 (+4) 19 (+4) 13 (+1) 15 (+2) 14 (+2)

  • Saving Throws Constitution +9 Wisdom +6
  • Skills perception +12
  • Damage Vulnerabilities Fire
  • Damage Resistances Magic, piercing, slashing, and bludgeoning from non-magical weapons
  • Damage Immunities Radiant, necrotic
  • Condition Immunities Prone, Paralyzed, Charmed
  • Senses Blindsight 120 ft. darkvision 240 ft. passive Perception 22
  • Languages Common, Elvish, Druidic
  • Challenge Challenge and Xp

Special

Forest Stride. The kaedra can move through plants and plant based difficult terrain without losing movement. The kaedra can enter a tree using 5 ft of movement then exit another tree within 30 ft of the original.

Daemonic Weakness. A kaedra takes double damage from silvered weapons.

Actions

Multiattack. The Kaedra can either use Call of the Wild, Thorny Growth, Casts darkness at 9th level with a radius of 240 ft. or makes 3 claw attacks.

Claw. Melee Attack: +12 to hit, 10 ft. reach, one target. Hit: 2d10+7 slashing damage

Call of the Wild. The Kaedra summons 1d6+3 wolves to aid it in battle. This ability can be used twice per day.

Thorn Growth (recharge 5-6). The Kaedra fills a 60 ft radius within 120 ft. with sharp thorns. This area is difficult terrain and any creature that moves through it takes 1d6 damage per 10 ft it moves. A creature can move at half speed (on top of the difficult terrain) through the area to avoid this damage.

Succubus / Incubus / Nonccubus

The succubus is a feminine daemon who feeds on lust and desire. Succubus can only enter the material world when summoned or through portals to chaos. They drain a creatures lifeforce through intimate contact, either just a kiss or through sexual contact.

The incubus is the masculine form of the succubus.

A nonccubus is a genderless daemon who feeds on lust and desire, in the same way as the succubus and incubus. A nonccubus can appear a little more feminine or masculine depending on the individual and the desires of the creature it wishes to drain the life of.

All love daemons have two forms, a true demonic form, and their illusionary form, which changes depending on the sexual preference of whoever sees them. If a creature has no preference for the type of love daemon (a gay man looking at a succubus or an asexual person looking at any of the love daemons) they see an ordinary (if beautiful) person.

Multibrausedrome

The multibrausendrome is an eight-armed mage daemon that disguises itself as a human by hiding its extra arms under its robes. It infiltrates universities and mage schools in search of knowledge and bright young minds to corrupt. It has many purposes to its search for followers, including, but not limited to, protection, willing subjects for experimentation, willing souls to use for sacrifice, and reproduction. The multibrausendrome sleeps with a human woman and impregnates her with a multibrausendrome child. The resulting childbirth is almost always fatal for the mother.

Multibrausendrome are excellent at mind controlling magics, using them to control its followers and ensure their loyalty.

A multibrausendrome learns the spells of those it charms.



Multibrausendrome

Medium Fiend, Lawful Evil


  • Armor Class 18
  • Hit Points 216
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 15 (+2) 26 (+8) 15 (+2) 13 (+1)

  • Saving Throws Intelligence +14, Dexterity +9, Wisdom +7
  • Skills Arcana +18, Perception +7, Stealth + 9, Acrobatics +9
  • Damage Vulnerabilities Silvered Weapons
  • Damage Resistances Fire, Cold, Necrotic, Bludgeoning, Slashing, Piercing
  • Damage Immunities Bludgeoning, Slashing, Piercing from non-magical weapons, psychic, radiant
  • Condition Immunities Stunned, Paralyzed, Charmed
  • Senses passive Perception 17, true sight 120 ft., dark vision 240 ft.
  • Languages can speak and understand all languages
  • Challenge Challenge and Xp

Special

Mind Blank The Multibrausendrome is immune to any mental damage or any effect that targets the mind or reads the mind.

Instinctive Enthrallment As a free action, any creature that the multibrausendrome wishes to enthral within 500 ft. must make a dc 15 wisdom save or be charmed by the multibrausendrome for 24 hours.

While charmed in this way the multibrausendrome can use a bonus action to read the surface thoughts of the creature learn one spell.

If the creature passes the save by 10 or more, they are aware the Multibrausendrome attempted to charm them. If the target is a spell caster, any spell that the target casts takes a spell slot of one higher level. Whenever they cast a spell the Multibrausendrome heals 10 hit points and regains one spell slot.

Spell Caster The multibrausendrome is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks).


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

Octoheros

The octoheros is to the multibrausendrome what a priest is to the mage. They feed off holy magic and infiltrate churches and temples to corrupt young priests for exactly the same foul purposes that the multibrausendrome infiltrates places of arcane learning.

An octoheros learns any divine secrets that those it charms knows.

Special Mind Blank The octoheros is immune to any mental damage or any effect that targets the mind or reads the mind. Instinctive Enthrallment As a free action, any creature that the octoheros wishes to enthral within 500 ft. must make a difficulty 16 Mental Save or be enthralled for 24 hours. While enthralled in this way the octoheros can use a bonus action to read the surface thoughts of the creature and absorb one secret from the target. This is a free action. If the creature passes the save by 10 or more, they are aware the octoheros attempted to charm them. If the target is a spell caster, any spell they cast for the next week has its cost increased by 1. Whenever they cast a spell the octoheros heals 1d6 defence or 1d3 intelligence points spent on its own spellcasting.

Mystradecae

Mystradecae are daemons with batlike wings and clawed arms instead of legs. They hunt in packs and can stun people with a vicious scream. If given the chance they will pick up their enemies and drop them off cliffs.

Keres

A keres is a daemon who is summoned when a person meets an unusually violent or cruel end. The daemon haunts the area where the person died, trapping their spirit there until the daemon is slain. The body of a soul trapped by a Keres is raised as Keres Raised Body.

The actual daemon takes the form of a ball of red energy that hides itself near the site of the persons death.

The trapped soul has the persons face attacked to a swirling mass of darkness. It stays near the reanimated body, sometimes hiding inside the corpse.

Hook Daemon

These daemons are used as soldiers by more powerful evil daemons when they have a chance to invade the material world. They are tough and fast, with bladed hooks instead of arms as well as a barbed tail. The bladed hooks are able to cut through most armour, and the hook daemons own body is well protected with stone like skin.

Array

This daemon is a circular mass of arms and legs around a crystal centre, it possesses the unique ability to generate portals to chaos, as well as see everything around it. Arrays are used by those who wish to bring daemons into the material world.

Time Eater

This daemon is tall and wears a dark cloak. It eats time, making its enemies age fast and using the time taken against them.

Imp

These true daemons are small, about the height of a small cat or large bird. They are brightly coloured and have batlike wings. They are cowardly and rebellious and are used by other daemons as servants and scouts. They can throw fire, ice, or lightning, depending on their type, or attack with claws or bites. Their bites are venomous.

Imps can use magic to make themselves look like small animals, though they always have glowing eyes that reveal their true nature.

Flame Imp

Ice Imp

Shadow Imp

Lesser Daemon

The lowest true daemons aside from imps, lesser daemons are varied and numerous, fulfilling many different functions in the realms of the daemon lords, from basic soldiers, to entertainers.

Daemon Foot Soldier

Daemon Pyrophile

Daemon Trapper

Daemon Flagbearer

Tsuchigumo

Tsuchigumo are shapeshifting spider daemons who inhabit forests and mountains. They take great delight in fooling travellers into revealing their secrets before devouring them and stealing their faces. The true form of a Tsuchigumo is a massive spider, as tall as a human and twice as big as a large horse. They have a spider face and a human face, which swap constantly. The Tsuchigumo can also take the form of anyone they have killed, mimicking their voice and mannerisms, before contorting to show how they died. A Tsuchigumo cannot be harmed by anything except magic and steel, even silver weapons glancing harmlessly off it. A line of salt around a campfire at night or along the windowsills or across the door will prevent it from harming you while you sleep.

Aeterumbras

This daemon takes the form of a dark armoured woman with black hair. She uses powerful shadow magic and can stun an enemy and made a shadow clone to attack them.

Oni

These ogre-like daemons have bright red skin, at least one horn and wield large iron clubs.

Millioculus

This woman shaped daemon wears a mask that looks human enough. However, when she takes her mask off, she reveals a thousand eyes that blink and gaze around individually. These eyes drive her prey to madness and allow her to control the minds of those who gaze upon her thousand eyes.

Bloodgetter

This daemon has a humanoid body and a strange head with 6 eyes and a large proboscis. The blood that the bloodgetter gathers through this proboscis goes into a fleshy tube through its head and into a large sack on its back. No one knows what it uses the blood for.

Blade Master

This daemon has four arms and four swords, which it uses with deadly speed.

Anubite

Anubite are jackal headed daemons who roam the deserts in search of people to kill. They can jump extraordinary distances to close in on their prey. Anubites are vicious and will hunt anything that strays into their territory. Jackals act as scouts for the anubites in return for a share of flesh once the slaughter is finished.

Legend states that the anubite were formed when a jackal headed god was slain in in the desert by a jealous sister. The blood dripped into the sands and the anubites rose from the spilled blood. Anubite Blood Tattoo You gain +5 jump.

Kishi

Two faced daemon. A kishi has an attractive human man's face on the front of its body and a hyena's face on the back. Kishi are said to use their human face, as well as smooth talk and other charms to attract young men and women, who they then eat with the hyena face. The hyena face is said to have long sharp teeth and jaws so strong they cannot be pulled off anything it bites. Kishi Blood Tattoo You gain +2 on all charisma skills.

Bell Ringer

This daemon, with 8 arms and 10 legs, rings the bells to herald the arrival of powerful daemons, or to urge other daemons on in battle.

Nicharvon

Nicharvon are spiderlike daemons that infest humanoid creatures, replacing their mouths, lower jaws, throat, and vocal chords with the daemons body. They then control the humanoid, forcing them to lure more victims for the daemon to impregnate with eggs. The victim is left alive and the wound is often not noticed, and they enjoy a week of freedom before the egg migrates to the throat and hatches, eager to continue its parents work in a new location.

Salaif

The salaif is a shadow daemon who takes the form of a pretty girl with dark skin, glowing white eyes, and long black hair. It lures people into shadows and then reveals a maw of sharp teeth before eating them.

Special Unnatural Beauty A creature that is sexually attracted to women has disadvantage on any attack rolls against the Salaif unless she has attacked them.

Kelpie

Kelpie are shape shifting water daemons who can appear as either horses or humans. They take people into the water to eat and throw their entrails to the bank. To protect yourself against a kelpie attack you must wear a crown made of seaweed and walk slowly, this will trick a kelpie into thinking you are also a kelpie.

Bakeneko

The bakeneko are shapeshifting cat daemons who live in cities. They protect children who become lost. They will not harm anyone unless that person is attempting to harm a child.

Dream Daemon

This daemon takes the shape of whatever the dreamer fears the most. It feeds on fear and pain and any injuries it deals in the Field of Dreams is carried over into the real world.

Special Shapeshifter Any creature that sees the dream daemon instead sees whatever it fears most in the world. If multiple creatures can see it, they each must make a difficulty 15 Mental Save and the dream daemon takes the form of the creature with the lowest save. Any creature that fails the save is frightened of the dream daemon. Mar the Fearful Any creature that is frighten of the dream daemon takes an additional 3d8 damage.

Chaneque

Daemons that take the form of children with the faces of old people in order to scare people to death.

Tsirisison

The Tsirison is a daemon with the head and claws of a praying mantis. It can change the colour of its skin and uses that to camouflage itself in order to ambush its prey.

Bayaif

The bayaif appears to be a young girl with strangely blank eyes. She will pretend to need help before turning into a swarm of carnivorous butterflies and attempting to kill anyone she can. Any young girls she finds will be reborn as Bayaif, to continue the spread of death.

Faceless Hunter

The faceless hunter is a weaker daemon who appears in a humanoid guise but with a blank, masklike face. It carries a bow and stalks its prey from afar.

Jorōgumo

Another spiderlike daemon, spawn of Nyrha. It takes the form of a beautiful woman, dwells in the ponds under waterfalls, and if it cannot convince her prey into the water through her beauty, she will drag them in with a sticky web.

Kyoira

This daemon possesses the bodies of humanoid creatures who kill themselves and takes revenge on anyone who wronged the person in life. It contorts the body into a monstrous spider-like shape which can climb on walls and fit through any gap. Once the daemon has taken its revenge it will take the body and soul back to chaos.

Special Daemonic Form A Kyoira is immune to normal weapons and necrotic damage, and strong against steel weapons, elemental and magic. Its speed cannot be reduced by any means. Eternal Revenge A Kyoira that is destroyed before it has killed its targets returns to life the next midnight. It can only permanently be killed if its targets feel true remorse for their actions.

Attacks The Kyoira makes a horrific charge or uses insane flurry. Horrific Charge +10 to hit, 10 ft reach, 3d8+6 damage on a hit. When charging, the Kyoira can move up to double its movement speed. Any creature that sees the Kyoira use this ability for the first time must make a difficulty 18 mental save or take 1d8 sanity damage. If the target is killed with this attack all creatures who see it have disadvantage on this save. Insane Flurry The Kyoira makes one attack against every creature within 10 ft. of it. +10 to hit, 10 ft. reach, 1d8+6 damage. If the Kyoira hits at least 4 creatures with this ability each target must make a difficulty 18 mental save or take 1d4 sanity damage.

Elementals

Elementals are daemons linked with a specific element. There are hundreds of types of elementals. To create a new elemental, use the stats presented here and adjust the spells and damage immunities to make something that makes sense.

Common Elementals: Fire Water Earth Stone Air Lava Mud Lightning Arcane Steam Plant Metal Ice Snow

Monsters

Siren

The siren appear as beautiful women from a distance, luring sailors to them with their songs and bodies. When the unlucky admirer comes closer the siren’s true form is revealed, as octopus like tentacles erupt from the sirens back and the sirens face opens up to reveal a horrific maw filled with teeth. Their siren’s prey is either torn apart and devoured or taken below the waves to drown. Sometimes a siren will take a male as an unwilling mate, raping him in order to reproduce.

Siren are children of Nyrha, born from the depths of the ocean above her eternal prison.

Special Alluring Song Any who hears the song of the siren must make a difficulty 20 Mental Save at the start of their turn or use their turn to run towards the siren, taking no note of the terrain between them and the object of their passion. At the end of each turn they may repeat the save, ending the effect on a pass. Water Breathing The siren can breathe in both air and water.

Harpies

The first harpies were men and women cursed by the gods. They are hideous creatures, with dirty feathered wings and attack from the air to steal food and kill people. They also act as agents of punishment who abduct people and torture them on their way to the world of the dead. When a person suddenly disappears from the material world, it is often said that they have been carried off by the harpies.

Special Clumsy Flier If the harpy takes a wound it must succeed a difficulty 13 Avoidance Save or drop anything it is carrying and fall 60ft, taking half the usual fall damage.

Aeterloc

These jellyfish like creatures search the oceans for prey. The aerterloc’s preferred meal is the brain of intelligent creatures. Under the jellyfish head is a more humanoid body, with four arms and a fishlike tail.

Gorgon

Gorgons are women with snake hair and scaly skin, anyone who gazes upon a gorgon is turned to stone. Gorgons were some of the first daughters of the goddess Nyrha and when the other gods discovered this existence, they cursed them with their petrifying gaze. Gorgon Blood Tattoo You are immune to petrification.

Gorgonae

The half-blood offspring of a gorgon, the gorgonae are vicious beasts who use their snake hair and snake bodies to kill for no reason other than to kill. They lack the petrifying gaze of their mothers, and indeed lack eyes entirely, relying on echolocation to see. Unlike gorgons, gorgonae can be male or female, though they cannot reproduce themselves.

##Hydra Hydra are giant snake-like creatures with many heads. When their heads are removed, they grow back two in the decapitated heads place. Burning the wound with fire will stop the regrowth.

The hydra can breathe poisonous gas and even their blood burns the skin on contact. Hydra Blood Tattoo During a long rest you can heal any one wound without requiring a medicine test.

Heads A hydra begins its life with 5 heads. When a hydra takes a major or mortal wound, one of its heads is cut off. When the hydra uses its regeneration trait it can regrow two heads in the place of the one that was cut off, increasing its wound limit by 1.

If the wound that cuts off a head was fire damage, or an attack deals fire damage to the hydra before the head regrows, it cannot regrow the head.

A hydra can take as many actions outside of its turn as it has heads.

False Hydra

The false hydra is a strange being that exudes an area of forgetfulness while it sings. It lives underground and burrows towards populated settlements. Once there it burrows its head through a street and begins to sing. Any creature that can hear the false hydra singing has its mind turned against it. Its vision glides over the false hydra and it cannot remember seeing it. Eventually the false hydra eats someone, and that person is added to the false hydra’s memory wipe. People are forgotten, and the minds of those who knew them adjust memories to account for the disappearance. However, while the false hydra eats it is vulnerable, for it ceases to sing for the few minutes while it eats.

Eventually the false hydra grows additional heads, each increasing the range of its song. False Hydra Tattoo For one hour per day you can activate the false hydras memory blank ability.

Kraken

The kraken is an enormous sea creature with many barbed tentacles. It is large enough to destroy entire ships, plucking the crew out of the water to eat whole. Kraken Blood Tattoo You cannot be grappled.

Special Monstrous Form The Kraken is immune to damage from ordinary weapons, psychic damage, poison, paralysis, poisoned, stunned, restrained, confused and any instant death effect. It takes half damage from acid, fire, necrotic, holy, and lightning damage. Silver has no additional effect on a hydra.

Grootslang

The Grootslang is an enormous elephant snake that lives underground and protects precious minerals.

Manticore

The manticore is a monster with the body of a lion, the head of a human and a tail of a scorpion, which is lined with venomous spines which it can shoot as its prey.

Mohawk

The mohawk is a monstrous humanoid lizard with a crest of sharp bladed spines along its head and back, which cut into creatures that try to attack it. It stalks its prey through its marshy home and claws them apart to eat.

Special Defensive Spines Any creature that attacks the Mohawk in melee must make an Avoidance Save with a difficulty of 15 or take 2d6 piercing damage.

Attacks The Mohawk makes two rending claw attacks. Rending Claw +7 to hit, 5 ft reach, 1d6+4 damage. Any creature hit by this attack has their base armour class from armour, shield, or natural armour reduced by 1. A set of armour or shield which loses all bonus to its armour class to this ability is destroyed.

Dracaenae

Dracaenae are dragons with the upper bodies of giant women. They share the greed of their dragon ancestors and often work together to guard large hoards of wealth. Very rarely, dwarven or human kingdoms will hire them to protect treasure vaults. These agreements often end badly, for as soon as a Dracaenae believes itself to be strong enough to take the treasure themselves they will do so.

Lamprey

The lamprey is a horrifying creature that forms an unwilling symbiotic relationship with its unfortunate host. The actual creature resembles a three tailed leech approximately as thick as a human neck. The lamprey finds sleeping creatures to infest, attacking quickly and quietly, before attempting to remove the creatures head.

Once it has done so the lamprey attaches itself to the body and takes control. They body becomes stronger and mutated, often growing spines and natural armour. The lamprey will then stalk other creatures of the same type of its host body, seeking to capture them and infect them with lamprey eggs. These eggs burrow to the heart of the creature over the course of a week and then consume the creature from the inside out, hatching out as a fully-grown lamprey that then goes to search for a host. Making a Lamprey Host The host gains +4 strength, +2 dexterity, +4 ac, +2 DR and a claw attack that deals 1d8 damage.

Gamayun

Gamayun are birds with the heads of old women. They can see the future and will tell people fortunes in exchange for wine or spirits. Their fortune-tellings focus on death, strife, and love affairs. Gamayun Blood Tattoo Once per day you can reroll both dice of a 2d10 roll. You can decide to do this after seeing the roll but before the GM announces the result.

Special Fortune Knower Any creature that targets a Gamayun always has disadvantage on the attack, no matter how many sources of advantage they have. In addition, when a creature attacking a Gamayun rolls with disadvantage, they must roll 4 dice and take the lowest two.

Foretelling of Doom One creature within 60 ft. must make a difficulty 18 mental save or be cursed with bad luck. Whenever they roll a 10 on an attack roll or test, they must reroll it and use the new result. The curse ends if the new result is a 10 and the attempted action is a success.

Isonade

Giant fish monster. Rams boats with its massive bulk and eats the survivors.

Chaos Whale

These giant whales, with 6 flippers, 14 eyes and flames and chaotic energy trailing behind them, are remnants of the last daemon war. They are rare sights, usually flying high above the clouds. Occasionally they will come down to feed, leaving vast swarths of the country side burned and infested with the many daemons that crawl on their backs.

Swarm of Nyhra

When viewed from a distance, this swarm looks like a massive spider, but as it approaches it becomes clear that it is in fact formed from an enormous mass of centipedes that work together to create the spider-like form.

When the swarm attacks, the centipedes break off from the swarm, burrowing inside the victim to lay eggs beneath the target's skin. Thus, even if the swarm is defeated, it can reform when the newly hatched centipedes burrow from inside the affected creature a few days after the fight.


Swarm of Nyhra

Large Swarm, Chaotic Evil


  • Armor Class 15
  • Hit Points 160
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 14 (+2) 12 (+1) 16 (+3) 10 (+0)

  • Saving Throws Dexterity +8
  • Skills Stealth +8
  • Damage Vulnerabilities None
  • Damage Resistances BSP non magic, fire
  • Damage Immunities None
  • Condition Immunities Prone
  • Senses Passive perception 13
  • Languages None
  • Challenge Challenge and Xp

Actions

Multiattack. The swarm makes 3 bite attacks.

Bite. Melee Attack: +8 to hit, 10 ft. reach, one target. Hit: 2d8+4 piercing damage and the target must make a DC 16 constitution save or be infested by the swarm. An infested creature takes 1d8 poison damage at the start of each of its turns for 3 turns. At the end of the creatures turn, it can make another constitution save, if it passes two of these saves in a row, it is no longer infested. If the creature is still infested at the end of the three turns, it is badly infested. At midnight on the third night after being badly infested, the creature takes 12d8 damage as the centipedes crawl of out it, creating a new Swarm of Lolth.

Giant Spiders

Nyrha, the goddess who created most of the world’s monsters, greatly admired the shape of the spider, and as such there are many types of giant spiders in the world, from smaller spiders the size of large dogs to enormous monsters that can topple cities.

Giant Jumping Spider

These cute spiders are mostly harmless to humanoids, preferring to use their ability to leap to hunt goats and other animals in rocky terrain.

Giant Trapdoor Spider

These spiders build underground tunnels with a disguised trapdoor. They then wait beneath the ground for unlucky prey to move past before jumping out and dragging their victim underground.

Bone-eater Spider

These bone coloured spiders’ dwell in the deserts of the world, able to survive for years without food while waiting under the sand to ambush their prey.

Spider Matriarch

As giant spiders age they grow larger and larger and the biggest spiders are the matriarchs. These enormous creatures are crawling with their babies, and often lead large kingdoms of spiders.

Forest Weaver

Forest Weavers weave large webs between trees in order to trap their prey for easy eating. Some spiders can throw their webs, while others place their webs underground in the darkness, where they are harder to spot.

Cave Spider

Cave spiders are smaller spiders who live underground and can throw webs to immobilize their prey before they kill them.

Stlipflar

Stlipflar are eight armed giants with the lower body of a snake. It dwells in thick snow-covered forests where it hunts those who become lost in the snow. They are solitary, often fighting each other for territory. Once every hundred years they will search for a mate, the females often killing the males after they finish mating. They give birth to two children, one male, one female, who immediately leave their parent to fend for themselves. After a hundred years they are fully grown and can mate.

Coracos

Coracos are humanoid creatures with bird like beaks, three fingered, clawed hands, and goat like hooves. They hunt in packs of up to twenty coracos. They grab their prey with their claws before driving their beaks deep into the targets body. Once they have eaten the internal organs the coracos brood mother will lay a clutch of eggs in the body that eventually hatch into tiny coracos larvae. These larvae can fly and while many of them starve to death a few will manage to bring down a large enough creature to gorge themselves on enough to gather energy to make a cocoon and grow into a full sized coracos.

Nothric Striders

Nothric Striders are large bug-like creatures with eight legs that roam snowed forests in search of prey. They exude a cold mist that slow its prey so that the slow strider can catch up and consume its prey. They stun their prey with a mind-altering scream.

Ophiotaurus

A half-bull, half-snake. It eats people. The Ophiotaurus lives in mountains and rocky lands, where it can hide before charging out at people, its snake head grabbing at its foe if they are not trampled or gored by its horns.

Beast of the Hunt

The original beast of the hunt was once an elf, who hunted other elves for sport. He was cursed into a beast like form and exiled. His form is large, with long fur and a wolf like head. He and his kin still roam forests and plains at night, hunting humanoids. They grow stronger with the moon and are thought to be the progenitors of all lycanthropes.

Butterfly Swarm

These swarms of carnivorous butterflies eat dead bodies on battlefields, growing in number with every consumed corpse. When the swarm grows large enough it will begin to attack the living when it cannot find the dead.

Mimic

This monster takes many forms in order to attract prey to it. Some take the form of chests or doors, while others are large enough to mimic entire rooms or small buildings. The largest mimics can take the form of hills or small islands.

Other mimics can take the form of living creatures. A wounded woman crying for help. A small child sobbing in the darkness. A man being attacked by a wild beast. The only limit to the mimic’s form is the imagination of the beings that create them.

A mimics true form is a mass of writhing flesh covered in mouths. There are many other types of mimics however, such as mimic spiders, tentacle mimics, and many others.

Coin Mimic

Chest Mimic


Mimic Spider

Large Monstrosity, Neutral


  • Armor Class 17
  • Hit Points 48
  • Speed 40ft.

STR DEX CON INT WIS CHA
22 (+6) 20 (+5) 18 (+4) 8 (-1) 16 (+3) 3 (-3)

  • Condition Immunities Charmed
  • Senses passive Perception 16
  • Languages None

Suprise attack. The mimic spider always takes the first turn in combat. Creatures that can not be surprised can be surprised by a mimic spider. The mimic spider always goes first in the initiative order.

False Appearance. While the mimic spider remains curled up inside it's chest like body, it is indistinguishable from a normal chest.

Actions

Multiattack The mimic spider makes a web shot, a bite attack and two claw attacks.

Web shot. Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit on a hit the targets speed is reduced to half and all weapon attacks have advantage against them. To remove the web a creatures can take an action and make a str save with DC 15

Bite Attack. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 2d8+6 damage, the target must then make a DC 15 con save or take an additional 2d10 posion damage and be posioned for 1 minute.

Claw Attack. Melee Weapon Attack: +9 to hit, reach 15ft., one target. Hit 1d8+6 damage.

Room Mimic

Island Mimic

Spidren

Spiders with the faces or bodies of humans. They live underground or in forested mountains where they build enormous webs to ensnare their prey, including any travellers unfortunate enough to wander into their hunting grounds. Some spidren have embraced seafaring lives, ships with silk spun sails that trap other ships so the spidren can devour the crew.

As spirdren age they continue to grow in size, and they do not die of old age, leading to spidren the size of small mountains in rare occasions where they have plenty of prey.

Female spidren eat the males after mating.

Lesser Spidren - Spiders with the faces of humans, these dumb creatures are used by spidren as shock troops or cannon fodder. 80% of spidren that hatch are lesser spirdren.

Lesser Spidren

True Spidren

True Spidren have human forms above the waist, though they still have chitinous armour and spider like features. They cannot spit venom like the lesser spidren but can still deliver it with a bite. Spidren venom can paralyse a victim in high enough doses.

Spidren lay eggs, the young growing to full size over 6 years. Spidren make bows and other simple tools, though they prefer to steal rather than make it themselves. Spidren do not normally wear clothes or armour, though they do wear animal skins on their human half in cold climates.

Spidren Matriarch

The matriarch of a group of spidren is the oldest and biggest spidren in the group. She decides where the group goes and how the spoils are divided.

Some Spidren Matriarchs can cast magic, usually from the secret of spiders, though some learn shadows, death, blood or even witchery.

Spidren Empress

The biggest of the spidren matriarchs are known as empresses. These creatures can rule over thousands of spidren and can dwarf small fortresses and walk over walls in order to feast on the delicious people hiding inside.

Sphinx

Sphinx have the lower body of a lion and the head and torso of a human. They are fortune tellers and great lovers of riddles and secret knowledge. Some sphinx guard ancient ruins or lost libraries while universities or private collectors employ others to guards stores of knowledge or other valuable things.

Special Knower of Truth The Sphinx always knows when it hears a lie.

Stymphalian Birds

Stymphalian Birds are man-eating birds with beaks of bronze and sharp metallic feathers they launch at their victims. The metal from the stymphalian bird’s feathers can be used to make hard and light metal equipment.

Forest Walker

These creatures stand nearly 20 ft. tall, with strange formless bodies, legs that end in spikes and three legged hands with long reaching fingers.

The Forest Walker hunts by stabbing its prey with its legs before grabbing it with its hands to eat it whole.

Shryke

The shryke are a species of humanoid birds, cruel and jealous. They organise themselves into organised legions who live on the march, raiding and pillaging all they need. Shryke are also prolific slavers, capturing all they can to use as labour or as a meat shield during large fights.

Shryke Warrior

Shryke Slavemaster

Shryke Warbird

Shryke Roost Mother

Basilisk

The basilisk is a hideous giant serpent whose gaze can instantly kill. It also possesses potent venom and its hide cannot be pierced by most weapons. Gaze of Death At the start of the Basilisks turn it can choose one creature who can see it to make a difficulty 30 Resistance Save or instantly die. Basilisk Blood Tattoo Once per downtime you can spend a turn and force once creature who can see you to make a difficulty 20 Resistance Save or die.

Sea Serpent

Sea serpents are giant snakes that live in coastal cliffs or islands. They vary in size but even the smallest can eat a human in one bite. They hunt anything they can, but they have a special fondness for magic users because of their special ability to consume magic. Magic Reduction Sea serpents have magic reduction 10 and have advantage on saves against spells. Any damage absorbed by its magic reduction is added to its defence. Magic Eater When a sea serpent hits a being that can cast magic the attack also deals 2d6 damage to that beings casting ability score, as if they had cast a spell of that cost. The sea serpent heals a wound or regains 5 defence for ever point absorbed in this way.

Myrmidons

Myrmidons are warriors created from ants by the gods to fight in an ancient war. Those that survived still roam, searching for their ancient enemies.

Ahuizotl

The Ahuizotl is a doglike monster, with a hand on its tail, which grabs its victims to take them below the water to eat.

Voirin Beast

This massive white skinned monster hunts in the forests and jungles of the world. It has a head with a blank face lined with tentacles that detect movement in the air. If it finds prey it attacks with its 4 arms with razor sharp claws.

Beastfolk

Beastfolk are a collection of bestial people, often descendants of Vaelniv. Beastfolk are widely regarded as vicious and dangerous and are not allowed in most civilised settlements, with the exception of some Satyr and Centaur.

Centaur

The centaur are half horse, half elf who lived in the wilds. They are fierce and loyal to their own. Some centaurs are wise sages, reading the stars and watching over nature. Other centaurs are not as pleasant, raiding and pillaging across the plains, often raping people in the towns they attack. Sometimes children are born of this assault, marked by their centaur heritage by bestial blood (see special species).

Satyr

Satyr have the bodies of men and the legs and horns of goats. They brew the best wine in the world and have great knowledge of plant-based drugs and other mind altering effects. They are masterful musicians and dancers and their societies are constant parties. They have a close friendship with the elves.

Minotaur

The original minotaur was created as a gift to King Minos, who wanted a guardian for his labyrinth. However, the minotaur eventually escaped and impregnated a human woman, she in turn gave birth to another minotaur, which she abandoned in the forest, thus beginning the species of minotaur. All minotaur are born male.

Minotaur are strong and fast, able to gore people with his horns in a devastating charge. They also can use axes and shields to brutal effect. Minotaur sometimes find positions in society as guards or soldiers, though their temper makes them hard to control and they are often driven out when they inevitably kill someone they should not.

Lizardfolk

Lizardfolk are bipedal lizards who live in deserts or thick jungles They are the descendants of a servant race to the beings that lived in the world before even the elves. They still inhabit the buildings of their old masters, living in buildings several sizes too large for them. The lizard folk reveal their old masters as gods, praying for the day their gods return to cleanse the world of the newer races.

Serpent People

Serpent folk, or snake people, are beautiful humanoids with the lower bodies and fangs of snakes. They live solitary lives, using bows to hunt animals, or their beauty to lure people to eat.

Corvids

Corvids are bird people, with a distinctly crow like appearance. They cannot fly due to their malformed wings but can jump high in the air to claw at their enemies with their sharp clawed feet.

Corvid society is heavily based around dreams, with their rulers being those whose prophetic dreams set them apart from their kin. Corvids dream of a world where they can fly freely.

Corvids dwell in the ruins of ancient empires, preferring mountains and forested areas. They are fiercely territorial and share their namesakes love of shiny things, collecting coins and other metal items. Corvids are highly intelligent, but their alien minds are poorly suited to the hallmarks of human civilisation such as agriculture or writing. They are skilled oneiromancers and often see the future in their night time scryings.

Other corvids are skilled practitioners of magic, though they learn very differently to many of the other magic users of the world. Corvid magics draw upon the field of dreams for energy rather than the energies of chaos, and as such effect the minds and souls of their targets instead of effecting the material world.

When corvids do build dwellings, they construct strange stone buildings high in valleys, these buildings twist and turn with no clear structure.

Ghoringen

The ghoringen are a group of satyr like beings who are the result of a curse placed upon a kingdom of humans long ago. They roam in herds of up to 30 ghoringen and are led by Ushurghor, strange beings, with feathers, fur, elk antlers and three eyes. Also within these herds are Sovenghor, centaur like beings with the same goat-like appearance as the ghoringen.

Merfolk

Merfolk live in underwater towns and cities, where they fish and farm sea plants and live a mostly peaceful life. Occasionally love will blossom between merfolk and a surface dweller and the blessing of the merfolk can be invoked. The couple must make a choice, to either grant the surface dweller gills and a tail and join the merfolk, or for the merfolk to lose their gills and tail, growing legs to join the surface. Once made this decision cannot be reversed.

Some merfolk, often driven by a lack of resources or other disaster, will turn to piracy and attack ships to gain resources.

Yuan-ti

The Yuan-ti are a race of snake people that are the corupted children of the snake god Malinalxochitl. She gave them longer lifespans and immunity to disease and poison in exchange for eternal servitude. She rules the Yuan-ti through her emisaries, the foul Naga. The Yuan-ti cover the range between mostly human looking creatures to almost entirely perpentine beings who claim to be the most pure blooded of the Yuan-ti.


Yuan-ti Lancer

Meduim Humainoid, Chaotic Evil


  • Armor Class 16
  • Hit Points 24
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 12 (+1) 12 (+1) 16 (+3) 9 (-1)

  • Condition Immunities Poisoned
  • Damage Immunities Poison
  • Senses passive Perception 15
  • Languages Yuanect

Glaive Mastery When a hostile creature enters the Yuan-ti Lancers reach the Yuan-ti Lancer can use it's reaction to make melee attack against the creature.

Actions

Glaive Melee Weapon Attack: +6 to hit,reach 5ft., one target. Hit 8 (1d10+3)


Yuan-ti Stalker

Meduim Humainoid, Chaotic Evil


  • Armor Class 15
  • Hit Points 22
  • Speed 40ft.

STR DEX CON INT WIS CHA
8 (-2) 18 (+4) 14 (+2) 12 (+1) 16 (+3) 9 (-1)

  • Condition Immunities Poisoned
  • Damage Immunities Poison
  • Senses passive Perception 15
  • Languages Yuanect

Poison The Yuan-ti Stalker employes a wide range of poison to damage it's foe. Each time the Yuan-ti stalker hits a creature roll a d6 and apply the following effect to the target.

  1. Slow. The target must make a DC 14 constitution save or be affected as if by the slow spell for 1 minute.

  2. Paralysed. The target must make a DC 14 constitution save or be paralysed for 1 minute. It can attempt to repeat the save at the end of each of it's turns.

  3. Sleep. Roll 2d8. If the target has less hit points than the number rolled it falls asleep for 10 minutes or until it takes damage or is woken by another creature using it's action to wake the sleeping creature.

  4. Poisoned. The target must make a DC 14 constitution save or be poisoned until it completes a rest.

  5. Blinded. The target must make a DC 14 constitution save or be blinded until it completes a rest.

  6. Stunned. The target must make a DC 14 constitution save or be stunned for 1 minute. It can attempt to repeat the save at the end of each of it's turns.

Actions

Blowgun Ranged Weapon Attack: +7 to hit, range 20/60, one target. Hit 7 (1d4+4)

Dagger Melee Weapon Attack: +7 to hit,reach 5ft., one target. Hit 7 (1d4+4)

Many Races in One

The goringen are the most common of the beast races, they have cousins in the ungoringen, weaker, un-horned goringen. The goringen are led by sovengor, centaur-like beings that share the bestial heads of the goringen, though they have at least 4 horns. The last beings are the enigmatic ushorgor these beings lead the goringen spiritually, acting as druids and shamans for the herd.

Goringen (Gor)

The most common of the beast herds, the goringen are strong and quick. They have the legs of goats and cloven hooves. With the head of a goat and 2 or more horns they are a terrifying sight to behold. They wear some furs though are well adapted to colder environments without them. There is not much difference between males and female, though the females have noticeable mammary glands and slightly higher pitched voices.

The goringen use javelins and axes and have the ability to magically move through trees making them deadly ambush fighters.


Goringen Pathfinder

Medium Monstrosity, Chaotic Neutral


  • Armor Class 14
  • Hit Points 18
  • Speed 40ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 6 (-2) 16 (+3) 5 (-3)

  • Senses passive Perception 13
  • Languages Gorstoc

Tree Stride. As a bonus action the goringen pathfinder can enter a living tree that it can touch and emerge from another tree within 30ft of the original tree.

Expert Climber. The goringen pathfinder has advantage on climb checks in rocks or forest.

Actions

Javelin Ranged Weapon Attack: +5 to hit, range 30/60., one target. Hit 6 (1d6 + 3)

Hand Axe Melee Weapon Attack: +5 to hit, reach 5ft.., one target. Hit 4 (1d6 + 3)

Ungoringen (Ungor)

Smaller and weaker than the goringen the ungoringen lack the large horns and the impressiveness of the goat like heads of the goringen. The goringen treat the ungoringen as servants and slaves. In return they prove safety and food for the smaller beings.


Ungoringen Herdslave

Medium Monstrosity, Chaotic Neutral


  • Armor Class 11
  • Hit Points 6
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 6 (-2) 16 (+3) 5 (-3)

  • Senses passive Perception 13
  • Languages Gorstoc

Actions

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

Sovengor (Centigor)

Large centaur-like beings with the heads of goats, the sovengor lead the herds of goringer and ungoringer. They are strong and smart and can use some magics to support and heal their herds.

Masters of Nature

Sovengor are second only to the ushorgor in their mastery of druidic magic. Sovengor know the following spells and are 4th level casters, using wisdom as their casting ability.

Level 1

Beast Bond
Cure Wounds
Entangle

Level 2

Pass Without Trace




Sovengor Warleader

Large Monstrosity, Chaotic Neutral


  • Armor Class 18
  • Hit Points 39
  • Speed 50ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 14 (+2) 14 (+2) 18 (+4) 9 (-1)

  • Senses passive Perception 13
  • Languages Gorstoc

Tree Stride. As a bonus action the sovengor warleader can enter a living tree that it can touch and emerge from another tree within 30ft of the original tree.

Wrath of the Wilds. The sovengor warleader can cast entangle as a bonus action, using a spell slot as normal.

Ambush The sovengor uses it's action to tree stride up to 10 willing creatures a maximum of 300 ft. This ability can be used once per day.

Actions

Longbow Ranged Weapon Attack: +5 to hit, range 30/60., one target. Hit 6 (1d6 + 3)

Hand Axe Melee Weapon Attack: +5 to hit, reach 5ft.., one target. Hit 4 (1d6 + 3)

Ushorgor

The strangest looking creature of the herds the ushorgor has large elk antlers, is covered in green and brown fur and feathers, clawed feet and three eyes, one human, one birdlike and then last eye completely black. They are masters of druidic magic and can call forth beasts to aid the herd.


Ushorgor Woodmage

Medium Monstrosity, Chaotic Neutral


  • Armor Class 16
  • Hit Points 24
  • Speed 40ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+2) 12 (+1) 12 (+1) 16 (+3) 9 (-1)

  • Senses passive Perception 13
  • Languages Gorstoc

Enhanced Tree Stride. As a bonus action the ushorgor woodmage can enter a living tree that it can touch and emerge from another tree within 90ft of the original tree.

Actions

Summon the Herd. If the ushorgor woodmage is not concentrating on a spell then it casts conjure woodland beings. If not then cast a spell as normal. Cast a spell. Roll 2d4 and take the lowest dice, the lower of the dice is the spell slot that can be used, the ushorgor woodmage knows the following spells:

Level 1: Cure wounds, Entangle, Speak with Animals

Level 2: Locate Animals and Plants, Spike Growth, Misty Step

Level 3: Call Lightning, Meld into Stone, Plant Growth, Speak With Plants, Lightning Bolt

On a roll of a double 1 the ushorgor woodmage can't cast any more spells and can only cast Poison Spray until it completes a short rest.

Giantfolk

The giantfolk are a collection of gigantic humanoids.

Cyclopes

Cyclopes are one eyed giants who live on islands. They are known to eat sailors who wash up on their islands.

Cyclopes are the children of Tyrius, once serving as his bodyguards and armourers in the daemon war. However, one day long ago the eldest of the cyclopes betrayed the god and lead a daemonic incursion to where the nereid were being sheltered, where the daemons nearly wiped them out. In revenge for this betrayal the cyclopes who took part were killed and the rest were cast out from Tyrius’ service, cursed to be slow and stupid and live on small islands in the endless oceans of the world, never able to cross the waves without drowning due to Tyrius’ anger.

Gegenees

Gegenees are six armed giants who live on hills where they can throw stones at those who try to climb up to steal their animals.

Lion Headed Giant

Lion headed giants are fierce warriors who sell their services to the highest bidder. They are twice the height of humans and four times as strong. They favour axes in combat, though some of their number are specially trained in the use of enormous shields that they use to protect their allies. When there is need for range the lion headed giants use massive longbows, and though their aim is not incredible it is more than made up for by the size of the arrows.

True Giants

True giants are enormous beings, once ruling over the world, but their empire soon descended into anarchy and they were scattered across the lands, becoming violent brutes, often forced into serving as shock troops in daemonic or human armies.

There are rare giants who hold onto their heritage, often in fortresses on the tops of far off mountains. These giants carve the stories of their civilisation into the walls of their fortresses, creating artworks that put even the finest dwarven artistry to shame.

Trolls

Trolls are the dim-witted, smaller cousins of giants, often found in the wilds. There are many types of trolls, each adapted to their environment.

Mountain Troll

Mountain trolls live in mountains and are the largest and strongest of the trolls. They have stony skin and live mostly in old ruins, chasms, or high valleys. They hunt animals and people to eat and have been known to use crude tools and weapons.

River Troll

River trolls are green and slimy, covered in plants that grow on their skin that provides them with natural camouflage. They attack from surprise and used their poisoned claws to paralyse and kill their prey.

Cave Troll

Cave trolls live in caves and other places where they can hide from the sun, for the touch of sunlight will instantly turn a cave troll to stone. Cave trolls are often used by goblins as shock troops and can use simple weapons and armour if trained by their goblin masters.

Swamp Troll

Swamp trolls are short and squat, barely taller than humans. They are generally peaceful creatures, though they occasionally will take unguarded children to eat when other prey is scarce.

Bridge Troll

Bridge trolls lurk under ancient bridges and demand that passer-by’s pay a toll in order to cross, normally in food or coin. It is unknown why they do this, though there are many theories.

Magical Beasts

Grindylow

Underwater monsters that drown their victims and eat them. They attack in large swarms, overwhelming much larger creatures with numbers.

Vicious Eye-Snatcher

This small creature attaches to the face of humanoid creatures and attempts to tear out their eyes in order to lay eggs in the eyehole.

Special Spider Climb The eye-snatcher can climb perfectly up walls and on roofs.

Attacks An eye-snatcher can either attach or eye gouge. Attach +8 to hit, 5 ft. reach, 1d8+4 damage If this attack hits, the eye snatcher grapples the target. It has advantage on any test to maintain the grapple and uses dexterity for grapple tests. A creature grappled by the eye-snatcher is blinded. Eye Gouge Can only target a creature that it is attached to. +8 to hit, 2d8+4 damage If this attack causes a wound the target loses an eye. On the next turn the eye snatcher spends its turn laying eggs in the hole. The target must make a difficulty 10 Resistance Save every day for the next week or larvae burrow into the brain, causing instant death.

Gryphon

The gryphon is a majestic beast, with the body of a lion and the head and wings of an eagle. It is fierce and territorial, though there are a few tales of brave people learning to tame and ride them, mostly among the elves.

Roc

Enormous birds that eat whales and elephants. Eating the heart of a roc grants the eater great strength and power, at the risk of instant death. A roc lays one egg every hundred years.

Great Wolves

There are many great wolves across the lands, some are children of gods while others are merely giant monsters.

Amphithere

Amphithere are winged snakes. Their venom induces vivid hallucinations and can drive people mad.

Hippogriff

A hippogriff has the body of a horse and the head and wings of an eagle. They are cousins of the gryphon and share a similar temperament. They can be tamed, but only by those who are either very brave or very stupid, as the animal has the tendency of bucking its rider off mid-flight.

Pterippi

Pterippi are winged horses. They can be tamed and are often used as mounts by mortals. The valkyr also ride on pterippi.

Hippocampus

The hippocampus is half horse, half fish, gifted to special mortals by Tyrius. It acts as a mount or a scout, able to speak with the chosen of the god of the sea.

Man-eating Horse.

A horse that eats men. These horses are almost indistinguishable from normal horses until their prey, any humanoid, approaches, at which point their bare their pointed teeth and attack.

Unicorn

Unicorns are pure white horses with a long silver horn on their forehead. They are aggressive towards any being besides a virgin girl or woman. Such a person can approach a unicorn and a unicorn will even heal them if required. Anyone else who tries to approach will be gored by the unicorn’s horn.

Anyone who slays a unicorn is cursed with a terrible curse, they lose the ability to sleep and takes 1d6 sanity damage and 1d4 points of corruption every day. Unicorn Healing A unicorn can heal one wound per day, as well as completely restore someone's defence. Being around a unicorn restores 5 sanity and one maximum sanity once per day. Unicorn Blood Tattoo You gain resistance to sanity damage and regain 1 protection per round while in combat.

Hellhound

Hellhounds are multi headed dogs. There are many types, from two headed dogs that live in the material world, to the three headed dog that guards the gates of the underworld.

Phoenix

This bird, made of pure flame is a messenger of the gods, earning the trust of one grants you powerful magic and use of its healing tears. When a phoenix dies it is reborn the next day from its ashes.

Adarna

Adarna are birds with healing powers, their cry can either put people to sleep or turn them to stone.

Giant Turtles

These gentle giants can grow large enough to have entire islands on their backs, though living on them may prove risky when it comes to mating season. Giant turtles have a point on the back of their shell where one can meditate and speak with the memories of others who have done the same. This meditation is an important part of many island cultures across the world and as such, the giant turtle is a sacred animal to those cultures.

Strix

Strix are flesh eating owls. They are born from the graves of people killed for crimes they did not commit. They are weak by themselves but can reproduce quickly if they can feed on small children or the elderly.

Magical Plants

Treeant

Treeants are enormous trees granted sentience by magic. They act as shepherds of forests and woods, carefully tending to their charges. They often work alongside dryads in defending their homes.

Ychnweed

Ychnweed is a mossy weed that grows in rivers and dams. When eaten it allows the eater to breath underwater for an hour.

Gibbet Tree

This tree has many vines that grab any creature that comes too close by the neck. It then hangs the bodies to drain them of their nutrients.

Legend says that these trees grow from the seeds of the world tree that was destroyed in the daemon war and were infected with daemonic energies.

Corpse Flower

These white flowers exude a sweet aroma that draws creatures to it and then puts them to sleep. Most creatures never wake up, and their bodies provide nutrients for the plant.

Sweet Aroma

A creature that approaches within 30 ft. of a corpse flower must succeed a DC 15 wisdom save or fall into a deep sleep unless they are holding their breath. At the end of each long rest, or when the creature takes damage, it may repeat the save, ending the effect on a success. On a failed save at the end of a long rest, the creature takes 2d8 necrotic damage and their maximum hit points are reduced by the amount of damage taken.

Arcaenthum

This apple like fruit is able to restore magical energy. Each fruit will restore 1d3 spell levels worth of spell slots when eaten.

Faelrust

These plants bloom once per month, on the full moon. They can be crushed and distilled into a liquid that can be used to coat a steel weapon to make it magical and able to harm any creature.

Shard of the World Tree

These saplings are grown from the seeds of the world tree. They are deeply magical, with the sap, flowers and wood all having magical properties.

Undead

Undead are the most common evil that most people will face, their forms are varied and diverse. Most undead are either bodies raised from the dead, or souls that have refused, or are unable, to pass on. Undead are often created by daemons or mages as servants or weapons.

Undead fall into a number of categories. Sentient or mindless. Corporeal or incorporeal.

Draugar

Draugar are the reanimated remains of ancient warriors. They retain their skill on combat, augmented by their undead nature. Some draugar, the remains of war mages or priests, even retain their grasp on magic, becoming fearsome foes. Draugar are most often created by a necromancer who finds the ancient tombs of men, but they can also be created by daemons or other wild magics.

Zombies

Zombies are undead that can pass on their condition with a bite. A zombie infection can rapidly grow in size if not kept in check. Individual zombies are weak and slow, though hard to kill. The real danger of zombies are their numbers.

Horde Tactics

A zombie does not suffer any penalty from attacking another creature grappled by a zombie and gains advantage against a creature grappled by a zombie

Bite If this attack causes a wound, the target must succeed on a difficulty 15 Resistance Save or be infected with the zombie plague for one minute. An infected creature must make a difficulty 15 Resistance Save at the end of each of their turns, taking a minor wound on a failure. If the creature critically succeeds this save the zombie plague ends.

A creature killed while under this effect immediately rises as a zombie.

Bloated Zombie

Some zombies manage to eat so much flesh that they grow in size, their flesh bloating as it rots. These zombies are tougher and slower than their normal sized counterparts.

A zombie with this optional effect explodes 1 round after it dies. Every creature within 15 ft of its body must make a difficulty 15 Avoidance Save or take 3d8 acid/poison damage. A creature takes half damage on a success. A zombie automatically instead takes no damage on a successful save.

Ghouls

Ghouls are semi-intelligent undead who seek bodies to eat. They are crafty and quick, able to paralyse their targets with their poisoned claws.

Rusalki

The spirits of those who drowned themselves to escape unhappy relationships, marriages, or other things. They entice people into the water to drown them.

Drowning One creature within 300 ft must succeed at a difficulty 15 Mental Save or believe that they are drowning for 1 minute. They must hold their breath and are slowed.

If the creature runs out of air it is knocked unconscious for an hour or until woken by a creature using its main action to move up to its movement speed and wake it.

At the end of each turn the creature can attempt the save again at disadvantage, ending the effect on a success.

Skeletons

Skeletons are either undead that have had their flesh rot away or were animated once the flesh was already gone. They are hard to damage with most weapons, only bludgeoning weapons being fully effective. Skeletons can be armed and armoured with a variety of equipment.

Garum Skeleton

These skeletons are between 9 and 10 ft tall and have an extra set of arms.

Fate Eater

This long necked, three headed, hag, thing eats people. Fate Eaters are born when mages die alone in the dark or in the cold, their magic forcing their soul into consuming itself in order for the magic to survive.

Vampyr

Vampyr are beings who, through magical means or otherwise, have gained immortality. However, this act comes at a cost. A vampyr will die if it cannot drink the blood of sentient creatures. There are many types of vampires.

Vampiric Forbiddance

No vampire can enter a dwelling without the permission of those who live there.

Sunlight Weakness

Some vampires are weak in sunlight. The first turn they are exposed to direct sunlight they are stunned. Afterwards they have disadvantage on attack rolls and perception tests to see.

Sunlight Destruction

Other vampires are even weaker to sunlight. Each round they start in direct sunlight they take 2d6 damage that cannot be resisted. They also cannot heal during that round.

Mirror

Vampires cannot be seen in mirrors.

Holy Symbols and Garlic

Vampires cannot approach within 30ft of an area laced with garlic or a holy symbol. A vampire takes an extra 3d8 damage when struck with a holy symbol.

Vampyr Lord

The oldest vampyrs, able to raise the victims of their bite as undead servants. As these vampyr get older they lose their supernatural beauty and become withered husks. Cursed Vampyr These vampyr are born when the transformation to a lich fails.

Player Vampyr

A player who becomes a Vampyr by failing to become a lich gains the following abilities and changes. Vampiric Forbiddance Sunlight Weakness Sunlight Destruction Mirror Invisibility Holy Symbols and Garlic

A vampyr increases their strength and dexterity by 4 each. A vampyr reduces their constitution by 4 and their intelligence, wisdom, and charisma by 2 each.

A vampyr must drink the blood of a humanoid creature once a week or decrease their wound limit by 1 for each week they have not fed. A vampyr gains a bite attack that uses strength or dexterity and deals 2d8 damage.

A vampyr can only die from the following effects:

  • Sunlight
  • Starvation (of blood)
  • A silver stake driven through the heart

A vampyr regains 2d8 defence at the start of its turn. If an 8 is rolled on either of the dice, it can instead heal one wound, starting with the least serious.

Lamia

A feminine vampyr who charms people in order to kill them and drain their blood.

Lamian

The masculine version of a Lamia.

Mormolyceae

A vampyr who preys on children.

Botchling

A botchling is the soul of an unnamed baby that dies after being born. It will haunt the location where it died until it is given a name or destroyed.

Will-o-wisp

A will-o-wisp is a soul that died in a marsh. It tries to lure others to the same fate by appearing as a lantern light that hovers over the bog.

Enchanting Light

When a sentient creature sees the will-o-wisps light for the first time it must make a difficulty 13 Mental Save or be fascinated by it. On each turn they must move towards the light while fascinated in this way. Another creature can use a turn to shake the affected creature from its fascination.

Drowned Men

Undead who drowned at sea, they roam the ocean floor, grabbing at any foolish enough to swim down into the depths.

Lich

A lich is an intelligent undead who has performed a ritual to bind their soul in an object to live forever. The object must feed on souls in order to sustain the lich.

Chained Undead Giant

In ages past, the bodies of giants were used to create powerful undead servants. However as the necromantic magic faded, they became impossible to control and were often chained up, so they do not cause havoc.

Failed Birth of An Elder God

This unique undead is the remnants of an Elder God who died as it was born. As Elder Gods cannot die it was left in a half-alive state. It is sleeping eternally, though still poses an immense threat to anyone who comes across it.

Ghosts and Wraiths

When a person dies, their soul remains in their body for a week before passing into the land of the dead. Sometimes a soul will not pass on, either because they chose not to, or because some force forces them to remain. When a soul choses to remain, or remains by accident, they are known as a ghost. When it is forced to remain, it is called a wraith, though there is not much difference between the two.

Lost Soul

The weakest of ghosts are those who have either forgotten why they remained, or never knew to begin with. Sometimes children will choose to become ghosts without realizing the consequences.

Vengeful Soul

Other souls remain in order to seek revenge on someone who wronged them in life, or in death. Many cultures across the world have specific funeral rites that when not followed correctly can lead to an angry ghost seeking revenge against those who buried them incorrectly.

Malignant Soul

Some souls remain just to inflict misery and horror upon the world. These souls can be those of the evil or mad, or souls cursed to live on in this state. Soul Tear +x to hit, 1d6 damage. If this damage would cause a wound, the target falls unconscious and their wound limit is reduced to by 1. A creature made unconscious by this effect wakes once it regains defence. An unconscious creature cannot have their wound limit reduced again. Malignant Scream All creatures within 30 ft must make a difficulty 15 Mental Save or take 2d6 psychic damage. If this damage reduces a creature’s defence to 0 then they fall unconscious and their wound limit is reduced by 1.

Soul Amalgam

When a great number of people die in one place in a short amount of time their souls can become fused together from the trauma. These masses of soul energy are highly dangerous and seek to add to their numbers by absorbing the souls of the people they kill.

Banshee

A banshee is a spirit who is bound to a daemon who grants it the ability to kill with a scream.

Hag

A hag is a witch who dies while their soul is sworn to a daemon. They remain alive and in service to the daemon until the debt is paid off.

Stitched Mass

The result of an attempt to make a new form of undead, the stitched mass is a number of bodies stitched together before reanimation. Stitched Mass

Blade Skeleton

These ancient giant skeletons have sharpened their arms into long swords, which they use to kill their enemies.

Bone Spiders

Bone spiders are horrific undead that take the shape of spiders made of bones. They can form when undead bodies are left together without being burnt.



Bone Spider Matriarch

Large Undead, Neutral Evil


  • Armor Class 18
  • Hit Points 150
  • Speed 30ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 18 (+4) 12 (+1) 18 (+4) 7 (-2)

  • Condition Immunities Charmed, Prone, Exhaustion, Deafened, Unconscious
  • Senses passive Perception 18
  • Languages None

Bulky The Bone Spider Matriarch ignores difficult terrain and deals 3d10 damage to terrain she walks through.

Feeds on Undeath Any necrotic damage dealt to the Bone Spider Matriarch instead heals it. In addition any undead that dies within 30 feet of the Bone Spider Matriarch heals the Bone Spider Matriarch for 2d8 hit points.

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

Actions

Multiattack The Bone Spider Matriarch makes 3 attacks, one bite, two leg attacks

Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 18 (3d8 + 6 )

Leg attack. Melee Weapon Attack: +10 to hit, reach 15ft., one target. Hit 13 (2d6 + 6)

Legendary Actions

Vomit Spiders The Bone Spider Matriarch summons 1d6 white spider swarms. These are places adjacent to her. If there is a creature in this space the white spider swarms may make an attack against them with advantage. This can only be used once every 2 rounds.

Charge The Bone Spider Matriarch moves up to 30ft in a straight line. Any enemy creature that comes into contact with the Bone Spider Matriarch during this move must make a DC 16 dexterity saving throw or take 4d8 + 6 bludgeoning damage, be pushed 15 feet away from the Bone Spider Matriarch and knocked prone. on a successful save they take half the damage an it is not knocked prone. This can only be used once every 2 rounds.

Bite The Bone Spider Matriarch makes a bite attack.

Move The Bone Spider Matriarch moves up to 30ft without provoking attacks of opportunity.

Ahaebas Hag

An Ahaebas Hag has a tiny body and an enormous head, decorated with the heads of the children she devours. She can climb walls and squeeze through any gap, no matter how small. She sneaks into children’s rooms and eats their body, keeping their head alive through magic, but not allowing them to make any sound. Once she has finished her meal, she attaches the still living head to her hair, where it resides, forced to watch as the hag devours more children.

When threatened, she can use the heads as a defensive mechanism, allowing them to scream in pain and terror in order to frighten and confuse her attacker.



Ahaebas Hag

Medium Undead, Neutral Evil


  • Armor Class 16
  • Hit Points 82
  • Speed 40 ft., 30 ft. climb

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 17 (+3) 15 (+2) 18 (+4) 8 (-1)

  • Saving Throws Dexterity +8, Charisma +2
  • Skills Acrobatics +11, Stealth +8, Perception +7
  • Damage Vulnerabilities Fire
  • Damage Resistances Poison, Necrotic, Bludgeoning, Piercing and Slashing
  • Damage Immunities Bludgeoning, Piercing and Slashing from non-magical weapons
  • Condition Immunities Grappled, Restrained, Prone
  • Senses Dark vision 120 ft., passive Perception 23
  • Languages Understands any language that any of its heads know.
  • Challenge Challenge 8 (3,900 XP)

Enlarge The Ahaebas hag can cast enlarge on itself at will as a bonus action.

Head Collection The Ahaebas Hag can see through the eyes of any head in its collection, granting it advantage on all perception checks involving sight and it can see in all directions. In addition, any creature that's head is in the collection cannot be brought back to life by any means unless the Ahaebas hag is destroyed.

Actions

Multiattack. The Ahaebas Hag makes two slashing claw attacks and then uses horrific scream if available. Instead of its two slashing claw attacks, it can instead use Evil Eye.

Slashing Claw. Melee Attack: +8 to hit, 5 ft. reach, one target. Hit 2d8+5 slashing damage. If this damage reduces a target to 0 hit points, the targets head is removed and added to the Ahaebas Hag's collection.

Evil Eye. One creature of the Ahaebas Hag's choice within 60 ft. that can see the hag must succeed on a DC 15 wisdom save or become cursed until the end of the Ahaebas Hag's next turn. While cursed, the creature has disadvantage on all attacks and all attacks have advantage against it. In addition, its movement speed is halved.

Horrific Scream (Recharge 5 or 6). The Ahaebas Hag allows its head collection to scream. Every creature within 60ft. of the Ahaebas Hag must succeed on a DC 15 wisdom save or take 6d6 psychic damage and be stunned until the end of their next turn. On a successful save the targets take half damage and are not stunned.

Sanity

If you are using my sanity system, the Ahaebas Hag's Horrific Scream Ability also deals 1d6 sanity damage on a failed save.

Blood Skeleton

These skeletons are infused with fresh blood every month in order to boost their strength.

Bone Mantis

These creatures live in swamps and bogs and are formed from a collection of bone which the creature gathers from bodies it finds or from the bodies of those it kills. They wait under the water until a creature passes by before jumping out in a vicious surprise attack.

Squirmhound

Necromancers create these undead hounds to capture their foes. Their heads are split open to create a large mouth, and their entrails are exposed to act as grasping tendrils to further ensnare foes.

Deep Ghoul

These undead are the remnants of those who die deep underground. They roam the caves in which they died, seeking the flesh of the living. They are blind but use hearing to find their prey. They are deathly afraid of fire.

Undying

Undying are a subset of undead, though they have a number of differences. Undying are granted a long life, either in physical or incorporeal form by gods or spirits. They are often a beacons of holy light and goodness and are the anathema of normal undead.

Moon Saint

Moon saints are moon elves blessed by Kalma. They do not age, and eventually fade away, becoming wraith like apparitions of her will. They protect their people with their powerful magics and weapons imbued with the power of the moon.

Honourbound

Honourbound are beings whose duties or sworn promises keep them anchored to the world of the living past their natural deaths. They remain in the world until their duty is complete.

Lycanthropes

Lycanthropes are beings infected by the curse of the moon. During full moon they turn into a wild animal. Some beings can learn to control the transformation, able to harness their curse into a fierce fighting power.

Moon Cursed Bite

A creature bitten by a lycanthrope must pass a difficulty 30 Resistance Save or be infected by the lycanthrope curse. The next full moon they are transformed into whatever creature bit them. They must make a difficulty 30 Mental Save or attack whatever creatures are around them. Once the moon sets, they regain control of themselves and have no memory of what happened.

The following 5 full moons they must repeat the save, this time at difficulty 25. Each time they pass the save the difficulty is lowered by 2. If they pass 3 or more of these saves, they gain control of their transformation and can transform at will. If not, then the transformation becomes permanent and the game master takes control of the character, now a monster.

Werewolf

The most common and well know lycanthrope.

Werebear

Rare but immensely powerful, werebears are more likely to have control of their transformations. A creature bitten by a werebear has +5 on their Mental Saves. Werebears can chose to not transmit the curse on a bite and only bite willing creatures in the majority of instances.

Werecrow

Werecrows cannot fly but can use their wings to glide or slow their descent when falling. They peck rather than bite and have been known to spit bile at their prey.

Wereboar

Violent and vicious, a wereboar use their tusks and devastating charges to hunt their foe, delighting in violence rather than hunger.

Automata

Automata are artificial creatures, made by other creatures.

Colossi

Colossi are large constructs, built to fight giants. They can be made of bronze, silver or gold and use enormous swords.

Golem

Golems are created by mages to act as servants and bodyguards.

A golem has one or more golem cores, special devices that grant a golem a measure of intelligence and free will, and also power the golem. Larger and more complex golems will have more cores. A golem core is only destroyed if the golem is killed by taking a mortal wound, or if the core is taken out and destroyed individually. A lone core has an AC of 15, DR 5, 1 wound and 20 defence.

Special

Automata The clay golem can only perform basic tasks.

Special

Automata The wax golem can only perform basic tasks.

Wood Golem

Fairly simple, able to perform more complex tasks (Basic)

A wood golem requires 1000 silver worth of crafting progress in wood. Wood golems can use weapons and wear light armour.

Special

Automata The wooden golem can only perform basic tasks or can make a single attack with a weapon it has.

Bone Golem

Stronger and faster than wood. Able to store magic and cast it at a later time. (Advanced)

A bone golem requires 1200 silver worth of crafting progress of humanoid or animal bones.

Stone Golem

Strong and tough, made to protect and carry large weights. Slow. (Advanced)

A stone golem requires 5000 silver worth of crafting progress in stone and 5 cores.

Iron Golem

Strong and built for fighting. (Advanced)

An iron golem requires 8000 silver worth of crafting progress and 8 cores.

Steel Golem

Upgraded iron golem. (Master)

Silverblade Golem

Built to slay daemons and other creatures weak to silver. (Master)

Living Statue

Living statues are statues, often of gods or great heroes that are imbued with a semblance of life, normally by a god or other powerful being. They range in size from small statues barely taller than halflings, to massive statues the size of giants.

Eldritch

Before even the chaos was formed there was the empty space between time. In this space lives terrible evils called the elder gods. Sometimes their servants slip through the gaps in the universe and enter the world. These beings are worse even than the monsters and the most murderous of daemons, as their very presence corrupts the landscape and the animals, plants and people who live there. There are a number of more active elder gods who have been named by the peoples of the world. These elder gods often take on aspects of creatures or phenomena of the material world, though this is purely the mind attempting to rationalise the unrationalizable and failing utterly.

Several things can protect against eldritch horrors, including large regions of fresh water such as lakes. Different horrors have different weaknesses, and what protects against one may not protect against another.

Drowner of Hope

This elder god and its minions often take aspects of the sea and various marine life due to its proclivity for underwater portals. It is one of the most awake elder gods and has the most numerous followers.

Asegath the Devourer

Throughout history, when the stars align, and the circumstances are right, Asegath the Devourer begins to stir in the deeps. This being is the herald of the Drowner of Hope, and when it stirs, the Drowner of Hopes minions grow in numbers across the world, striking out with greater ferocity. In this chaos, the followers of the Drowner of Hope begin calling Asegath to full awakening. Once this is complete, Asegath walks the mortal world again, moving towards a point in the ocean in order to open a portal large enough for its master to cross the void between its home and the mortal world.

Throughout history, Asegath has been defeated each time he threatens to destroy the world, either before he even wakes, or twice, as he makes the journey to the portal location.

Chomper

A humanoid eldritch horror that hunts in packs. It has a grey skinned human body, hair made of tendrils and a shark like face and mouth. It has a fantastic sense of smell and can track its prey over massive distances.

Fallen Elves

Monstrosity

These were once elves.

dex save +6

wis save +6

ac 15

+6 to hit, grapple restrain and 2d8 psychic damage

HP 35

Labelan Toad

Fae

This toad like fae vomits out swarms of tiny flesh eating faeries that then return the nutrients to the toad. It can be placated by cutting off body parts and offering them to the toad.

???

???

???

Fiend

The woman with the spider body looks like a drider, but is actually a different species. You can tell by the malformed body. It is a powerful type of blood daemon, very powerful magic, can charm straight men, lesbians, and other people who like the female form. Drinks blood to fuel magic, can also teleport through blood, and track anyone whose blood she possesses.

???

Young Caesilian Hydra

Fae

"This one, with the strange snakelike protuberances is a fae daemon hybrid. A Caesilian Hydra, though before it pupates and becomes still. Exceedingly dangerous, though I read once that some of the fae courts will give a handsome reward if you bring them the location of a Caesilian Hydra. Can petrify with gaze, like a medusa, and can teleport through shadows to surprise people. This last part is less well researched, but two accounts mention that it is possible to turn one away from the path of shadow and instead reject its daemonic heritage and become just a person, free to chose her own path, though that sounds highly fanciful to me."

???

???

Fiend

AC 16

HP 184

+8 to hit

claw 2d8+5

tail 2d10 +5 + 4d6 and start of turn con save vs paralysation DC 15

+6 wis save

+3 dex save

Immune to forced movement

???

Con save +4

Dex save +3

Sword +7 to hit, 1d10+4

Dagger +7 to hit, 1d4+4

Bite +7 to hit, 2d4+4

Furious Charge, double move, one sword attack, if hit, str save vs prone

???

+8 attack, 2d10+5 damage

possesion immune to everything besides force an psychic ac 17 1 hp

?? Lanky Skeletons

76 hp

ac 15

+5 dex

+8 to hit, 1d10+5 damage

Thanalae

Laeline of Necromancy

Brain Explosion

DC 18 int save, 8d8 damage, half of what the target takes to everyone within 15ft dex save, half the half on a pass. Main target is stunned on a failure.

Grasping Dead

3 targets within 120 ft.

Target must make a DC 18 str save or be restrained by skeletal hands that burst from the ground. Bones have 12 ac, 12 hp.

???

Each monster has an odd blank face, and 6 spider like legs that cling to the cliff easily.

+6 to hit, 1d6+4 damage, 2d6 extra psychic damage on a wis save

36 hp

14 ac

con save +4

??

Claw, +12 to hit, 2d12+8 damage

spearing strike, +10 damage, 1d8+6 damage, grapples the target, pulls them to the ???

Bite, +12 to hit, can only target grappled targets, 6d12+8 damage and swallows the target, dealing 8d8 damage at the start of the targets round.

wis save + 9

advantage on saves against spells

AC 15

350 hp

Tentacle Head

In areas corrupted by eldritch evil, some people are themselves infested with the horrific energies. Their heads are replaced with a writhing mass of tentacles that attempt to destroy any living thing around them.


Tentacle Head

Medium Aberration, Chaotic Evil


  • Armor Class 13 (Natural Armour)
  • Hit Points 42
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 5 (-3) 12 (+1) 6 (-2)

  • Saving Throws Constitution +5
  • Skills Athletics +6
  • Damage Vulnerabilities Fire
  • Damage Resistances Bludgeoning, Piercing, and Slashing from non-magical weapons, lightning
  • Damage Immunities Psychic
  • Senses Blindsight 30 ft., passive Perception 11
  • Languages None
  • Challenge 2 (450 X P)

Writhing Tentacles. When a creature starts its turn within 15 ft. of the tentacle head or enters within that distance for the first time on its turn, it must succeed on a DC 14 strength save or be grappled by the tentacle head. While grappled in this way the creature takes 1d6 piercing damage at the start of the tentacle head's turn and is restrained. The creature can escape the grapple by succeeding on a DC 14 strength check as an action.

The tentacle head can grapple up to 6 creatures in this manner at a time.

Actions

Multiattack. The Tentacle Head makes two tentacle attacks.

Tentacle. Melee Attack: +6 to hit, 15 ft. reach, one target. Hit 2d6+4 bludgeoning damage and the target has disadvantage on the save against Writhing Tentacles on its next turn.

Tentacle Horror

Sometimes, when a tentacle head consumes enough mass, it will transform into a cocoon like being as it slowly becomes something far worse.

This cocoon is known as a tentacle horror and resembles a large mass of pulsating flesh and body parts with tentacles spread around the edge of its body. Tentacle Horror Large, Eldritch, Corporeal Str Dex Con Int Wis Cha 22 14 16 16 20 0 (+6) (+2) (+3) (+3) (+5) (-5)

Defence: 32 Wound Limit: 6 AC: 16 DR: 2 Movement Speed: 10 ft.

Mental Save: +7 Resistance Save: +5 Avoidance Save: +2

Special Tentacles The tentacle horror has 5 tentacles and loses once each time it takes a major or mortal wound. Ponderous The tentacle horror cannot move more than twice its movement in its turn and cannot charge or withdraw. Attacks The tentacle horror makes as many tentacle attacks as it has tentacles remaining. It can give up two tentacle attacks to either use consume or cast agony. Tentacle 20ft reach, +6 to hit. 2d8+6 damage. On a hit the target is grappled. A tentacle can be targeted separately from the rest of the tentacle horror. It has half the remaining defence of the tentacle horror and if it takes a major or mortal wound then the grappled creature is released. Consume One creature the tentacle horror is grappling must make a difficulty 18 Avoidance Save or be pulled into the centre of the tentacle horror. On a failure the creature takes 4d6 damage and the tentacle horror grows one tentacle, increasing its wound limit by 1. Agony A creature the tentacle head can touch must make a difficulty 17 Mental Save. On a successful save they take 1d3-1 minor wounds. On a failure or take 1d4 minor wounds. In addition, if the save is failed the target has disadvantage on all attack rolls, ability tests and saves while the creature has a wound caused by this spell.

Devourer of Stars

This elder god exists in the cold vacuum of the space that surrounds the world. It sends chunks of its flesh down from the heavens to corrupt where it lands.

Sliver of Madness

The sliver of madness is a point of eldritch energy that drives creatures around it mad. It is unknown if it is sentient or just a hole in reality.

Special Maddening Aura Every creature that starts its turn within 300 ft of the sliver of madness must make a difficulty 15 Mental Save or take 1d6 sanity damage, or half as much on a pass. Unstable Form The sliver takes no damage from normal weapons, psychic damage, sanity damage. The sliver take half damage from elemental damage. Attacks The Sliver of Madness uses unnatural pulse or mind blast. Unnatural Pulse All creatures in a 30 ft. cone must succeed at a difficulty 20 Resistance Save or take 4d8 untyped damage as reality unwinds around them. On a critical failure, one item the target carries is destroyed. Mind Blast A creature within 100 ft must succeed a difficulty 20 Mental Save or take 3d8 psychic and sanity damage. Sliver of Stars The sliver of stars is a broken chunk of the Devourer itself. It attacks with beams of stolen starlight that tears apart the very fabric of reality.

Aura of Contagion Every non-eldritch creature within 30 ft of the Sliver on its turn has its armour class permanently reduced by 1. In addition, any weapons within the distance have a permanent -1 on damage and attack rolls. Any creature also takes 1d6 damage and must succeed on a difficulty 15 Resistance Save or suffer a minor wound.

Watcher

The watcher is a large eye surrounded by a mass of tentacles. It can see everything and can fire beams of eldritch energy out of its eye.

First Prophet of the Devourer of Stars

This being was once a giant, though the mad revelations of the Devourer of Stars has corrupted their form into a mass of writhing matter. The First Prophet is a master of eldritch and arcane magic, though their physical might still remains in its giant form.

Blade of the Devourer of Stars

These beings were a cult of Garum who dedicated themselves to the First Prophet. They were granted existence immortal through their blades, which house their essence into death.

The Blades are hooded and skeletal, their forms infused with some essence of the prophet. Their lightning fast reflexes allow them to deflect incoming attacks, even those from firearms and certain spells back at their attackers.

If killed the blades drop their blades and cloaks, which possess whoever picks them up, creating a new blade.

Special Unnatural Parry If the lowest dice on a to hit roll against the blade is odd, the attack automatically misses. If it is a ranged attack, the blade can use its reaction to deflect the attack back at its attacker, rolling an attack with a +12 to hit. If it hits, the attacker takes damage equal to the damage of the triggering attack. Inevitable The blade’s speed cannot be reduced by any means, it cannot be grappled or restrained except by something of immense weight or immense strength. The blade cannot run or charge. Unnatural Avoidance The blade takes no damage when it passes a save against a spell or effect that would deal half damage on a pass and takes half damage from any spell effect with a save, even on a failure.

Lesser Avatar of The Worm That Walks


Lesser Avatar of The Worm That Walks

Medium Undead, Evil


  • Armor Class 17
  • Hit Points 183
  • Speed 50ft, 50ft climb

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

  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained
  • Damage Immunities necrotic, poison
  • Damager resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Senses blindsight 120ft, darkvision 240 ft
  • Languages all
  • Challenge
  • Senses passive perception 17

Regeneration The avatar regenerates 10 hit points at the start of it's turn unless it has taken radiant damage since it's last turn. The avatar comes back to life when this happens unless it doesn't regenerate. Worm walk The avatar isn't affected by anything that reduces it's movement speed and can move through a space of at least one inch wide.

Actions

Slam. Melee Attack: +8 to hit, reach 10 ft., one target. Hit 14 (2d8 + 5) and the target must make a DC 15 constitution save or or be afflicted with a helminth infestation (parasitic worms). An afflicted creature can’t regain hit points and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the affliction reduces the target’s hit point maximum to 0, the victim dies. The affliction lasts until removed by any magic that cures disease. Engulf. Melee Attack: The target must make a DC 15 strength save or be grappled and take 5d6 necrotic damage. A grappled creature may escape the grapple as normal and is restrained while it is grappled. When the avatar begins its turn with a creature grappled it can use a bonus action to deal 5d6 necrotic damage.



The Eternal Nightmare

This Elder God is asleep deep within the field of dreams. In this sleeping state she sometimes visits the material world in many strange forms.

Dream Spore

These floating armoured sacks with trailing tendrils roam the field of dreams, seeking out the minds of the weak to infest. When they find a host, they implant eldritch nightmares which push the host towards cults to The Eternal Nightmare.

Nebeghiest

This creature, about the size of a large horse, with four wings and thousands of sharp spines, is most often found in mountains or other regions of open air. It constantly releases a thick cloud of dark smoke that obscures its form. The nebegheist is actually blind, though it gets around this limitation through a symbiotic relationship with a small bat like creature that clings to the its neck, feeding off meat dropped by the nebeghiest.

Nebeghiests are born from the corpses of pegasi who wander into the field of dreams and become trapped within a nightmare.

The Abyss

This being lives in the very bottom of the Land of the Dead, its sleeping form trapped by the gods. Souls who commit terrible acts in life are fed to the Abyss to keep it asleep. The Abyss is one of the oldest Elder Gods, and one of the most powerful. It spreads its corruption through servants that go from the land of the dead back to the land of the living. It is this spreading corruption that makes the gods so strict about beings returning to life.

Abyss Walker

This suit of armour is filled with black slime and attacks with ponderous bulk and dark steel glaive.

Abyss Mage

This hooded figure is made of dark black slime and controls powerful eldritch magic.

Abyss Watchdog

These giant, two headed dogs were once guards of the underworld before they were corrupted by the abyss. Now they serve the abyss walkers as attack hounds.

Other Eldritch Creatures

Afterbirth of A Failed God


Afterbirth of A Failed God

Gargantuan Aberation, Evil


  • Armor Class 16
  • Hit Points 450
  • Speed 15ft

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 22 (+6) 26 (+8) 16 (+3) 16 (+3)

  • Condition Immunities Everything
  • Senses passive Perception 18
  • Languages None
  • Challenge Lots

Aura of Desecration Any creature that starts it's turn within 60ft of the Afterbirth or moves to within that distance the first time on its turn, must make a DC 15 wisdom save or take 1d6 sanity damage and one point of corruption.

Actions

Slam Reach 15ft, +8 to hit, 4d8+5 bludeoning damage. A creature hit by this attack cannot dash on it's next turn and it's movement speed is halved.

Sludge Volley Range 120 ft, 2 targets, +8 to hit, 1d4+5 damage each. A creature hit by this attack is restrained by corrupting sludge. It must make a DC 10 wisdom saving throw at the start of each of it's turns or take 1 point of corruption, a creature effected by Aura of Desecration automatically fails this save. A creature can end this restraining effect, on itself, or another creature, with an action.

Mind of Horror Range 60ft, a target restrained by sludge volley and effected (save failed) by Aura of Desecration. The target must make a DC 15 wisdom save or take 6d8 pscyhic damage. Also on a failure, the target must use it's next turn to attempt to kill itself using any means available to it.

Many Eyed, Many Legged, Giant White Worm That Eats Houses in the Night.

The Many Eyed, Many Legged, Giant White Worm That Eats Houses in The Night is a massive creature that was born when a chunk of starspawn meteor hit the home of a white dragon. The resulting horror moved into the forest, eating everything it found and growing in size. Its many eyes allow it to see anything around it. Its many legs allow it to balance in even the most precarious positions.

Cleaver

This human shaped eldritch creature has hooked blades for arms and a mouth that opens in a triangle. It moves rapidly and can leap great distances.

Sliver of Malice

The Sliver of Malice is a 6 limbed being with an empty space for a head and no eyes or other sensory organs. Its limbs are spikes and it moves too fast to be normal. It hunts down anything that moves.

Screaming Plants

Where the corruption of eldritch monstrosities spreads it infects the very land. Plants that grow in this blighted landscape will eventually grow mouths to scream against the aberration that is their existence. These screaming plants will drain the sanity of any who hears their screams

Draining Scream Any creature who starts their turn within 120 ft. of a screaming plant must succeed at a difficulty 15 Mental Save or take 1d4 sanity damage. On a successful save they only take 1 sanity damage.

Scavenger of Men

This large bug shaped creature has many spikes on the shell growing from its back. It attacks and kills sentient creatures and adorns these spikes with their dead bodies, making sure to drape the guts over for maximum artistic merit.

Pulsating Mass

This pulsating mass of flesh is all that remains of any living thing after being subject to too much corruption. The mass slithers across the land, searching for more flesh to absorb.

Tentacle, Mouth/Legs

This grotesque creature consists of 7 legs arranged around a central mouth with tentacles instead of teeth. Each of these tentacles has a multitude of eyes and smaller mouths scattered around them, sometimes combined in a strange mouth-eye.

Nautilidore

This humanoid eldritch corruption has an octopus like head and a bulking upper body of a human or dwarf. It claws apart anything that moves, feasting on the remains with its long tentacles.

Havoc Sower

The havoc sower is a being of pure entropy. Wherever it walks, space and time bend, and reality itself begins to break down. The havoc sower appears as a four legged creature with a triangular head. However its true form is utterly beyond comprehension, and any that see its true form are driven irreparable mad and can never speak of what they saw.

Beard Weird

This scaled creature has a mass of beard like tendrils beneath its beak like mouth. These tendrils can detect the presence of magic and track mages in order to eat their hearts.

Blade Face

This creature has a blade for a face. The blade is sharp. It enjoys stabbing people with its blade face.

Cthuloid

First Speaker of the Deep

Faceless Hive

The faceless hive begins its life as a child-like human form with a head that resembles a tear shaped walnut. From this hive, the faceless hive releases eldritch bugs that consume matter around the hive and bring it back to eat. As a hive lives and feeds, it grows in size, becoming large enough to climb over walls and tower above the tallest buildings. Once it reaches a certain size it attempt to ascend to the field of dreams, dragging a large portion of the material world with it into the nightmare. Once here it joins the Eternal Nightmare in its slumber, awaiting the time to reawaken at full strength.

The Thing with the Goat Skull and the Body made of Tentacles

An intersection of witchery and eldritch magic, The Thing with the Goat Skull and the Body made of Tentacles can cast powerful witchery magics and can learn to summon daemons and other powerful beings.

Mage Eater

When a mage begins to push on the edge of their magical limit a mage eater can smell them. They latch on, forcing the mage to use the last of their strength to burn away their physical essence so the mage eater can devour them.

Teratoma

A teratoma is formed when the eldritch energies that surround the Elder Gods or their spawn wreaks havoc on a living creature, transforming them into a mass of random tissue. Victims of a teratomic curse have teeth growing in their skin or eyes, extra limbs or fingers, additional eyes, hair in strange places or any number of mutations.

The living creature effected by this remains fully aware of their surroundings but often loses control of their body, which will eventually fall into a murderous and hungry rage. They will eat their friends and family while remaining fully aware and unable to prevent their body from acting.

Unknowable Dread

This invisible creature wraps attaches itself to the back of its targets neck and causes a slow build-up to intense dread. Often a creature with the Unknowable Dread attached to it will go mad or kill themselves.

Caller of the Void

This being looks like a hooded humanoid at first glance but when it attacks it reveals a mass of tentacles tipped with sharp barbed spikes.

Cat

Cats are 4 legged, furry mammals, with sharp teeth and claws. They are agile climbers and excellent hunters. They mostly coexist with humanoid creatures.

Special Cat Reflexes A cat is immune to any ill effects from falling. A cat takes no damage if it passes an Avoidance Save and it would normally take half damage. Perfect Vision Cats can see perfectly in the dark, can see through all magical disguises or shapeshifting and can see any invisible creature or object.

NPCs

Villans

Thaas the Destroyer


Thaas, The destroyer

Medium Humanoid, Chaotic Evil


  • Armor Class 19
  • Hit Points 90
  • Speed 30ft.

STR DEX CON INT WIS CHA
23 (+6) 20 (+5) 16 (+3) 16 (+3) 16 (+3) 16 (+3)

  • Condition Immunities None
  • Senses passive Perception 13
  • Languages Common

Alert. Thaas is never surprised, does not grant advantage to hidden enemies and gains +5 initiative.

Heavy Armour Master. Thaas takes 3 less damage from attacks that deal slashing, bludgeoning and piercing damage.

Sentinel. Thaas ignores disengage actions and any creature he hits with an attack of opportunity has it's speed reduced to 0 until its next turn. In addition he can make an attack of opportunity against any creature adjacent to him that attacks another creature not including Thaas..

level 6 Paladin. Thaas has all the features of a level 6 vengeance paladin.

level 4 Warlock. Thaas has all the features of a level 4 pact of the blade, great old one warlock.

Ring of See Invisibility Thaas has a ring of See Invisibility, which allows him to see any invisible creature within 120 feet.

Actions

Hold Person Thaas casts hold person.

Smiting strike Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 2d6 3d8 + 6 damage

Errigan



Planekiller Errigan

Medium Humanoid, Chaotic Evil


  • Armor Class 21 (adamantine plate of fire resistance)
  • Hit Points 342
  • Speed 30ft, 60ft fly

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

  • Skills Athletics + 12, Perception +10, Acrobatics +10, Arcana +10, Insight +10, Intimidation +11, Persuasion +11
  • Saves Str + 11, Dex + 9, Con +9, Int +9, Wis +15, Cha +16
  • Condition Immunities Fear, Charm, other stuff probably
  • Damage Resistance: Non-magical weapons, fire.
  • Senses passive Perception 24
  • Languages All
  • Challenge ???

Feats. Errigan has the following feats: Alert, Observant, Mage Slayer, War Caster

Blessings of the Godslayer. Errigan can use any channel divinity from any cleric domain 3 times per day.

Goddess of War. Errigan can action surge.

Lay on hands. Errigan can heal 100 hp as an action

Already Insane. Errigan is immune to sanity damage.

Absorb soul. Whenever a living creature dies within 30ft of Errigan she can regain one spell slot. If the creature has the Mark of Errigan she also regains 50 hit points.

Mark of Errigan. Errigan can use an action to mark a willing creature, it gains her misty teleport ability.

Misty Teleport. Errigan can use a 3rd level spell slot to teleport (as the spell) as an action.

Paladin. Errigan is a 20th level vengeance paladin.

Goddess of Divination Errigan can cast Scry at will. She also has truesight at infinite distance and can read and speak all languages.

Master of Planes/Other Stuff. Errigan can cast the following spells at will. Planeshift, Demiplane, Telportation, Rary's Telepathic Bond, Legend Lore, Locate Creature.

Legendary Actions. 1: action, attack.

2: Cast a spell

1: Move 60ft no AoO

Actions

Blade of Dusk. Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit 5 (1d8+11+1d8). Can use slots to do extra 2d8, 3d8, 4d8, 5d8

Book of Lost Knowledge Reading the book as an action, can choose one of the following effects. This ability can only be used once per day.

  • Power Word Kill
  • Power Word Stun
  • Power word Madness

Each time a creature uses the Book in this way they must make a DC 30 wisdom save or take 20d6 sanity damage, half of which can never be regained.

The Book can also be used in a 24 hour long ritual to bind the essence of a god killed by the reader into them, giving them full control of the gods powers and realms.

(Mostly) Cursed Armoury

Everyone loves cursed items. Picking up a dagger only to have it force you to murder your friends. Having a powerful sword that drains the blood of your enemies but starts to drain your blood if you don't feed it. These items grant boons and buffs in equal measure, and removing the curse can be a fun side quest.

Coin of Deathwish

Wondrous item, Legendary

This large gold coin has a skull on one face and a tree on the other. You can flip this coin. If it lands on the skull side, you die and your soul is utterly destroyed. No magic, divine intervention or any other effect can ever bring you back. If it lands on the tree side, you can immediately cast wish.

Blackstone Dagger

Weapon (Dagger), Very Rare (Requires Attunment)

This +2 dagger grants the wielder 60ft darkvision. On a critical hit, the dagger deals an additional 3d8 necrotic damage.

Curse This dagger is cursed, a fact that is only revealed when a creature attunes to it. While attuned to this dagger you have disadvantage when using any weapon besides this dagger and gain the following flaw: "I will not part from this dagger under any circumstances." You are cursed until you are targeted by remove curse or similar magic.

Mask of Carras

Very Rare (Requires Attunment)

This ornate stone mask grants the wearer immunity to poison and any movement effects from spider webs. In addition, the wearer deals an extra 1d8 poison damage on melee attacks and can cast spider climb once per long rest.

Curse This mask is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the mask, wearing it at all times unless eating or drinking.

Whenever a creature damages a spider, spider-like creature, or image of a spider, you must succeed on a DC 15 wisdom save or become possessed by the mask, attacking the creature that harmed the spider to the best of your ability. At the end of each turn you can repeat the save, regaining control of yourself on a success. If the creature or any other creatures allied to it have attacked you, you have disadvantage on this save.

If you are knocked out while possessed by the mask, it is knocked off your face and attunment and the curse is broken. You are otherwise cursed until you are targeted by remove curse or similar magic.

Armour of Ages

Armour (Plate), Legendary (Requires Attunment) This +2 plate armour grants the wearer advantage on all saving throws and the ability to cast the shield spell 3 times per long rest.

Cursed This plate armour is cursed, and becoming attuned to it extends the curse to you. You have vulnerability to all damage while not wearing the armour. If you die while attuned to the armour, your soul is absorbed by the armour and you become an NPC controlled by the DM at full health.

During every long rest you complete while attuned to this armour, you dream of a blank underground lake. Make a DC 10 charisma save each long rest. If you ever fail 3 of these in a row, your soul is absorbed by the armour as above.

Earing of Deference to the Master

Wondrous Item, Very Rare (Requires Attunment)

This earing allows the wearer to cast commune once per day, targeting a specific individual (not one of the casters choice).

Cursed This earing is cursed (obviously). The target of the commune spell is up to the DM, who can select from various demons, devils, eldritch horrors or evil gods. Go wild.

Helm of Stars

Legendary Helmet, Requires Attunment While wearing this helmet your melee weapon attacks deal an additional 1d4 radiant damage.

Each time you kill an undead with a melee attack while attuned to the Helm of Stars it grows in power.

Kills Effect
5 The extra damage increases to 1d8
10 You have advantage on attacks against undead.
30 On a critical hit against a target in melee you can chose to take up to 10d8 damage, and then deal an extra 1d8 of damage to the target for each 1d8 you took (doubled on the crit as normal)
50 The extra damage on every hit is increased to a d12
100 All friendly creatures within 60 ft. of you deal an extra 1d8 damage to undead with any weapon attack or spell
150 You have resistance to all damage taken from an undead.
200 You ignore any damage resistance that the target of your melee attacks has.
500 You have advantage on all attacks and all radiant damage you deal is doubled.

If you unattune from this item, it loses half the kills you have built up. The kill count is specific to each creature.

Belt of Power

Wonderous Item, Very Rare (Requires Attunment)

While wearing this belt you can increase one ability score by 2 points and another by 1 point. You also must select an ability score to reduce by 2 points. You can change which abilities are affected by the belt at the end of a long rest.

Once per day while wearing the belt, you can double your highest ability score until the end of your next turn.

Black Mask

Legendary Artefact (Requires Attunment)

This polished black mask grants the wearer to see invisible creatures and see the souls of the dead. Once per short rest the wearer of the mask can use an action to activate the mask and cause a living, sentient creature within 60 ft that can see the mask to have to succeed on a DC 22 wisdom save or be paralysed for a minute. The target can repeat the save at the end of each of its turns, ending the effect on a success. While paralysed in this way, the creature takes 4d6 psychic damage at the start of each of its turns. If the creature can no longer see the mask, the effect ends.

If a creature is killed by the mask, the mask gains 1 soul point. These soul points can be used to cast the following spells, at a cost of 2 soul points per spell level. Spells can be upcast by spending more points as usual.

  • Shield
  • Animate Dead
  • Create Undead
  • Circle of Death
  • Disintegrate
  • Simulacrum
  • Wish

Casting wish with this mask has a one in three chance of also eating the casters soul.

A soul point can also be spent to deal an extra 2d6 damage on a weapon attack or cantrip.

Statue of an Unknown Woman

Wondrous Item, Rare

This stone statue radiates a strong aura of menace, making its owner more vicious. Critical hits dealt by the creature who carries this statue have their dice explode. (Exploding dice are rolled again if they roll the maximum value, adding the new roll to the total.)

Lightning Stone

Wondrous Item, Uncommon

This stone can be thrown by hand or by a sling. On contact it explodes in a burst of lightning. All creatures within 20ft of the stone must succeed on a DC 15 dexterity save or take 6d6 damage, half damage on a successful save. Once they explode, the stones must be left outside during a thunderstorm before they can be used again.

Ancient Brass Telescope

Wondrous Item, Very Rare This telescope can be used to see the true nature of the stars. Use with caution.

Potion of Harm

This potion looks identical to a healing potion, but when ingested requires the drinker to pass a DC 20 constitution saving throw or take 12d8 necrotic damage, half damage on a successful save. If this damage would reduce the drinker to 0 hit points and the drinker failed the save, the drinker dies instantly.

Potion of Wailing Bane

Drinking this potion grants the drinker the ability to kill with the scream of a banshee. For one minute after drinking this potion, the drinker can use an action to use wailing bane. Every creature that is not an undead or construct within 30 ft. that can hear the drinker must succeed on a DC 13 constitution save. On a failure, the creature drops to 0 hit points. On a success, the creature takes 10 (3d6) sychic damage.

Whistle of Calling

Wondrous Item, Rare (Requires Attunment)

This whistle can be used as an arcane focus, and when used as such, grants a +1 bonus to spell attacks and save DCs.

In addition, the whistle can be used to cast the following spells once per day.

  • Sending
  • Find Steed
  • Summon Lesser Demons
  • Summon Greater Demons
  • Planar Ally

In addition, when you cast sending, you can ask a creature to come to you, and if they are willing, they will be teleported to your location.

Curse. This Whistle is cursed. Whenever you use the whistle to cast a spell, an unknown entity can feel the casting and listen in or change the spell. For example, when you cast sending, the entity can hear it, and potentially change minor details of the messages sent. Likewise, it can change the creatures summoned by the summoning spells to creatures that are more aligned with its interest.

Warding Amulet.

Wondrous Item, Rare (Requires Attunment)

The wearer of this amulet has a number of temporary hit points equal to their constitution modifier times their level. These temporary hit points are regained at a rate of 1d4 points per round.

Compass of Longing

Wondrous Item, Rare (Requires Attunment)

This compass always points to whatever the holder wants the most.

Blade of the Martyr

Weapon (Longsword), Rare (Requires Attunment)

This +1 longsword deals an extra d8 damage on a hit while the wielder is below half health, this damage must have been inflicted in battle.

Deathball

Wondrous Item, Rare (Requires Attunment)

This one foot diameter sphere is made of a strange dark metal and has three strange symbols on one side. Pressing the symbols in the correct order will annihilate everything within 20 miles. It will destroy up to a mile of solid ground, buildings, stone, or metal.

  • Any creature within 5 miles dies instantly.
  • Any creature within 10 miles takes 20d6 damage.
  • Any creature within 15 miles must succeed at a DC 30 constitution save or take 14d6 damage. On a pass it takes half damage.
  • Any creature within 20 miles bust succeed at a DC 20 constitution save or take 6d6 damage. On a pass it takes half damage.

If the buttons are pressed in the wrong order the creature dies instantly.

Abyss Blade

Wondrous Item, Rare (Requires Attunment)

This +3 blade totally ignores any bonus to armour class from armour, damage reduction, and anything else that would reduce its damage in anyway.

Curse. The Abyss Blade is cursed. Attuning the Abyss Blade extends the curse to you. If you fall to 0 hit points while attuned to this blade, the blade decides that you are not worthy to posses it, killing you instantly before returning to the Abyss. If the blade leaves you in this way, you can never wield it again.

Cursed, Infinite, Flintlock

Artifact, Legendary (Requires Attunment)

This +3 pistol was used to kill a great daemon. It does not need to be loaded.

Curse If the user wishes to spare a life, they must instead kill whoever they wished to spare.

The Crest of Annihilation

Artifact, Legendary (Requires Attunment)

This crown like object can only be used by an undead. When activated as an action, the user can select any number of creatures within 10 miles. Each selected creature must succeed on a DC 30 constitution save or take 12d10 necrotic damage. Any creature killed by this effect is raised as a skeleton under the user’s control.

Unpickable Lock

Artifact, Legendary (Requires Attunment)

This lock cannot be picked by any lockpicks or otherwise opened in any manner besides the matching key.

Murasame

Artifact, Legendary (Requires Attunment)

This + 3 katana causes death to anyone who is cut by its blade. At the start of a creatures that has been cut by the blade they must make a DC 15 constitution save or die. Each turn the difficulty for this increases by 5. The curse can only be ended if the wounded body part is removed.

Dusk Blades

Artifact, Legendary (Requires Attunment)

These twined blades can transform themselves into any bladed weapons. When used individually they are +1 weapons that deal an additional 1d8 necrotic damage on a hit. If the wielder of the blade is selfish/evil, they gain an additional +1 bonus to hit and damage.

If both blades are used together, the bonus if evil increases to +2 and the wielder gains the Dual Wielder feat if they do not already posses it as long as they use both blades. The user’s AC is also increased by 2 while they are using both blades.

Amulet of Spiders

Artifact, Legendary (Requires Attunment)

This choker with a spiderlike black gem at the front grants the wearer a +2 bonus to armour class. If the wearer wearer if a spell caster, they can cast one spell per long rest without using a spell slot. The wearer also gains a +2 bonus to all charisma checks.

Blackstone Shard

Wondrous Item, Very Rare

Carrying this shard grants a +1 bonus to saves, AC, spell DC, and proficiency.

Curse This shard is cursed. Carrying the shard draws creatures of evil to you, increasing the likelyhood of random encounters. In addition, if you enter a blackstone ruin, you have disadvantage on all saving throws while inside the ruin, until you return the blackstone shard to wherever it belongs.

Twinned Spellblades

Shortswords, Legendary (Requires Attunment)

These paired +2 shortswords grant the wielder a +2 bonus to armour class when dual wielded. In addition, the wielder can cast spells while both hands are full with the sword and can cast the following spells once per long rest.

  • burning hands
  • feather fall
  • misty step
  • blink

Shield of The Sun

Armour (Shield), Legendary (Requires Attunment)

This +2 shield also grants the wielder advantage on saving throws against spells.

As an action, the user can cause the shield to either glow with bright light up to 120ft and dim light another 120ft, or flash with a bright light, forcing every creature with eyes within 120ft to make a DC 15 con save or be blinded for an hour.

Mask of the Forbidden Pool

Artifact, Legendary (Requires Attunment)

This mask is curiously blank, with no decoration besides the two eye holes. It will resize to perfectly fit the wearers face and grant a number of powers. More powers are unlocked as the mask grows in power.

  • When the creature would die, it instead regains 1d8 hit points. This effect can only happen once per round.
  • Any spells casts by the creature wearing the mask are counted as being cast one level higher than normal.
  • (Power Level 1) The wearer has truesight to a distance of 120 ft while wearing the mask
  • (Power Level 1) The wearers mind cannot be read, and the wearer is immune to any charm effect.
  • (Power Level 2) The creature can use a main action once per long rest to regain 1d4 spell slots of any level.
  • (Power Level 3) Whenever the creature wearing the mask deals damage it deals an additional 2d8 damage.
  • (Power Level 3) The creature learns ancient and secret spells.

However, this mask is also cursed.

  • When a creature equips this mask, they must make a DC 20 wisdom save or have the mask permanently attach to their face. As the mask grows in power it grows across the creature’s body, fusing with more skin. If forcible removed the wearer suffers the following effects.
Level 0: The creature takes 6d12 damage and 4d8 sanity damage.
Level 1: The creature takes 8d12 damage and 4d8 sanity damage.
Level 2: The creature takes 12d12 damage and 5d8 sanity damage and summons a lesser avatar of the pool.
Level 3: The creature takes 20d12 damage, then 3d12 damage every round for 6 rounds in addition to 12d8 sanity damage and then 2d8 sanity damage every round for 6 rounds and summons an Avatar of the Pool.
  • When the mask prevents the wearers death, the wearer takes 2d8 sanity damage. This damage cannot be reduced in any way.
  • Whenever the creature regains spell slots through the mask, they take sanity damage equal to the total number of spell levels worth of slots.
  • Each long rest the wearer must make a DC 20 wisdom save or take 2d8 sanity damage at the end of the long rest. The creature cannot regain sanity if it fails this save. On a successful save the creature takes no sanity damage and can regain sanity as normal.
  • Whenever the creature wearing this mask suffers a break from reaching 0 sanity the mask grows in power, reaching its next power level.

Bow of the Last Hero

Very Rare Shortbow, Requires Attunment

This +1 shortbow grants the wielder the ability to never attack at disadvantage while in sunlight. In addition, the bow can deal an additional 1d6 radiant damage on a hit twice per short rest as long as it is in sunlight.

While in shadows, the wielder of this bow gains advantage on stealth checks and can cast invisibility at will, targeting only themselves, requiring no components or concentration.

Spear of the Forgotten Legion

Rare Spear, Requires Attunment

This +1 spear or glaive has 8 charges. When thrown, the spear returns to the wielder once it hits its target or misses as a free action. The wielder can use 1 charge (no action) to gain advantage on an attack roll, 2 charges (no action) to deal an additional 2d10 damage on a hit, 3 charges as a bonus action to summon a Lost Pikeman or 5 charges as a bonus action to enter a battle stance that lasts for 1 minute. During this battle stance, all incoming bludgeoning, piercing, and slashing damage is halved, and the wielder deals an additional 1d6 damage on every hit with the spear.

The spear regains 1 charge each day at dawn.

The Orb of Elemental Power

Legendary Artifact

This Orb constructs a dungeon and splits itself into four parts, hiding them within the dungeon. Finding all four parts and combining them grants the following blessing:

  • Temporary hit points equal to double its proficiency bonus that stack with other temporary hit points. If lost, these temporary hit points are restored at the end of a long rest, or when targeted by a healing spell, regaining points equal to the level of the spell.

  • An extra spell slot of a level equal to half their highest level slot, that is recharged whenever the creature normally regains spell slots. If a creature has no spell slots, it gains a single first level spells slot and a single first level spell, chosen from any first level spell.

  • Once per long rest, as a reaction, the creature can use a reaction to gain immunity to fire damage until the end of their next turn.

  • Whenever the creature hits a critical hit, they deal an additional 1d6 fire damage.

  • Whenever the creature is knocked unconscious from reaching 0 hit points, they can immediately roll a death save at advantage, ignoring the result if they wish.

  • The creature heals half of its hit points instead of 1 on a natural 20.

Once the blessing is granted, the orb vanishes, teleporting elsewhere to make a new dungeon to sequester itself within.

Wand of Wands

Legendary Wand, Sometimes Requires Attunment

Whenever this wand runs out of charges it turns into another magic wand.

Diamond with a Tarrasque Locked Inside it for Some Reason

Who even knows

Someone locked the mythical tarrasque (not the 5e one, the 3.5 one) in this diamond. Someone should break it.

Ring

Legendary Ring, Requires Attunment

This ring is a magical ring. It is not cursed.

Curse This ring is cursed. While a creature it attuned to it it deals double damage whenever it deals damage to anything. Whenever the creature takes damage, it takes twice as much damage, and it automatically rolls a 1 on any death saving throw. If the creature dies while attuned to the ring, it cannot be brought back to life by any means.

Dagger of Bones

Very Rare Dagger, Requires Attunment This +1 dagger deals an additional 2d8 necrotic damage on a critical hit. If this damage reduces a creature to 0 hit points, the wielder can use a spell slot to raise the body as a skeleton.

Carved Raven

Rare Wondrous Item, Requires Attunment The holder of this item can turn into a raven as a bonus action. (As per the druids wild shape feature). They can also turn back into their original form as a bonus action.

Arrow of Daemonsbane

Rare Wondrous Item

This arrow dealths an extra 4d10 to daemons

Ring of The Ranger

Legendary Ring, Requires Attunment by a ranger

This rings grows in power with its wearer.

Level 1: The wearer deals an extra 1d6 damage on the first hit with a weapon attack per turn if Hunters Mark is active.
Level 6: The wearer deals an extra 2d6 damage on the first hit with a weapon attack per turn if Hunters Mark is active.
Level 11: The wearer deals an extra 3d6 damage on the first hit with a weapon attack per turn if Hunters Mark is active and an additional 1d6 to any target effected by Hunters Mark.
Level 20: The wearer deals an additional 3d6 damage on any attack.

Bow of the Last Hero

This +1 shortbow grants the wielder advantage while in sunlight. In addition, the bow can deal an additional 1d6 radiant damage on a hit twice per short rest as long as it is in sunlight.

While in shadows, the wielder of this bow gains advantage on stealth checks and cast invisibility targeting themselves, requiring no components or concentration.

Shadowplate of the Heretic

Rare armour (full plate), requires attunment by a heretic

This black steel armour grants advantage on stealth checks while not in bright light. In addition, it is half the weight of normal plate armour. The armour has 5 charges, which can be used to grant advantage on an attack. If a charged attack hits, it deals an extra dice of damage.

Regains 1 charge at dawn.

Amora Statue

Uncommon Wondrous Item If you have a long rest with someone you are currently romantically or sexually involved with, you heal an extra hit dice worth of hit points for free.

Sylvia's Golden Helm

Rare Helmet, Requires Attunement

This helmet grants the wearer a +1 bonus to armour class and emits a bright golden light that illuminates everything within 200ft of the wearer and dim light 200ft beyond that.

The helmet has 10 charges and recharges 1 point at dawn each day. The wearer can use an action to cast one of the following spells.

Light (0 charges)

Daylight (5 charges)

Fireball (6 charges)

Wall of Light (8 charges)

Deathstrike Repeating Crossbow

Very Rare Heavy Crossbow, Requires Attunement

This +1 crossbow deals 1d12 damage on a hit and automatically makes an additional attack on a critical hit. In addition, it does not have the loading or ammunition properties, as it magically reloads and creates it's own crossbow bolts, which vanish one minute after being fired. This crossbow deals an additional +1 damage for every shot it has fired this turn.

Circlet of the Hidden Mage

Very Rare Circlet, Requires Attunement

This circlet grants the wearer a +1 bonus to spell DC and spell attacks and allows them to cast non-detection at will and invisibility targeting self only once more short rest.

Sword of Storm and Sea

Legendary Scimitar, Requires Attunment This +2 scimitar grants the wieldier advantage on checks involving boats or sea travel. In addition, any water or lightning/storm based spells deal an extra dice of damage.

The weapon becomes a finesse longsword, that can also be used as a spell focus for any class.

You can cast lightning bolt once per long rest.

In addition, you gain control of the ship "The Visage of Fate", and its crew. You can summon the ship to any sufficiently large body of water by speaking the command and the ship will take you to a destination of your choice on that body of water. The ship can carry up to 8 additional people, but has no food or water.

Choker of Vampirism

Rare Wondrous Item, Requires Attunement

While attuned to this choker, you gain the following abilities:

  • Your melee attacks deal an extra 1d6 necrotic damage, and you heal hit points equal to the extra damage dealt. You may also deal this damage with a touch.
  • You may cast vampiric touch once per long rest without expending a spell slot.
  • Advantage to persuasion on targets who find you attractive.
  • Normal magical healing is half as effective as normal on you.

Cursed You cannot unattune to this item.

Gem of the Sharpshooter

Very Rare Wondrous Item, Requires Attunement

While attuned to this gem, it floats around your head, granting you advantage on perception checks. In addition, weapon attacks at long range no longer have disadvantage.

Cursed This gem grants nightmares and terrible dreams, requiring the attuner to succeed on a DC 17 wisdom save at the end of every long rest or take 1d6 sanity damage.

Sapphire of lightning

Rare Wondrous Item

While holding this gem, any spell you cast that deals lightning damage deals an extra dice of damage. In addition, the sapphire has one charge, which can be used to cast lightning bolt. This charge can be regained by leaving the stone out in a storm.

Assassin Coin Spider Construct

Curse Every long rest one of your ability scores (determined randomly) is reduced by 2.

Bloodshards

These strange shards of blood-like crystal glow with a faint flicker of dark magic. You can use an action to activate it, either consuming it, or breaking it on bare flesh. You regain 3d8 hit points but take 1d4 sanity damage.

Nightmare Statue

Rare Wondrous Item, Requires Attunment While attuned to this statue, you gain the following abilities, each useable once per long rest.

  • As a bonus action, you can increase your speed by 10 ft. for 1 minute. During this time, your melee attack deal an additional 2d4 fire damage.
  • As an action you can enter or exit the ethereal plane.
  • You can cast fireball at 3rd level.

Cursed Whenever the user casts fireball, if two or more 6s are rolled for damage, a Nightmare is summoned wherever the fireball was targeted.

Crown of Death

Legendary Crown, Requires Attunment The wearer has advantage on death saving throws. Once per short rest when reduced to half hit points you can release a burst of 3d8 necrotic damage that can be halved with a con save with a DC equal to your normal casting DC.

The helm has 5 charges. You can use a number of charges equal to the spell level to cast the following spells.

Inflict Wounds Blindness/Deafness Vampiric Touch 30 ft, and one charge at midnight

Murder Blades

Rare Shortsword, requires attunement This +1 shortsword deals an extra 1d6 damage on a critical hit. If both murder blades are attuned by the same creature, they only take one attunement slot and both the base damage dice and the bonus critical dice increase to a d8 as long as the wielder is using both swords.

In addition, while using both swords, the wielder can cast haste targeting themselves once per long rest, requiring no concentration.

Boon of the Undying

Legendary Boon When you are reduced to 0 hit points or killed outright you instead drop to 1 hit point. You also can immediately take one full turn outside the normal turn order. You can't use this feature again until you finish a long rest.

Dark Iron Sickle

Cursed, requires attunement

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Once per day, when you hit with the Dark Iron Sickle you may deal an additional 3d8 necrotic damage.

Cursed You can no longer regain sanity on a long rest.

Circlet of the Rapids

Rare Circlet, Requires Attunement

This circlet is decorated to look like flowing water, and seems to shift when not looked at directly.

Whenever the wearer gains temporary hit points, their movement speed increases by 10 ft. and they cannot be targeted by opportunity attacks until the end of their next turn.

The wearer also gains a swim speed equal to their movement speed.

Hotarumaru

Legendary Sword, Requires Attunement by a Monk

This +1 longsword, which counts as a monk weapon, deals double damage on the first round of combat as long as it was drawn from its sheath on this turn. In addition, whenever you spend a ki point you increase your base movement speed by 5 ft. until the end of your turn.

Shield of the Hero

Rare Shield, Requires Attunment

This +1 shield grants the wielder the ability to become immune to damage for until the start of their next turn as a reaction to the moment before the start of any damaging effect. Once this ability is used, it cannot be used again until the end of a long rest.

If this shield is used to protect another from damage, the ability can instead be used to grant invulnerability to another creature, with the same duration as normal.

Lifestone

Rare Wondrous Item

The creature holding this stone has the spell death ward cast on them at midnight, and the duration is increased to 24 hours. When the spell is triggered, all friendly creatures within 30 ft. regain 3d6 hit points, and any undead take that much damage.

Blessing of Pae

Legendary Blessing

Once per short rest you can use a reaction to cause a creature damaged by any ability or attack of yours to take an additional 1d8 radiant damage that cannot be resisted or otherwise reduced.

Pae's Tear

Legendary Artefact, Requires Attunement by a worshiper of Pae

You max sanity is increased by 4.

This golden sunflower shines with a bright light up to 60 ft. and a dim light another 60 ft. past that. The holder can turn this light on or off as an action.

The holder gains the following benefits.

  • All creatures of your choice within 60 ft take 1 less sanity damage from any source of sanity damage.
  • All creatures of your choice within 60 ft have resistance to necrotic damage.
  • All creatures of your choice within 60 ft. gain advantage on wisdom saves.

Circlet of Boundless Intellect

Very Rare Circlet, Requires Attunement

The wearer of this circlet increases their intelligence score and maximum intelligence score by 2. In addition, they can select two knowledge skills to gain proficiency with, if they select a skill in which they are already proficient, they instead gain expertise.

Jade Skull

Rare Wondrous Item, requires attunement

The holder of this jade skull can cast a spell into the jade skull, storing it in the skull. The holder can then release the spell as a free action, casting it as if the caster had just cast it. Up to three spells can be held in the skull at any time, though more and powerful spells are more unstable.

Cursed The Jade Skull is cursed, and houses a powerful being that occasionally eats the spells cast into it, often when it can cause the most harm to the wielder. If wish is ever cast into the Jade Skull, it will use it to break out of the skull and attempt to destroy the world.

Tinkering

A great many wonderful devices can be made through tinkering. When combined with glyphs or other magics they can be far more effective.

Clockwork Spider (Basic)

Cost: 500 silver

The clockwork spider is a tiny device that can be wound up and released to walk forward. A useful distraction.

Can be imbued with glyphs.

Stun Spider

Cost: 800 silver + glyph

Requires a glyph trap.

This spider-like contraption can be attached to a living thing, at which point it will deliver a stunning shock at regular intervals.

Fold-Out Shield

Cost: 3x base shield cost

This shield folds into a solid chunk and is spring load to fold out when needed. You can activate this shield as a free action, even in response to being attacked as long as you are aware of the attacker. Packing away the shield takes a minute.

Ward Stone

This stone has a one-time shield of protective energy. When you are attacked you can activate this shield, granting yourself a +2 bonus to armour class and 10 temporary defence. Both the bonus to armour class and defence vanish at the end of your next turn.

Flame/Ice/Storm Stone

These stones hold elemental energy within them. When broken, they release the energy in an explosive burst.

Lowlight Goggles

Cost: 5500

Requires Secret of Shadows

These goggles grant the wearer low light vision. However they will blind the user if exposed to bright light. difficulty 12 Resistance Save to avoid.

Quickflame

Cost: 50 silver

This torch instantly lights when activated, using no action.

Grapple Gun

Cost: 12 000

This crossbow-like device fires a grappling hook with a rope attached.

As a bonus action the wielder can grapple to a point within 60ft. Once fired, the grapple gun takes a main action to reset.

Quick Release Armour

Cost: 2x base armour

This armour takes 10 times aslong to put on but can be taken off as a main action.

Potions

Silver Essence

50 gp

You can use an action to coat your weapon with this silver essence. You weapon counts as silvered for the next hour.

Restorative Draught

30 gp

The drinker can spend up to 3 hit dice as if they had a short rest.

Flash Powder

50 gp

This powder ignites and produces a bright flash, any creature within 15ft of the powder must make a DC 12 constitution save or be blinded for 1d3 rounds.

Smoke Bomb

20 gp

This bomb creates a 10 ft. cube of dark smoke that lasts for 1d6 rounds or until dispersed.

Smelling Salts

10 gp

These smelling salts can be administered as an action to an unconscious creature. The creature can act as normal for 10 minutes but cannot move unless with the dash action, or take bonus actions. At the end of the time, the creature gains a level of exhaustion.

Consecutive uses can be dangerous.

Stone to Flesh

500 gp

Requires blood from a creature or plant with the power to petrify.

This disgusting mixture can save those turned to stone by some monsters.

Elixir of Luck (Difficulty 25)

3500 gold

Drinking this elixir grants you advantage on all saves, checks, and attacks for an hour. Drinking this more than once in a week requires a DC 20 wisdom save to avoid becoming addicted to it.

Golden Tongue

5000 gp

Drinking this golden syrupy liquid grants advantage and a +5 bonus on all charisma checks for a day.

Firendus

3500 gp

The drinker is immune to fire damage for a day, but water deals 2d8 damage per round on contact.

Kalma's Touch

25000 gp

The drinker must succeed at a dc 40 constitution save or die instantly.

Cauldron Concoctions

The following potions can only be created by a witch with a cauldron.

Witch Blood

2000 gp

The drinker gains 50 temporary hit points and resistance to non-magical damage.

Essence of Fear

150 gp

The drinker can choose a target to make a Mental Save or be frightened of the drinker for a minute.

Old God’s Curse

12000 gp

The drinker can select a creature to curse. The drinker must have blood, hair, nail clippings or other body parts of the target creature to put into the potion. The drinker then knows the exact location of the target, has advantage against any attacks against them. The target has disadvantage on all attack rolls, ability checks and saves until the curse is lifted. Once the target is dead, it cannot be restored to life by any means besides divine intervention or a wish spell.

Essence of Youthfulness

1200 gp

The drinker does not age for a year after drinking this potion.

Special Ingredients: One baby.

Mask of Green

1000 gp

Animals and plants will not attack the drinker for a day.

Poisons

Ariticeack

300 gp

This poison, brewed from the Ariti flower, inhibits magical power in those who take it. Any spells cast while poisoned by Artiticack use an extra spell slot, determined randomly.

Daemonsbane

200 gp

This plant was a gift from the gods and causes immense pain in any daemons it comes into contact with.

A vial of this poison can be thrown at a daemon. On a hit it deals 2d12 damage. It can also be applied to a weapon. For one minute any hit with that weapon against a daemon deals an extra 1d8 damage.

Waeberry

9000 gp

This berry, identical to a blueberry in every way, leads to horrific vomiting, internal bleeding, and death.

1 hour after a creature eats this berry, they must make a DC 15 constitution save or take 8d8 poison damage and be poisoned for 24 hours.

After another hour the creature must make a DC 18 constitution save or take a another 12d8 poison damage.

After the 3rd hour the creature must make a final constitution save at DC 20 or take 20d8 poison damage.

Akkamora

Gods

There are 12 major gods.

Pae, God of Light, the Sun, Justice and Law

Amora, Goddess of Love, Passion, Beauty and Desire.

Vaelniv, God of Nature, Animals, Hunting and Agriculture

Torridae, Goddess of War, Soldiers, Glory and Fate

Coeus, God of Knowledge, Writing, Mages and Magic

Errigan, Goddess of Music, Poetry, Revelry and Wine

Rao, God of Peace, Joy, Protection and Honour

Kalma, Goddess of Death, Darkness and Fate

Tyrius, God of the Ocean, Storms, Navigation and Seafaring

Eshael, Goddess of Childbirth, Families, Fertility and Safety

Fjoras, God of Travel, Roads, Wanderers and Luck

Kwaeth, Goddess of Trickery, Lies, Secrets and Misfortune

Divine Offspring

These gods had many children, some of whom are gods, some of whom are half gods, and some of whom are monsters.

Divine Appearance

Each god takes many forms, changing appearance, personality and gender based on who they are worshiped by. For example, when appearing to wood elves, Torridae appears as an elven ranger, with bow and dark green cloak. But when she appears to the humans of the empire, she is wearing heavy armour and has a round shield and a sword.

The Nature of Divinity

Each god has an essence, a divine part of them that grants them power. When a god has children a part of that essence is split from them and granted to the child. If a god were to die, which has only happened once, their essence is released, and a willing soul can capture it, gaining a sliver of the gods powers. If the soul wishes to bind itself to the divine sliver, then it can do so through a ceremony or through the blessing of another god. Once bonded the divine essence and the soul cannot be separated and if the new god is killed their soul is destroyed and the essence released once more.

Some of the children of the gods do not have divine essence large enough to bond with a soul, such as the dryad and other similar creatures.

The Forgotten God

There was once another goddess, Nyrha. During the creation of the world she fought against the other gods and was turned into an enormous spider to dwell beneath the ground. It was from this goddess that many of the world’s monsters were born.

Minor Gods

Esyra

Daughter of Fjoras, Goddess of those who are lost, especially those who are lost by their own volition.

Esyra was born from a mountaintop after Fjoras stopped to sleep while travelling the newly created world. She wandered for many years before he found her and unlocked her divinity. She has a close relationship with her sisters the Dryads and acts and a sharer of stories between separate groups of Dryads.

Luna

Daughter of Kalma and Pae, the goddess of the moon.

Aria

Daughter of Errigan and Tyrius. Taken by Kalma to be her wife. Goddess of sorrow, grief, and sad songs.

Aria was only a young goddess when she was spotted by Kalma. The goddess of death immediately fell in love with the bright goddess of laughter and kidnapped her to be her wife. Aria fell into a state of deep depression after this and as much as Kalma tried to appease her with gifts and the creation of gardens in the land of the dead, Aria did not cheer up. Eventually Kalma relented, allowing Aria to visit her sisters for half of each year. In celebration the sisters travel the world, spreading flowers and regrowing plants. (Season explanation)

Phoebus, Heraph, Laeda

Sisters of Aria, Daughters of Errigan and Tyrius. Spirits of the Spring, Summer and Autumn.

When Aria returns from the land of the dead, her sisters work together to make spring. As she stays near, they make summer, and in preparation for when she leaves, they turns the leaves brown for autumn. During winter they return to the heavens and comfort their mother, leaving the world dark and cold.

Maya

Daughter of Nyrha and Coeus. Goddess of Witchery

After she was banished to the world below, Nyrha tricked Coeus into visiting her in the darkness. She captured and raped him, becoming pregnant with a child. Upon discovering she was pregnant, Coeus struck her and stole the unborn child. He took it to the surface, where he found a giant raven. He placed the unborn goddess into one of the raven’s eggs and left it to hatch. From this egg was born Maya, goddess of witchery. Coeus raised her as his own, though she shares a link with her mother.

Jihiro

Child of Pae and Rao. Their domains are Civilisation and Order.

Jihiro was born from the union of Pae and Rao. Pae himself bore the child and gave birth to them from his head. Jihiro is genderless and governs civilisation and order.

Hira, Lyra, Mira, Visyr

Children of Coeus and Eshael

Othrin

Son of Pae and Torridae. God of stone and earth. Creator of the dwarves.

Othrin, along with his brother Ori, and sisters, Alda and Erla, care for the dwarves and the mountains, hills, and caves in which they live.

Anulin

Son of Vaelniv and Torridae. Jackal headed God of vengeance. Killed by his sister.

Anusil

Daughter of Vaelniv and Torridae, Crow headed goddess of murder. Killed Anulin.

Invere, Daughter of Coeus

Goddess of Invention and Innovation. Invere was born when Coeus dreamed of a great invention, and the idea was taken by Invere as she was born.

She became the goddess of invention and innovation and the patron goddess of many an inventor and engineer. She works with her sibling, Haeledact, to educate the peoples of the world.

Alayse

Daughter of Anulin and Maya. Goddess of Cats and Stealth

Faela

Daughter of Kalma and Kwaeth. Goddess of Thievery

Aerys

Son of Errigan. God of happiness.

Aerys was born after a one night stand with a mortal. Errigan gave him full godhood after seeing him smile after being born, declaring him the God of Happiness. He took to his role with great gusto, earning the admiration and love of the other gods. He eventually fell in love with Amora and had three children with her, Siith, Elara and Foldun.

Siith

Goddess of prostitutes.

Elara

Foddess of infidelity and elopement.

Foldra

Goddess of marriage and commitment.

Tedegra

Son of Kwaeth and Fela. Messenger of the Gods

Tedegra was born after Fela disguised herself as Aria in an attempt to sleep with Kalma for a dare. Unknown to her, Kwaeth had disguised herself as Kalma in order to try to seduce Aria and they slept together, both unaware of who they were really banging. The child born of this union was Tedegra, who would become a trickster god before being forced into being the messenger of the gods as punishment for a prank played on Pae and Rao.

Haeledact

Child of Coeus. Their domains are Education and Logic

Kyra

Child of Anulin and Anusil. Owl Headed Divine of Mystery.

The child of the animal headed twin gods Anulin and Anusil

Maloch

Child of Eshael and the Drowner of Hope. Trapped in the land of the dead by the gods.

Calaelra

Daughter of Pae and Faela, Goddess of Kindness

Corvina

Daughter of Faela and Maya. Goddess of Assassination

Kaylin

Daughter of Kalma and Aria. Goddess of Blood and Murder

Cherek

Son of Pae and Torridae. God of Tyranny and Conquest

Amira

Daughter of Luna and Tyrius. Goddess of the Tides

Ixi

God of Fire and Destruction. Son of Pae and Torridae.

Cassavarus

Goddess of horses and horsemanship. Daughter of Heraph and Tyrius.

Spirits

Many things in the world have spirits, the more powerful spirits are the children of the new gods, such as the dryad and nymphs.

Other spirits are older or less powerful and less aware than the Godspawn. Some are the children of the old gods or powerful daemons, while others are just the manifestation of the earth.

Other Divine Beings

Jarada. Prophet

Haethra, Prophet

Old Gods

The old gods ruled the earth before the gods were born. While a great many of them were destroyed some still roam the earth or joined the ranks of the new gods.

Forni

Forni is said to have once been the ruler of the old gods, though he foresaw the new gods war upon his people and knew they would not be beaten and thus went into hiding. Forni was granted the gift of foresight by removing one of his eyes. He wields a spear and often moves in the world disguised as an old man with one eye.

Eir

Eir was once a goddess of medicine of healing. When the war began, she refused to take part, instead healing the wounded on both sides. For this impartiality she was awarded a place on the new pantheon when the war was over. Rán Rán was the personification of the great ocean that encircled the world. She had a great net that she would use to ensnare anyone who tied to cross the sea. She was defeated by Tyrius, who tried to make her his wife. When she refused, he killed her and took her essence to make the Neirid and the new oceans. The Neirid still share the voice of Rán, as she calls to her old lover Durq.

Durq

The god of storms was once Durq. He was slain early in the war but his lover Rán took his shattered divinity and created the Odei. When Tyrius took dominion over the storms, he allowed the Odei to serve him as a favour to Rán.

Alari

Alari was the first being since the elder gods to master arcane magics and as such was known as a great sorceress. She was eventually killed by Kalma, who took her magics for herself.

Selitas

Selitas was a great eagle spirit who was a great enemy of Alari. Selitas was killed by Tyrius who took his dominion of birds and sky.

Karas

Karas was one of the most powerful of the Old Gods, due to his habit of eating all who opposed him, drawing their divinity into himself. During the war he was betrayed by his wife after he ate all their children and was killed by Pae.

Material World

The ‘real’ world where humans, elves, dwarves and halflings live, along with animals, monsters, and a great many other things.

The material world is a round, flat disk, mostly covered in water that flows off the edge into chaos. The gods draw rain and storms from chaos to provide rain for the world.

There are 3 main continents on the disk, as well as the Maesan Archipelago.

Aptic Wastes

In the centre of the disk is a wasteland of ice and snow. There is an ancient empire buried in the ice, thought to be the ancient home of the giants. The islands and warmer coasts around this continent are inhabited by sea dwarves and fishing humans.

The people who live here are hardy and tough, and when times are rough will often raid to the south to get food or land. They are fierce warriors who prefer to fight hand to hand than use ranged weapons. There are several powerful or well-known groups.

Haesed Raiders

The largest raiding faction, located on an island that forms a natural fortress with a large harbour for shipbuilding, massive forests to get lumber to build those ships, and a massive iron mine to make weapons. This islands perfect location and strong leadership from a single family for generations has made the Haesed raiders feared throughout the surrounding seas and beyond.

Fort Khared

This dwarven citadel is situated high above the sea in a tall sea cliff. Though an ingenious series of pullies and drydocks the docks of Fort Khared are situated high above the ocean and safe from naval assault. The landward approach is blocked by treacherous glaciers and high mountains and as such the dwarves hold a safe harbour for many merchant or fishing ships. They grow wealthy on taxes and tariffs collected here and use the money gathered to create a large fleet to further protect trade in the region.

Windsweep Island

The dwarven stronghold on Windsweep Island is not as well protected by the elements as Fort Khared, but the gold and silver mines on the island more than make up for it. The dwarves here are expert miners and they export these precious metals to their neighbours, relying on both the protection of the Fort Khared fleet and their own heavily armed merchant vessels to protect their profits. Windsweep island is also a primary production facility for gunpower, which only makes the dwarves there richer.

Kingdom of Saevo

This tyranny has existed on the Saevo peninsula for hundreds of years. Originally a settlement of humans from Akkamora they soon formed their own kingdom in the harsh north and prospered. The kingdom has had a turbulent past, with many wars of succession and rebellions which has left the population low and much of the once forested land bare after trees were chopped down to build war machines.

Maedena

This massive island nation is part way between the Aptic Wastes, Akkamora and Northern Alkasarhi. This nation is ruled by an elite society of vampires. These undead govern their human and halfling subjects with great cruelty, relying on fear and a powerful army and navy of undead soldiers to keep order.

Akkamora

Akkamora is the largest continent on the disk, Akkamora is home to a wide variety of species and kingdoms.

To the north of Akkamora is a long string of mountains and forested valleys, many small dwarven and human kingdoms exist here, as well as small communities of halflings.

Further south are more fertile, flat lands. Here horse nomads roam the grasslands, and forests of the wood elves lie between. The kingdom of Eabrin is here, a conglomerate of horse lords and ladies who elect a king once every 11 years. This king leads their people in the constant wars with the Acturan Empire to the south.

The Acturan Empire is a theological dictatorship lead by the vampyr Lady Eris. She claims to be the Prophet of Kalma and seeks to spread her worship across the entire continent. However, she is beset on all sides by enemies who have long been working together to hold back the spread of her lands.

To the east of the empire is the Iydan sea. Many small merchant city-states vie for power here, and pirates and mercenaries making vast fortunes in the struggle. The city states are technically allies of the Acturan empire, though Eris does not have much control over them.

To the west of the Iydan sea and below the empire, past the fertile coast is an enormous desert. Here wander the desert elves, and nomadic humans.

Past the desert is a rich ocean, islands fertilized by the rich sands blowing south. Thick jungles grow here on too many islands to count. Sea elves have several settlements here, as do many small villages of human fisher people.

South of these islands is Alkasarhi.

History

Rise of Lady Eris

The empire was founded when Lady Eris took the throne of the small landlocked nation of Actura. She quickly expanded the nation’s military and began forging alliances with the surrounding nations. Soon she led a small alliance and began a decisive military campaign against those who refused to join her. It was during this campaign that she uncovered the secrets to immortality and became a lich. Using her newfound power, she turned on her allies and took control over massive swaths of land.

She raised vast armies from her new territories and began to slowly expand her territory. She went north to the coast and annexed the ports of Ellenda. From here she began to construct a great fleet to continue her conquests across the ocean. However, the nations to the north were aware of the danger posed by this new empire. A vast alliance formed, and a great fleet was assembled. In the narrow straights a fierce naval battle was fought, and Lady Eris suffered her first ever defeat and the newly built shipyards were destroyed.

Eris was furious and turned her attention southward and westward. These nations attempted to form a similar alliance, but Eris’s land supremacy was too much, and her armies annexed every nation to the west all the way to the edges of the Great Desert and even seized a large portion of Eabrin before the horse lords could bring their full armies to bear and force her to sign a peace treaty.

In the south her armies pushed to the Trus Sea and down to the northern shores of the Iydan sea. Learning from her previous mistakes Eris stopped her, assuring the seafaring nations and numerous city states that she would not pursue military conquest and instead set up various trade agreements. Her economic acumen was highly trained after her long life and she quickly developed a massive trade partnership with many of the nations on the Iydan sea and eventually gained effective control of the sea through the Great Empire Bank.

With her money secure and with allies at her side she completed her eastward conquest, bringing kingdom after kingdom under her sway. Soon her empire was the largest the world had ever seen, and Lady Eris was the most powerful ruler in the world.

Anasi

Parliamentary Meritocracy

Head of State: Lady Shin (Elected Official)

Majority Race: Human

Major Exports: Fish, Iron

Ain Ghi

Tyranny

Head of State: Lady Essen (Tyrant)

Majority Race: Human

Major Exports: Fish, Copper, Steel, Slaves, Ships

Viin

Republic/League of City States

Head of State: Council of 5

Majority Race: Humans (Significant Populations of Elves and Halflings)

Major Exports: Mercenaries, Slaves, Gold, Art, Music

Note: The city state of Gelen is home to the Gelenesse Legion, the most famous sell-swords in the world.

Alkasarhi

The second largest continent, past the Aptic waste. It contains many island chains. The main continent is mostly forested, with three mountain ranges dividing up the continent.

The island nation of Behashi has a capitol here, led by President Alexi.

Floating Islands

Scattered across the world are strange floating islands made of oddly buoyant stone. Some are covered in ruins of an ancient civilisation, others are home to terrible monsters, and a few have towns or cities built upon them, still inhabited.

Some of these islands are anchored to the ground while others float free, drifting across the disk wherever the winds take them.

The Fae

At the far edges of civilisation, in the deepest forests and the furthest valleys, are special places removed from even the reaches of the gods. In these places, an old people rule, descendants of the oldest of the old gods. These beings were born long before the gods first walked the earth, but never were close to rivalling their power. They were content with their homes in the wilds, drawing parts of them into a realm that shared their name, The Fae.

The Courts

Each fae realm is ruled by a court, and they all connect to each other through a web of dark forest glades and hidden portals that stretch across the world. Those favoured by the fae can travel across the world faster than anyone else, though at a great risk. The fae is home to many monsters, tricky, powerful, clever, and quick. These monsters are hunted by the fae and hunt the fae in return.

Alignment

Fae courts are associated with each other in a variety of philosophical alignments. The Seelie and Unseelie, Gleaming and Gloaming, Duskward and Dayward, Left and Right. The distinctions between these courts is lost on mortal travellers, often based on thousands of years of conflicts and arguments. Manners are particularly important in fae society, though what constitutes good manners differs wildly between each court, and what would be considered polite in one court, will get the unlucky visitor turned into a formless mass of quivering flesh for the delight of a sadistic fae queen.

Directions

Directions in the fae are described by the relation to these courts and is just as confusing for newcomers. Some regions are blanketed in eternal snowy winter, or balmy summer, though these weathers have nothing to do with direction or geography.

Iron

Fae and monsters originating in the fae have a strong aversion to iron and any metal made from iron, including steel. The reason for this aversion is not known but wielding iron weapons can greatly increase the chances of a traveller’s survival, though will be a great offence to any fae that the traveller might meet there.

Druids

Some mortals have a close relationship with the fae, learning hidden magics and safeguarding the wilds and the fae from interlopers. These mortals are known as druids and share a hidden language to communicate.

Land of the Dead

The land of the dead is accessible through a few different paths. There are three rivers that flow from the material world to the land of the dead. There are also a number of caves, pools and portals that offer access. No matter the path, the traveller soon finds themselves at the gates of the underworld, guarded by a three headed dog.

Once past the dog, the traveller finds themselves in the court of Kalma and her consort Aria. Here the dead are judged for their actions in life and sent to the sections of the land of the dead that they are deserving of. Great warriors are sent to feasting halls, murderers to burning pits. Some souls are granted special protections by their gods, and are taken into the god's own realms, to the disgust of Kalma.

Heavens

The realms of all the major gods besides Kalma. Each god has their own realm, suited to them, filled with their followers and servants. Many of the gods’ realms touch onto the material world at certain places, and many also claim sections of the material world as extensions of their realms. Each realm also touches onto the land of the dead.

Chaos

The matter from before the world was made, and where many daemons reside. Within chaos daemons create realms of their own and fight wars between themselves.

Chaos is divided up into three rough sections.

Elemental maelstrom.

Here the energies of the universe collide. Earth, water, fire, lava, lightning, air, and more, swirl in an endless tempest of destruction. It is here that the elementals live and from here that the magic and matter of spells originates.

Outer realms

It is here that the majority of daemons live, building realms from the matter ejected from the elemental maelstrom. These realms are ruled over by many daemon lords, each carving a section to rule over. Field of Dreams When creatures dream, their minds exist here, creating the layouts of their dreams within this land. Some daemons roam here, hoping to slither inside the mind of the weak or stupid.

To the eye of an unfortunate traveller who arrives here not by dreaming, the field is a desolate wasteland littered with the remnants of powerful dreams. Dead trees, destroyed buildings, old stones, and other wreckage litters the landscape. When a dreamer dreams here, sometimes these discarded things will enter the dream, appearing in the corner of the dreamer’s vision.

Also here are many daemons or other monsters. They wander the field searching for dreamers who might be susceptible to their predation.

Sometimes, when powerful beings dream, their dreams become permanent in the field, drawing in other dreamers. Sometimes dreamers become trapped in these powerful dream and cannot awaken in the outside world until certain conditions are met within the dream.

The most powerful psychedelic drugs can also draw people into the field of dreams.

Death

When a sentient creature dies, their essence either fades away, lingers, or passes into the realm of the dead. A creature must choose this path upon their death. If they chose to linger, they can become a shade, ghost, spectre or other undead. They may not be brought back to life and if they are killed, they cease to exist. If they fade away their essence returns to the universe becoming one with the universe. This takes a great deal of spiritual enlightenment. If they choose to pass into the realm of the dead, they are judged for their actions in life. According to legend to bring someone back from the dead, you must go to the land of the death and petition for their soul to be returned. You must then walk them out of the land of the dead without looking back until both of you have passed back into the land of the living.

Spirits of the dead can visit the land of the living under certain circumstances. When family or friends visit the grave or shine to the dead, the dead can see those who visit, and hear their words. Spirits of particularly powerful, or good natured people can even grant visitors some sense of thoughts or wisdom or bless them for a challenge ahead.

Once a being resides in the land of the dead they remain there until either their crimes are fully punished, or until they are ready to pass on and re-join the universe. Most dead will choose to pass on when no-one in the material world remembers them.

Marriage

When two willing people get married their souls are bound together even after death. This ensures that their souls will remain in the same region of the land of the dead or in the realm of the same gods.

Elves of course do not hold to such nonsense but do form similar bonds with close friends or lovers, ensuring that their friendship continues after death.

It is possible to have such a bond with multiple people.

Cults

Sisters of Silence

Cult of Amora and Rao

All female.

Are forbidden from speaking with, or sleeping with, men.

Brotherhood of Blades

Cult of Amora and Torridae All male.

Are forbidden from speaking with, or sleeping with, women.

Wayfarers

Devotees of Fjoras.

They seek to see a new horizon every day, never settling down for too long.

Sisters of Mercy

Followers of Eshael and Eir.

This group, accepting of all genders despite its name, seeks to aid the victims of disease, assault, and rape. They provide safe houses, financial support, and other assistance to those they help. They also work with healing houses and temples.

Children of Nyrha

Cult of Nyrha

These people follow the forgotten god Nyrha, trapped deep beneath the ground. They think that by destroying the world they will free her and will do anything to achieve this goal.

Companions of Siith

Cult of Siith

This group believe that sex is sacred and that those who provide the service of prostitution should be honoured above all others. They run brothels and other such institutions as well as working to improve the lives of all who work in humanities oldest profession.

Historians

Cult of Coeus

These historians believe that all knowledge is sacred and should be protected and shared. They maintain libraries, archives, and vaults across the world to make sure that no knowledge is ever lost. They also pay people to explore ancient ruins to find lost knowledge.

Blood Seekers

Cult of Kaylin

These cultists find great joy in the hunt, preferring humanoid targets. In order to avoid persecution, the cult turns to bounty hunting, operating a network of assassins across the entire world. Contracts with the seekers are expensive but are the best way to have someone who leaves your nation hunted down and killed.

The Disciples of Paelus

Cult of Paelus

Paelus was a halfling born 800 years ago. He claimed to be the reincarnation of Pae and amassed thousands of followers before being executed for heresy. In the wake of his martyrdom his following grew and grew until the heretical cult had enough support and backing to fund a colony of Ghysrek, which now functions as a base of operations to wage war against all followers of Pae, who they view as false believers. They are responsible for many terrorist attacks against temples to Pae.

Reavers

Cult of Torridae

These cultists seek nothing other than to die in battle and to kill as many others as they can before that happens. They do not spare the innocent or children, nor the weak or helpless, in their bloodletting. If a reaver ever becomes too old to fight (which is rare) they will offer up their body in a ritual sacrifice and become host to a daemon of slaughter.

Tears of the Blood Moon

This cult believes that vampires are the highest form of being and should be worshipped over even the gods. For members of the cult the highest honour in life is giving blood to a vampire or serving a vampire in any other way. They have chapters across the entire world and mark themselves as willing victims by tying a red silk ribbon around their necks.

The Pael

These people dress in ornate robes and perform elaborate rituals for no reason. Their organisation is similarly elaborate, and pointless, with a wide variety of ranks, rituals to gain ranks, all carefully constructed to maximise their members feeling of importance. Only men can join.

Wrath of Nakedness

These elves and halflings (and a few humans; there has never been a dwarven member) believe that all clothes are evil and should never be worn by anyone. They will destroy anyone else’s clothes if given the chance.

Humanity First

A sect of ultra-speciest humans who believe that humans are the superior race and that all other races should subject themselves to human rule. They oppose any state lead by a non-human and will conduct extreme violence and terrorism to further their aims.

History of The Universe

There are many histories of the world. There are those told by men or elves. There are those told by the gods. But none of those are true. Before the gods walked the earth there were other beings, who told their own histories. But even these beings, born soon after the beginning of the world, did not know the true shape of things. For before everything else, there were beings beyond the comprehension of even the gods. And before them, there were ancient beings that existed outside of time and outside of all reality.

In the beginning there was nothing, no time, no space, not even a void in which something could exist. In this lack of void some beings came to be.

The Ancient Ones

The number or nature of these beings is not known, or indeed knowable. They created the space that would eventually become the chaos that would become the world and they also created the void that surrounds everything. The only evidence of their existence is the existence of fundamental forces in the universe. Time is of their creation, along with gravity, divinity, matter, and spirit/soul. Why they made these forces is unknown, but without them, the world would not exist.

Matter

Matter is the physical stuff of the world.

Gravity pulls matter downwards, from the sky towards the underworld.

Divinity

Divinity is the spark of creation, the essence of the gods and the beings that came before them.

Elder Gods

The elder gods came after. These beings were formed of divinity and matter and took incomprehensible forms. They built the world from stone, filling it with cities and many marvels. They also built worlds elsewhere, smaller constructions made in the worlds image. They left behind ancient ways of transport between these worlds, locked away in their ancient cities. They created slave races, of matter and soul, and artefacts of great power.

The Underworld

These slaves were the first beings to have souls, and their relentless tortured screaming upon death led the Elder Gods to create the Land of the Dead, a place for souls to go after death. They were trapped here for eternity, far from the thoughts of their creators.

Soul

Souls flow in an endless loop. When a creature is born a soul is formed from the void. When that creature dies its soul travels to the underworld, where it resides until all memory of it is erased from the living world, at which point it fades and the remnant of it returns to the void. Special or powerful souls are reincarnated instead, sent back to the world of the living to be born again.

Fall of the Elder Gods

But eventually the Elder Gods fell, to war, or some other catastrophe, and left a vacuum in their wake. From this vacuum came chaos, and in this chaos was born the first daemons, made from the souls of the slave races the elder gods had drawn into being. Chaos teemed with the relics of the Elder Gods power, hidden, and locked away within it.

Daemons and Chaos

Things continued like this for an eternity. Daemons fought and struggled in chaos, scaring the ancient ruins left by the elder gods with magic. They established hierarchies and organisations, and out of these hierarchies the first gods were born.

At this point, the underworld, earth, and chaos were the same, both a home for daemons, and linked in every place. The daemons feasted on the souls of those who had passed that way and grew strong.

The Old Gods

The first two gods were Earth and Sky. They pulled chaos back, and Sky acted as a barrier between Earth and Chaos. Between them grew the world tree, strong enough to hold up the sky. Alongside Earth and Sky were hundreds of other gods, who populated the world with trees, seas, plants, and animals.

These gods breathed life into beings that populated the world, living in the ruins left by the elder gods, or building new empires across the earth. They fought great wars, learning powerful magics and raising armies of undead to do battle.

These new beings also had souls, and in an effort to not allow the daemons unending supplies of souls, the old gods separated the underworld from chaos, creating a space for the souls of the dead to reside for a time. It was at this point, that it was decreed that once a soul was forgotten in the world above, it would fade back into the void, to re-join the cosmic energy.

Light and Dark

There was no sun at this point, and no moon. There was day and night, however, and stars filled the sky when the bright light of Sky’s burning torch was put away during the night-time.

Hyrenge

The Hyrenge were a race made from silver and stone. They were 16 ft. tall and were powerful mages and necromancers. They lived for thousands of years and build their cities deep underground.

Kaltuk

Kaltuk were beings who resembled eagles that walked on two legs. They build their cities on islands that floated high in the air and were the first beings to summon daemons to the new world, bypassing the protections made by the Sky. For this their cities and entire race was nearly wiped out by terrible storms sent by the old gods.

Nevertheless, some of their knowledge survived, and the secrets of daemonic summoning were never fully forgotten.

Garum

Garum were 10 ft. tall humanoid beings, with purple skin and black markings which they could use to channel magic. They built their homes and cities in the stone near the surface and are the most common source of ruins found in the world.

Elves

The first of the elves were made now as well, though they were taller and stronger than they are now, and even the elves do not remember this period of their history. These elves lived in secluded valleys and glades, hidden from the rest of the world and its wars and disasters.

An Age of Darkness

This old world was brutal and wild, the old gods fought against each other, and routinely sent devastation across the world. This culminated in a war that continued for hundreds of years and left the Hyrenge and Garum completely extinct, and even nearly wiped out the elves. It was in response to this devastation that the Sky and the Earth created a new generation of gods.

New Gods

Nyrha was the first of the new gods to be born, created from the constant contact between the Sky and Chaos beyond. She wandered the world, content for now.

The next of the new gods were born of Sky and Earth. Pae, Kalma and Tyrius were stronger than the old gods that came before them, and with Nyrha’s help they slew most of the old gods, taking their divinity for themselves. It was at this time that Pae, searching for old gods to consume, found his lover Rao. Rao joined them in the war and soon nearly all the old gods were dead or in hiding. The new gods, having taken dominion, set about restoring the world.

Pae took dominion of the domains of Light, Justice and Law. His lover Pae took the domains of Peace and Joy. Tyrius took charge of the oceans and, upon hearing the prayers of the elves who had begun to build boats and sail the seas of the world, also took the domains of navigation and seafaring, accepting their sacrifices in exchange for safe passage across the oceans.

Kalma took no domains. Instead she became the patron god of the elves, protecting them from death and despair.

Elvish Empires

The elves took advantage of this new world. They spread out of their hidden places and began building empires again. Aware of the fates of the people before them, they made sure to honour the new gods, building the first great temples and cathedrals. Many of these were built in honour of Kalma, who had taken a great liking to the elves.

Kalma took a special interest in death, ferrying the souls of the elves that died back to the world of the living to be reborn. Elves regained the memories of their old lives as they grew up and soon there were elves with memories stretching back tens of thousands of years.

More Gods

The gods began reproducing. Pae and Rao gave life to Vaelniv, Torridae and Eshael, who took their places in the new pantheon.

Vaelniv took dominion over nature and wilderness, taking care of plants and animals.

Torridae was tasked with protecting the world from daemonic invasion, and trained elves in the arts of warfare. It was at this time that she created the dragons, who would share a close kinship with elves forever after.

Eshael became the goddess of family and safety among the elves, blessing families and farming. The Rape of Eshael Things were calm for a long time, until suddenly disaster struck. From beneath the ocean The Drowner of Hope emerged. They had slumbered in a hidden tomb since the age of the Elder Gods and had awoken once more. It came to the realm of the gods, stole fair Eshael and dragged her to the depths. The other gods searched for her, scouring the inky blackness but to no avail. After many years she returned, wounded and pregnant. She never spoke of her imprisonment.

Maloch

Soon she gave birth to a disgusting creature, half god, half eldritch monstrosity. She immediately cast it away into the underworld, where it was locked away. There is has remained trapped to this day.

Kwaeth and Coeus

After the return of Eshael, Kalma gave birth to two more gods, Coeus was the god of knowledge, and his counterpart Kwaeth was the goddess of hidden knowledge and secrets. Together they taught the elves the lost secrets of magic.

The Breaking of the Sky The daemons, angry at their expulsion from the underworld and the lack of any new souls to feed on or turn into new daemons had been planning for some time. They had been launching small attacks to probe the god’s defences and finally built up enough strength to attack. With a surge of magical energy, they struck, shattering the Sky, and pouring down in an endless horde. War The gods, aided by the elves, fought the daemons for a thousand years in total darkness. During the war the elves were nearly wiped out but were instrumental in the daemons defeat, their numbers more than making up for their relative weakness.

Poor Eshael was raped once more, this time by Tyrius after he lost a battle. She gave birth to Fjoras after the war, who becomes the god of travel.

Near the start of the war, Coeus gave birth to Haeledact. Haeledact is a genderless god who becomes the god of education and logic, training the elves in the arts of war, and after the war is over, in all other matters.

Kalma gave birth to the stealthy Faela after a post battle lovemaking with Kwaeth.

Once the war is done, the gods engaged in a merry orgy, resulting in the birth of Amora, goddess of love and desire. Rebuilding The war had left the world in ruins, there was still no sky, and the energies of chaos are sweeping across the earth, destroying vast tracts of the land. The gods worked together to build a new sky. Pae takes his place as the sun, providing light during the day. Meanwhile, Kalma became the moon.

During this time, Esyra is born on a mountaintop, born of the wandering Fjoras.

Nyrha, a fierce enemy of the daemons at the beginning of the war, had begun to withdraw towards the end. Unknown by the other gods, she began to create monsters in the dark places in the world. To begin with the monsters are built to fight daemons, but as time goes on and on, they were simply being created to appease her creative mind.

Several more gods are born in the aftermath of the war. Jihiro is born of Pae and Rao. The new goddess of love, Amora has an encounter with Vaelniv and Errigan is born.

These new gods are around for a while before disaster strikes once more.

Unknown to the other gods Nyrha, sick of her position as first god and most powerful being going unrecognised, betrays the other gods and throws her lot in with the daemons. She captured a great many elves and corrupts them with the essence of daemons and creates the first of many monstrosities with humanoid forms, releasing them to destroy the elves, as the other gods rush to save their followers Nyrha releases her monsters into the world. Along with her monsters she is able to kill Kalma, allowing the daemons to re-enter the world once more.

The war is long, longer than the last. Without the protection of Kalma, the elves souls were destroyed on death, further strengthening the daemons. In an effort to save the elves, the gods create the myrmidons, automaton warriors who excel against the daemonic hordes. The dragons joined as well, trying desperately to save the elves from extinction.

It is at this point that Kalma returns. As the new goddess of death, she takes her place in the underworld.

With Kalma’s support the other gods trap Nyrha in the underworld, transformed into a monstrous spider and chained in silver chains for all eternity. Without the aid of their godly ally and cut off from a supply of souls by the new goddess of death the daemons surrender.

The Concord

The daemons make a pact with the gods. Never again will they return in force. In exchange some daemons will be allowed to live in the material world and foolish creatures who promise their souls to the daemons will have their souls consumed. A large group of daemons, having switched sides near the end of the war, offer their services as divine punishment for those who anger the gods, which the gods agree to.

New Gods

Once the war is over the gods continue procreating. Pae and Kalma lie together and Kalma gives birth to Luna, the new moon. Pae also fathers Cherek by Torridae. Tyrius and Luna soon become lovers, and forever after the tides are influenced by the moon. The daughter of this union is Amira, goddess of islands and mother to the Neirid.

Eshael soon gives birth to Phoebus, Heraph, Laeda and Vae. Vae is stillborn and joins Kalma in the underworld.

Pae and Torridae create Othrin, Ori, Alda, and Erla. These new gods create the dwarves.

In a drunken stupor, Torridae rapes Eshael, who then gives birth to Aria who joins her sisters, the spirits of the seasons.

With the promise of hidden knowledge, Nyrha managed to trick Coeus into the depths of the Land of the Dead and rape him. After a long time of being trapped in the darkness, Coeus brings his child Maya to the surface.

Torridae and Vaelniv become lovers for a time and have twins, Anulin and Anusil.

Coeus and Eshael also become lovers and have Hira, Lyra, Mira, and Visyr.

Faela drugs and rapes Pae, soon giving birth to Calaelra.

Birth of Humanity

Pae and Errigan create humans and halflings. They spread across the world rapidly, having an even greater love of exploration than the elves. They clash with the dwarves and elves before the gods broker a peace that develops into a lasting civility.

More Gods

The gods continue to reproduce, Kweath and Feala lie together and Faela gives birth to Tedegra. The incestuous twins Anusil and Anilin have Kyra. Then Anusil and Maya become lovers and Maya gives birth to Alayse. Soon after, Anusil kills Anulin in a jealous rage.

Aria is kidnapped by Kalma to become her wife and soon gives birth to the muses and the goddess Kaylin.

Faela and Maya also become lovers for a time and Faela gives birth to Corvina.

It is in this time that Errigan lies with a mortal and gives birth to Aerys. Aerys is so beloved of the other gods that he is granted divinity. With his new godhood he lies with Amora and she has triplets, Siith, Elara, Foldun. Each taking domains related to the newly created humans.

They are the last new gods to be born. From here on, the history is that of the material world, not of gods.

History of the Mortal World

Recent Events

Battle of The Akeba Plain

Largest battle ever fought by the Acturan Empire. More than 7 million soldiers fielded in total, of which 3.5 million of them died. First recorded use of The Crest of Annihilation, which Lady Eris personally used to kill 2 million enemy troops and win the battle. Outcome of the battle was a decisive victory for the empire and the sacking of the city of Akeba.

Acturan Empire vs Catacan Alliance

Part of the War of Eastern Conquest In 3890 Lady Eris resumed the eastward expansion of her empire. Her armies moved quickly and seized important objectives along the Gayleed River but fearing that she would not stop after merely one nation, nearly every nation in her path formed a great alliance. An elf by the name of General Aulerius took charge of general military strategy and soon managed to retake several forts along the river and prevent Eris’ forces from moving further.

The nation with the highest stake in the war was Akebarak, a nation who took war very seriously, with all men and women of fighting age training for 4 months a year for combat in addition to their normal lives. Akebarak was the largest of the alliance that shared borders with the empire, and it was them who had been maintaining and garrisoning the forts along the river. While the other nations began to ready armies in support of their allies, Eris slowly pushed deeper into Akeban territory. She was within striking distance of the capitol of Akeba when she was finally faced by the largest force ever to be assembled against the empire. Nearly 5 million soldiers, including hired giants, captured monsters and even a dragon-flight from the elven city of Talsen.

Determined not to be surrounded within the city the alliance forces dug in around the city and fortified the surrounding passes and prepared for a drawn out siege. Millions of souls died upon the fields around the city and it looked like the empire was losing.

Reinforcements for the empire were cut off and their numbers began to dwindle. Soon the alliance gathered for a final push against the empire forces. It was during this battle that the Lich herself arrived at the battlefield. She flew from high above on wings made of black shadow and darkness fell across the battlefield. On her head was a crown and with its power she cast a terrible spell and annihilated the army that opposed her. Those left behind to defend the city watched in horror as the bodies of their army, only moments ago so close to victory, rose from the ground as foul undead and turned around to sack the city.

One of the dead was General Aulerius herself, along with two of her sons.

This defeat broke the morale of the alliance and several countries immediately surrendered to the empire upon hearing of it. However, general Aulerius’ last child has been gathering the alliance’s forces once more in preparation for the next wave of empire attacks.

Murnet Civil War

For the past year there has been fierce fighting in the nation of Murnet. When the old queen died her two daughters and one son each claimed the throne for themselves. The son was soon assassinated, and his claim destroyed but the two daughters still fight a war of succession, with the youngest controlling the south and the eldest controlling the north.

Abenish – Gharatic War

The territories between Abeni and Gharati have long been contested lands, owned by both nations at different times and even briefly being its own state. When a large group of pro-abeni protesters were killed by Gharti forces the Abeni kingdom was forced to demand that the territory was returned to Abeni. Gharti of course refused and the war started two weeks later.

Places

Gandal

Gandal is a large city state on the Kylan coast. The city itself has a population of nearly 10 000 while the outlying towns have another 5 000.

Stendis

Stendis is the largest of the towns ruled by Gandal. It is primarily a fishing town, though caravans do pass through on the way north.

Antil

Anit is south on the border with Ryha. It is small and has no trade apart from supplying the garrison on the border.

Morgan

Morgan is to the east of Gandal, in the foothills of the Entrian Mountains.

World Wonders

There are many amazing things in the world, from tall towers, impenetrable fortresses, canyons, waterfalls, artworks, libraries, and many other things.

Great Library of Pandemar

This library, run by an avatar of Coeus in the form of a giant construct, is open to anyone who wishes to gain knowledge. It contains nearly every any book ever written, collected, and cared for by an army of constructs in the service of Coeus.

The Red Tower of Illieus

This tower, at the heart of the desert elf nation of Illieus, is the tallest tower in the world, made from a unique red stone that is essentially indestructible and immune to all magic. No one knows who built it but the elves guard it jealously and it has never fallen to any attack or subterfuge.

Pyramids of Khafra

These ancient pyramids predate even the elves, though the desert elves now rule over the area where they lie buried in sand. The sands here shift and move, covering and uncovering the pyramids at random. The pyramids that have been opened and explored have revealed vicious spirits and monsters that attack those who enter, protecting ancient weapons and artefacts.

Aptic Pyramids

Buried in the central ice wastes are many pyramids made of a dark black stone. Their entrances are at their bases, requiring massive excavations to reach. Only one has been entered, resulting in the total destruction of the expedition.

City of Vorum

This city was once the capital of the nation of Vurmere, though it is now occupied by the Acturan Empire. The entire city is built on a natural pyramid shaped hill that reaches 8 000 ft. above the plains, leaving the palace on the peak in eternal snow.

The Citadel

The citadel is a large fort on an island in the Maerian Sea. It is home to an army of Myrmidons who protect those who live on the island. No weapons are allowed on the island, and anything that the Myrmidons view as crimes are harshly punished. In the centre of the island is a large factory that produces new Myrmidons, the only place in the world where they are made.

Fjor Falls

The largest waterfalls on the disk, they lie within the Acturan Empire. The waterfall falls past the largest Moon Elf tower, creating a beautiful spectacle that has inspired artists all over the world.

The Black Theatre/University

Constructed by Lady Eris early in her reign, this theatre is an engineering masterpiece, carved out of a massive slab of black marble. It boasts 8 concert halls and stages as well as rehearsal rooms, training spaces and everything else that the Black Theatre University of Music and Art needs to run.

Elsmore University

The Elsmore University in Innes is the oldest University in the world, founded by elves thousands of years ago and still acting autonomously since then.

Mount Gilead

This mountain is the home of Vaelniv, and the entrance point into his realm. It is the second highest mountain in the world, and the tallest when measured from its base.

Blasted Isle

This desert island was blasted apart by some long ago catastrophe, leaving shards of stone and glass in a circular pattern erupting from the centre of the island. At the centre point of the destruction is a broken sword made of a pure black material, half encased in the stone.

Tol Garad Cavern

This enormous natural cavern serves as the capital of the Dwarven Nation of Tol Ulsur. It has two natural entrances, both heavily fortified, as well as a number of mines and passages the dwarves have dug out of the stone.

Species of the World

Elves

The oldest surviving mortal species are the elves. They are extraordinarily long lived, the oldest elf alive is more than three and a half thousand years old, older than the oldest surviving human cities. Dual-Sha are 30 times more common among elves than humans, and elves tend towards stronger and more effective magic than any other mortal species. Many elves live apart from human civilisation, in small settlements or moon towers, or on remote mountaintops or islands, but some live within human cities and towns, often serving an important function as the memory of civilisation. Elves have a greater variety in physical appearance than humans, with skin and hair colour ranging into blue, green, and purple.

Some ancient elves performed a ceremony long ago that transformed their bodies to be closer to nature. These elves became the treefolk.

Dvergr

Dvergr (or dwarves) are fiercely independent of human civilisation. Only those exiled from their families or homes ever reside in human cities, and nearly all dvergr cities are utterly closed off to non-dvergri, though some have areas in which emissaries and traders can enter. They have grey skin and are born from stone beneath the mountains by the will of their gods. Most dvergr never see the sun and are happy not to do so. Dvergr do have Sha, but they are in a different form to all other sentient species. Dvergr cannot cast spells and must instead channel magical energy through runes, which are a closely guarded secret. They are resistant to most magical effects, weaker spells simply bouncing off their skin or armour.

Koropokkuru are a surface dwelling subspecies of dvergr that live in remote hills and forests, away from human civilisation. They live in small villages to small towns, and travel extensively, trading between towns that can be many year’s journey away.

Beastfolk

Beastfolk are a semi-human species, cursed with the body parts of animals. The most common are goat-like in appearance, with horns and cloven hooves. Minotaur and birdmen are also somewhat common. Only half of all Beastfolk have Sha, and many are either enslaved or driven out of civilisation. Neither lesser nor greater centaur are Beastfolk, though the distinction matters little to some.

Humans

Humans are a rapidly evolving species, quickly adapting to new environments and social dynamics. While it took the elves many thousands of years to move from hunting and gathering to building cities, it took humanity only a few hundred. The elves counter this argument with the fact that the elves taught early humans how to survive and sheltered them during the second daemon war. Most human cultures are very expansionistic, exploring and colonising new lands at a rapid pace. They also form strong communities and cultures, working together with other humans to protect themselves better than most other sentient species besides the dvergr.

One Hundred and Ten Thousand Years Ago

Before the Old Gods first took shape, before the mountains were raised again and the oceans were remade, before the world tree burned and before the first stones of Melegard were placed upon the rocks, there were the Titans. These Titans were not daemons or gods, though they rivalled their powers. The creator gods were gone, and their divine sparks would not return for thousands of years. The Titans shaped the world, great kraken that spread oceans, great stone beings that raised new mountains. It was these beings that shaped the world as it exists now, and the most powerful of them was Agni, the Titan of Flame. Agni was the most powerful, but also the most jealous, for he could not create as the other titans did. Where he passed, great forests burned, and mountains melted into lava, flowing away into nothingness, and oceans boiled away. Agni eventually settled in a valley and asked the other titans to raise lofty mountains around him, to bury his heat, and soon he sank below the ground, where he resides still. All volcanoes are his children, and many of the strange creatures made of fire and lava are his creations.

Fire giants sometimes worship Agni as a god and as a father, though he never possessed a divine spark and there is no indication that the fire giants are his children.

The Elder Gods

The first of the Elder Gods existed alone. The first beings were long dead, their spirits dispersed across the universe. The First contained within it, three great energies, which were also great souls, collected from the wall of souls. These souls sought to escape The First, and destroy each other, so The First build a realm of imprisoning light, where it placed The Three for what it hoped would be all eternity. Soon the first gave birth to The Second, and this event ruptured the universe, breaking it into eight parts. The Second was also damaged, leaking divine essence into each part of the universe. Souls, torn loose from the wall of souls by the birthing, clumped together in the divine essence, giving birth to thousands of Elder Gods. The only part of the universe that was undivided was the eternal prison, where the First still sat, ruler of that space.

The new elder gods spread across all eight universes, building realms for themselves and multiplying through millions of years. However, soon they realised something. Each of these universes was finite. Eventually the Elder gods reached an edge, beyond which there was nothing, and beyond which nothing could pass. All of their infinite power and infinite intelligence could not pass this border, and thus they began to covert the space owned by others. It did not take long for two Elder Gods to come to an arrangement and attack another together. They struck quickly and without warning, and soon an Elder God was dead, for the first time in existence. Its divine essence was free for the taking, as was the realm it had claimed. The two who had killed it both dove upon the remains, fighting over the spoils, and the news travelled in an instant across all the universes. Alliances were formed and, in an instant after the first death, the First War broke out.

New Elder Gods were born from this conflict, more powerful and more violent than their predecessors. Vast regions of space were utterly destroyed, spheres of death and nothingness that consumed all who entered them, created by these new Elder Gods. Some Elder Gods split themselves into armies of lesser beings, hoping that numbers would prevail where singular might had not. Others withdrew from the eight universes, studying the original splitting to create new, smaller universes in which to live, hidden from the sight of any lesser Elder Gods. Others fled to the Eternal Prison, pledging themselves to The First in return for safety. It was these servitors to The First that formed the first pantheon, with ranks and assigned duties within the Prison.

None of the multitude of factions attacked the Eternal Prison during the first war, and after thirteen billion years, it ended. Leaders from every faction bar one met at the Eternal Prison and declared peace. The one faction that did not attend fled the Eight Universes and were never seen or heard from again. Combining their powers, the Elder Gods created a web of gates and portals between their realms and universes, which would last, in some form, forever.

The second war followed soon after, this time starting when an entire universe attacked another one, seeking to steal space from them. This war was much shorter, only lasting seven billion years, during which only five of the eight universes formally took part, though not a single universe was exempt from the devastation. It was during this war that the first of the Fuinnvardi were created. These lifeless warriors, made from living metal and stone served as the Elder Gods armies, lead by Avatars of their gods, fighting through the realms of the Elder Gods.

This war ended when The First and their followers seized the gateway network and prevented passage, backed up by their own legions of Fuinvardi. The First prevented all passaged between universes and the conflict ended quickly, as stranded attacks were cut off from reinformcements.

However, it did not take long for the Elder Gods of all eight universes to grow tired of The First’s meldling and all turn upon The First. This war was short and decisive. After only two million years, the First was dead, and their beleagured pantheon was pushed back into The Eternal Prison. However, the fight over the powerful essence of The First was the most destructive event that had, or would ever, occur, and when it was over, there were only three universes remained in any stable form, and every Elder God was either dead or damaged to such a degree that they were a shadow of their former power. The divine sparks were split and scattered across all the universes and demi-universes, where they were corrupted by the destruction, slowly twisting and turning in the sea of souls that was left after the last, and final, war between Elder Gods.

Daemons

From this twisting sea of souls and divine essence, a new class of creature was born. Though infinitely weaker than the Elder Gods, these new beings were still strong enough to exert pressure on the universe around them, and they began to create new realms for themselves. These were the Daemons, and most stuck to a hierarchical structure, in which a daemon had a singular master and a number of servants. Each daemon gave away a portion of its power to its master, in return for servants of its own, and its masters protection. Soon the daemons began to war, though not with the same scale of the wars before them. The daemons who had the most servants became known as Daemon Lords and, while they almost never took part in the battles themselves, were the singular cause of conflict within the chaotic remnants of the universes. The daemons thrived in regions were the fabric of reality was damaged, for there it took less power to exists, and thus the daemons had more power for other activities, and thus the daemons left the most stable parts of the universe untouched. Here and there, in these spaces, new life arose. Some was born from wandering free daemons, while others was dreamed into being by the sleeping elder gods. These beings were prey to the daemons, who raided their realms and fed upon their souls when they died.

After millions of years of waring, the thirteen most powerful daemons came together and formed the council of thirteen, bring an end to many of the wars. Conflicts from this point onwards were heavily regulated affairs, where groups fought over predetermined areas and all battles were observed by watchers selected by the council. This council also created the first of the hunting laws, rules that daemons had to abide by when hunting for souls to consume in order for daemonkind as a whole to have a sustainable source of sustenance.

Free daemons, who had no lords or servants, were excluded from the council or its protection, and soon they were hunted by the other daemons, and a great number of them began to gather into a coalition. Eventually they performed a great rite, which one of their number had discovered on a journey into The Eternal Prison. This rite transformed the very nature of these daemons, removing their need for the soul’s sustenance, and replacing it with a need for worship. These new beings, these new gods, began planning their great work, a region of the universe that would be free of daemons. They spread apart and hid, most becoming gods of the strange people that the daemons preyed upon. Here, they built up strength until they could begin.

After more than a million years they were ready, while many of their number were dead, or had become so used to their status as gods that they refused the summons, the remaining creator gods tore a section of one of the universes away from the rest, creating an empty space which they could fill. In this space they created suns, the first suns ever, great balls of light that would provide warmth and light for the worlds they would build around them. These worlds began as empty spheres of rock, but the gods created servants to shape and form them, and then new life to grow and spread across the surfaces. The creator gods made 22 stars, each with between 3 and 12 planets orbiting them. One of these planets was the world.

Recent History

Two hundred and ninety-seven years ago, in a small hut near the border of Actura and Deumus, a queen gave birth. On a diplomatic trip and expected to return long before going into labour, the arrival of Eris was a surprise to everyone, not the least of all the farmer who suddenly had a king knocking on the door to his hut asking if the queen could give birth somewhere out of the rain.

Lady Eris’s childhood was extremely odd, from her repeated long bouts of illness, to her firm friendship with the court necromancer, who taught her in secret the magic of necromancy. She was nineteen, her father and mother were assassinated, and she took the throne. She immediately began expanding Actura’s military and forging alliances with the surrounding nations and within the first year of her rule, concurred three neighbouring kingdoms, disposing weak kings and queens with ease. It was during one of these campaigns that her scouts uncovered an ancient temple of Kalma, in which she discovered ancient tomes filled with powerful spells and rituals.

Sacrificing nearly a thousand of camp followers and enemy slaves, she cast the ancient ritual and became the first lich in two thousand years. With her newfound power and newly raised army of the dead, she turned on her allies and seized control of massive swaths of land. She declared her new conquests the Acturan Empire and named herself Lady Eris, Empress of Death.

Her armies, comprised both of living and dead attacked any kingdom or city that did not surrender to her, and slowly headed north to the coast, where she began to construct a fleet, the largest the world had seen since Queen Ullendivar in ages past. This show of direct hostility was the push the northern nations needed to unite, and together, their fleets attacked, and, at the battle of Ellenda Strait, Eris’ new Empire had its first major defeat. The alliance navy pushed onwards and burned the new dockyards to the ground. Eris was furious, but the harsh terrain and skilled warriors of the north meant that without her fleet, she would have to turn elsewhere. Her armies marched south and west, annexing every nation to south all the way to the border of the Great Desert and west until she once again approached the sea.

Her armies also took a substantial portion of Eabrin before the horse lords managed to bring their full army of cavalry to bear and force the empire to withdraw.

Soon she reached the limit of her military power. Her undead armies were slow and unwieldy, while her living armies were exhausted from ten years of constant war. All her best generals were dead and political upheaval was beginning to take its toll. Thus, Lady Eris devised a new strategy, and began to focus on trade. Undead soon worked in mills and factories, and the Empire soon began to export vast amounts of material and goods. Lady Eris founded The Great Empire Bank, which provided funds to aspiring merchants across the continent. Instead of war, Lady Eris made trade agreements, and soon the Empire Fleet and army was dedicated to protecting trade throughout the region. Within fifty years Lady Eris had almost total economical control of nearly every nation on the continent. With new mercenary armies and a wealth of new necromantic magics, she turned her attention to the east. However, the eastern kingdoms were ready for the invasion, troops from across the kingdoms were ready. Trained in battle manoeuvres, armed, and fed by all nations working together, they were ready to die for their homes. And die they did, in droves. Lady Eris herself entered the battles, wielding the black crown, which could be used to kill thousands of soldiers at once. Her victory seemed certain.

Then she went mad. Across the empire, her vast web of necromantic control fell apart, skeletons turning on the population. Eris herself was nearly killed by her own undead armies as she blasted apart everything she could see on the battlefield. All across the empire, cities fell into ruin, with nothing left alive within the walls. Some sections, with less undead based industry survived, but everywhere was damaged by the sudden collapse of trade across the continent. The trade fleets, once oared by skeletal crew, were suddenly preying on any new trade ships, forming fleets of undead pirates that plundered all they could find. It has been seventy years since Lady Eris’ fall, and most of the land once covered by the empire is still in ruin, home to nothing but wandering undead and desperate scavengers. Along the northern and eastern seas, city states and small nations have emerged, often building walls or lines of watch towers to protect their lands against wandering undead.

To the west, the nation of Erabin still stands, along with its northern neighbours, though all have suffered at the hands of the skeletal pirate fleets.

Lady Eris vanished. Some say she died, others say she simply hid away, content in her madness. Cults dedicated to hastening her return have sprung up, though none have had any success.

The Beginning

In the beginning there was nothing.

No Time. No Matter. No Soul. No Divine Spark.

Then Something happened. There was a Space in which Thought could exist but there was no Thought.

Energy left over from the Something still acted upon this Space, eddying through the essence, until after a long Time The First Thought was thought.

The First Thought was only ever known by itself, but this Thought thought more thoughts, and some of those Thoughts became the First Soul. This Soul was the only soul, and it was filled with Infinite Thoughts, but it had no Spark, and it had no Matter to move within.

Half of the Thoughts echoed the other Thoughts and died.

The dead Thoughts met the living Thoughts and annihilated each other.

From this came the first Spark.

The first spark had only dead souls.

The first spark had only living souls.

The first spark had nothing.

The first spark had everything.

The spark exploded.

And the Universe was Born.

Sanity

Sanity is a representation of how well your character deals with the stress of adventuring, contact with alien entities or other horrors. As you adventure you will take sanity damage.

Each character starts with a sanity score of 10 + their wisdom modifier or their intelligence modifier and gains an amount equal to 1d6 + your wisdom modifier or intelligence modifier whenever you gain a level.

When you reach 0 sanity you suffer a sanity break, and suffer an effect determined by the table below. While experiencing a sanity break any additional sanity damage that you take causes an additional sanity break. Once all effects of all sanity breaks are complete, your maximum sanity is reduced by 2 points for each break suffered.

d8 Effect
1 Major Heart Attack + Major Madness
2 Minor Heart Attack + Minor Madness
3 Major Madness + Minor Madness
4 Major Madness
5 Major Madness
6 Minor Madness
7 Minor Madness
8 Minor Madness

Minor Heart Attack

A minor heart attack deals 1d8 damage per level. This damage cannot be resisted or reduced.

Major Heart Attack

A minor heart attack deals 1d12 damage per level. This damage cannot be resisted or reduced.

Maximum Sanity Reaching 0

If your maximum sanity reaches 0, you mind is shattered, causing the following effects.

  • Your maximum sanity becomes 1.

  • At the start of each day you must roll on the following table until your maximum sanity reaches half its original amount.

  • In addition, roll once on the supreme madness table. If your maximum sanity is reduced to zero again within this time you must roll twice on the following table each day.

You cannot regain more maximum sanity that your original maximum.

Long Term Break Table

d20 Effect
1: Roll on the supreme madness table every hour you are awake. The effect lasts one hour.
2-3: Each time you take damage roll on the minor madness table. This effect lasts one round.
4-5: The first time you see a hostile creature today you must make a difficulty 15 Mental Save or suffer major madness.
6-10: The first time you take damage today roll on the major madness table.
11-14: No effect.
15-19: You feel a little better. Your maximum sanity is increased by 1.
20: You feel much better. Your maximum sanity is increased by 2.

Minor Madness Table

Most minor madnesses are personality changes, more than mechanical changes.

The effects of minor madness last 1d10 x 10 minutes

1d10 Effect
1: You fall unconscious. You wake if you take any damage or a creature takes a turn to wake you.
2: You are jumpy. You gain advantage on initiative tests but have disadvantage on any charisma tests and wisdom tests.
3: Paranoid. You do not trust anyone. You cannot be a willing target of a spell.
4: Overconfident. Your armour class is reduced by 1 and you cannot take cover.
5: Violent. You must succeed on a difficulty 18 Mental Save to attack any creature besides the closest enemy.
6: Brash. You cannot move away from any enemy you see, unless it is towards another enemy.
7: Mute/gibbering. You cannot speak intelligibly. You cannot cast spells unless they do not require you to speak to cast.
8: Fear. You are terrified of an object or creature of the GMs choice.
9: Skin Crawling. You feel like something is crawling over your skin. At the start of each turn you must make a difficulty 15 Mental Save or spend your turn trying to stop whatever is crawling on you.
10: Screaming/crying. You are stunned for the duration.

Major Madness

Major madness is much more severe than minor madness, and always has some mechanical effect.

1d10 Effect
1: You fall unconscious and cannot be woken for 1d10 x 1d6 hours.
2: You cannot speak or make any other sound for 2d8 days.
3: Fear. The GM picks up to three objects or creatures for you to be frightened of for 1d10*10 hours.
4: Blind. You believe you are blind and automatically fail any test involving sight. If you are already blind, you are deafened instead. This effect lasts for 1d10 x 10 hours
5: Reckless. You cannot dodge or use cover and your armour class is reduced by 4 for 1d6 days.
6: Crazed. The creature must roll to determine what actions they will take each round if in combat or each minute if not. This lasts for 1d4 x 10 hours. The table for this roll is below.
7: Hallucinations. You have disadvantage on every 2d10 roll as you attempt to work out what is real and what is just in your head.
8: Personality Change. You undergo a dramatic personality shift. You might become evil, a coward, greedy, an exact copy of a party member or an enemy. You might even act like an animal or some monster.
9: You are stunned for 1d10 x 1d6 hours.
10: You are stunned for 1d10 x 1d10 hours.
D8: Action
1: Move towards the nearest enemy and make a melee attack if within range. Dash towards nearest enemy if not.
2: Move towards the nearest cover and cower behind it.
3: Dance on the spot.
4: Cry.
5: Do nothing.
6-8: Character acts normal but has no awareness of their actions while crazed.

Supreme Madness

Lasts until removed. Each extended downtime has a 10% chance to remove it.

At any point you can attempt to ignore the penalties of your madness. Roll a difficulty 25 Mental Save. On a pass you can act normally for a minute. On a fail you take 2d6 sanity damage.

1d10 Action
1: Shell. You cannot take any action. Any creature can pull you along at half speed.
2: Babbling. You constantly babble intolerantly. You have disadvantage on stealth tests and saying anything takes 3 times as long as normal. If you try to cast a spell it has a 50% chance of failing as you cast it, unless it does not require you to speak.
3: Totem. You choose a totem, while more than 30 ft. from the totem you have disadvantage on every roll. If the totem is destroyed you must roll on the minor, major and supreme madness tables.
4: Night Terrors. The madness has crept into your subconscious and you have awful night terrors when you sleep. Whenever you take a long rest, roll a d6. On a 1, you do not gain the benefits of a long rest.
5: Death Wish. You must refuse any healing or medicine while conscious and insist that you deserve to feel the pain.
6: Permanent Damage. Your wisdom score is permanently reduced by 2.
7: Sanguine Fascination. You become infatuated with blood and will go out of your way to observe bleeding wounds regardless of the context.
8: Aggressive. You must always attack an enemy if there is an opportunity to do so. At the end of any combat you must succeed at a difficulty 15 Mental Save or attack whatever creatures are around you.
9: Paranoid. You do not trust anyone. You cannot be a willing target of any spell and cannot sleep while there are other creatures around.
10: Merciless. You cannot leave an enemy alive.

Losing Sanity

The following effects drain sanity.

Effect difficulty Damage
Being critically hit - 1
Seeing an ally go unconscious from wounds 15 1
Seeing an ally die 20 1d3
Going unconscious from wounds. 15 2
Going without a night’s sleep 10 + the number of nights missed 1
Killing an innocent being by accident 10 1d6
Killing an innocent being on purpose - 2d6
Seeing an innocent person die by someone else’s hand or from a gruesome accident. 12 1

Your GM may create more sanity draining effects and monsters will often do sanity damage.

Regaining Sanity

You can regain sanity by resting. A long rest in a safe place regains 1 point of sanity.

You also regain one point of sanity when you score a critical hit on an enemy.

Hardcore Mode

Hardcore Dungeons and Dragons is the most fun you can have with a D20. It ups the stakes and makes every hit count. I present the following changes to the rules of DnD to make your players fear every encounter, take great joy in every kill and feel great accomplishment at every day survived.

Changes to Hit Points

The most drastic change in this mode is the reduced number of Hit Points the players have. This leads to very tense encounters where every critical hit has the potential to down a character and extended encounters can be deadly for the entire party.

A player gains Hit Points as normal at first level but then only gains additional Hit Points and Hit Dice at levels 4, 8, 12, 16 and 20. When rolling for gained Hit Points the player may roll 2 dice and take the highest number to add to their Hit Point total. Any abilities that increase hit points every level such as the Tough feat or the Sorcerer Draconic Bloodline ability only increase Hit Points at the above levels as well.

Changes to Dropping to 0

When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.

Instant Death

Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies.

Falling Unconscious

If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see appendix A of the player’s handbook). This unconsciousness ends if you regain any hit points.

Death Saving Throws

Whenever you start your turn with 0 hit points, you must make constitution saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. The DC of this save is 10 + the difference between the damage taken and your Hit Points prior to taking that damage. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.

Rolling 1 or 20.

When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you may choose one of the following effects:

  • You regain 1 Hit Point for one round in which you have advantage on all rolls. At the end of the turn you suffer a death saving throw failure.
  • You become stable.

Damage at 0 Hit Points.

If you take any damage while you have 0 hit points, you suffer two death saving throw failures. If the damage is from a critical hit, or the damage equals or exceeds your hit point maximum, you suffer instant death.

Optional Rule: Temporary Hit Points

Temporary Hit Points represent a surge of adrenaline that allows a character to ignore wounds that would otherwise kill them. A character that has temporary Hit Points can remain conscious while below 0 Hit Points up to a negative value equal to the number of temporary hit points. A character who is still on negative hit points when combat ends remains conscious for 1d4 rounds before falling unconscious and begins making death saves as normal.


Balance Note

Some classes/sub-classes, rely heavily on temporary hit points. make sure you ask your players before you implement this rule.

Medicine

The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be helped so that it has less of a chance of being killed by a failed death saving throw. You can use your action to administer first aid to an unconscious creature and attempt to help it, which requires a successful (Medicine) check. The DC of this check is the same as the DC for the Death Save above. On a success, the creature gains one Death Save success and has advantage on its next Death Saving throw. On a failure, the creature has disadvantage on its next Death Saving throw. On a natural 20 the creature is stabilised, on a natural 1 the creature suffers a death saving throw failure.

Stability

A stable creature doesn’t make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn’t healed regains 1 hit point after 3d4 hours.

Permanent Injury

When you become stable you must make an aditional death save. On a failure, you are permanently wounded.

Permanent Injury Table
D20 Roll Injury
1–5 Minor scar—interesting but otherwise cosmetic
6–8 Moderate scar—cut on face (+1 bonus on Charisma-based skill checks for first scar only, consider subsequent cuts as a major scar)
9–10 Major scar—severe cut on face (–1 penalty on Charisma-based skill checks)
11–14 Loss of finger (for every 3 fingers lost, –1 Dex)
15–16 Impressive wound (–1 Con)
17 Loss of eye (disadvantage on all sight-based Perception checks)
18 Loss of leg (speed reduced to half, cannot dash)
19 Loss of hand (cannot use two-handed items)
20 Loss of arm (–1 Str, cannot use two-handed items)

Changes to Rests

This is a variant on the Gritty Realism rest variant in the DMs guide.

Short Rest

A short rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity— the characters must begin the rest again to gain any benefit from it.

A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the 1 + the character’s level divided by 4, rounded down. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.

A character can’t benefit from more than one short rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

Long Rest

A long rest is a period of very long downtime, at least 24 hours long, during which a character sleeps for at least 8 hours and performs only light activity: reading, talking, eating, or standing watch for no more than 2 hours at a time. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity— the characters must begin the rest again to gain any benefit from it.

A character regains all Hit Dice at the end of a long rest and may spend one additional Hit Dice to heal without using a stored Hit Dice.

A character can’t benefit from more than one long rest in a 7-day period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.


Less Extreme Long Rest

If you feel that a full 24 hours rest once a week you can change it to be an environment based rest. Implement the following rule: If you take a short rest in a safe settlement and spend enough gold for a lavish meal it counts as a long rest.

Changes to Drowning

If a creature enters water willingly it can hold its breath for a number of minutes equal to its constitution modifier before it starts to drown.

If a creature is grappled while holding its breath it must make a constitution save with ac DC of 10 + it’s attackers athletics bonus to continue to hold its breath.

Once a creature starts drowning it must make a DC (5 + (5 x (number of rounds it has been drowning -con mod) save at the start of its turn or start making death saves. These death saves are at DC 10.

Changes to Specific Abilities and Feats

Inspiring leader

Prerequisite: CHA 13

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to half your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Paladin and Rangers

Due to the extreem shortage of spell slots both these classes gain an ability that allows them to regain spell slots equal to one fith of their level on a short rest every second short rest.

Sorcerer

Sorcerers regain a third of their sorcerery points on a short rest.

Wizard

Arcane Recovery can be used every second short rest.

A Note on Balancing

With this mode comes new challenges for a DM. Your players will be squishier than normal and certain classes will become more powerful than other. I would defiantly recommend reducing all monster hit points. When you players can die in one or two turns it's important to allow your players to kill monsters in a similar timeframe. This will have a few effects. Firstly, area of effect spells will be significantly more powerful, allowing players to instantly wipe out large numbers of enemies. Luckily most AoE spells are from classes that require lost rests to regain spell slots so it remains balanced but some classes may be able to repeatedly cast such spells, for example warlocks.

Classes that regain most abilities on a short rest are more powerful as are classes that excel at range. Be sure to reward characters for picking non-optimal classes by providing slight buffs, or magic items specific to them to ensure that all players can feel effective.

House Rules and Rule Variants

Unstable Pact Magic

Have you ever looked at the Great Old One patron for warlock and thought: "This is no where near random enough for me!"?

This module seeks to add the chaos and the horror of the GOOlock, through random tables and other insanity and is available to a warlock with a great old one patron.

Whenever you cast a warlock spell (not a cantrip), roll 2d10. If the first die is lower than or equal to the spell level, roll on the Spell Effect table, if the second die is lower than or equal to the spell level, roll on the Mental Effect Table.

When you reach level 11 you gain a greater mastery over your magic, allowing you to reroll one die when rolling on the Effect Tables. Once you reach level 20 you master this magic, allowing you to reroll both the 2d10s and the first roll on the Effect Tables.

Spell Effect Table
Result Effect
1: Roll twice on this table, rerolling any 1s.
2: You cast another spell of the same level, determined randomly. Roll a charisma save against your own DC, if suceesful, you determine the targets of this spell. If not, the target/targets are determined randomly.
3: You regain all spent spell slots, then spend all your spell slots casting random spells that you know after the end of your turn. You may select targets.
4: You summon 1d4 gibbering mouthers at random points within 100ft of you.
5: The next time you roll a natural 1, you recast this spell, targets chosen randomly.
6: The spell instead affects a random target in range.
7: The spell deals a random damage type.
8: The spell appears to fail, but is instead cast after 1d4 rounds.
9: The spell explodes, casting a fireball centered on the target
10: The spell duration and/or damage dice are doubled.
Mental Effect Table
Result Effect
1: Roll twice on this table, rerolling any 1s.
2: You can only speak in the language of the old gods for a minute, but you have advantage on all spell attacks and your DC is increased by 5 for the duration.
3: You laugh manaicly for a minute, unable to speak more than a few words at a time. You can still cast spells.
4: You forget who you are for an hour.
5: You take 2d6 psychic damage per spell level.
6: You become convinced you are a god for an hour.
7: You are effected by the haste spell for a minute, at the end of which you gain a level of exhaustion, in addition to any other effects.
8: Roll on the short term madness table.
9: Roll on the long term madness table.
10: Roll on the supreme madness table.

Miscelanious Rule Changes and House Rules

Encumbrance

Ignore the Strength column of the Armor table in chapter 5 of the PHB.

A normal creature can carry up to 5 times its strength score before being encumbered and having its speed reduced by 10ft. If a creature is carrying 10 times its strength score its speed is reduced by 20ft and it has disadvantage on all ability checks attack rolls and saves that use strength, dexterity or constitution.

  • Armour worn by a dwarf only counts as half its weight when determining encumbrance.

  • Large creatures can carry twice as much before being encumbered, likewise the amount required to be heavily encumbered is doubled.

  • Anything that is being dragged only counts as half its weight when determining encumbrance.

  • Dragging something with wheels like a cart or wagon counts as half again as does anything on the cart.

Healer's Kit Dependency

A character cannot spend any Hit Dice after finishing a short or long rest until someone expends one use of a healer's kit to bandage and treat the character's wounds. Healers kits also cost 20 gp.

Death Saves

Death saves are constitution saves that are DC 15. Medicine checks have the same DC and will cause the target to have to make a death save with disadvantage on a failure. A healer’s kit can be used to reduce the DC to 10 with no effect on a failure.

Rest Variants

On a long rest, you may spend hit die as if you had rolled the highest possible number, you then regain half your hit die.

If a character is reduced to 0 hp during a rest they do not gain any benefits of that rest, if they regain at least 1 hp before the end of the rest they can spend the rest of the long rest as a short rest to regain health, providing they have a healer’s kit available.

Resting while wearing armour halves the number of hit points regained during a rest, unless you have a feature like elven trance that allows you to rest without sleeping or you are a dwarf.

Long resting without a bedroll requires a character to pass a DC 12 constitution save or gain a level of exhaustion unless you have a feature like elven trance that allows you to rest without sleeping. If you fail this save you also do not regain any hit dice.

Falling

A falling creature falls 540 ft. in the first round of falling and then 860 ft. every round thereafter.

The cap on falling damage is increased to 50d6.

Block Initiative

All PCs act on one turn, in any order. All other creatures act on one turn, in any order. To act before anther player character in block initiative, make a DC 13 initiative check. This should only be done when the order of actions is important, for example, buffing or healing an ally, or debuffing an enemy.

Sentinel

The sentinel attack goes off before the triggering attack.

Diagonal Movement

Each second diagonal takes twice as much movement.

Disadvantage from Two Sources

Sometimes, if you have two sources of disadvantage on an action, I might decide that you cannot take that action at all. It will depend on your characters skill/environmental factors/etc.

Change to Centaur Race

Centaurs are humanoid, not fey.

Non lethal

An attacker who reduces a creature to zero hit points with a melee attack may choose to knock them out instead of kill them. If this damage is from a critical hit it instead kills the target.

You can attempt to avoid this damage by rerolling the dice, missing if you miss.

Cooking

A cooked meal can be used instead of a healing kit charge to spend hit dice on long rests.

Chages to Spells

Changes to Spell: Id Insinuation

Change the spell level to 2nd-level.

Changes to Spell: Ceremony

Change the wedding section to read: Wedding. You touch adult humanoids willing to be bonded together in marriage. Each target gains a +1 bonus to AC while they are within 30 feet of each other forever. The bonus to AC does not stack with other active castings of this rite.

This rite requires participants to exchange items worth at least 25 gp (normally rings), which must remain on the person to receive the bonus.

Change to Spell: Healing Spirit

Add the following to the spell: Only one creature can benefit from this healing per round.

Change to Spell: Goodberry

Change the spells description to read: Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point. Eating 4 of these berries provides nourishment for a creature for 24 hours.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Classes and Subclasses

Monk

The Way of the Traveler is a monk archetype.

Way of the Traveler

Many monks find great solace traveling the land and gain a mastery of wilderness survival unmatched by all but the greatest druids and rangers.

Natural Explorer

You are a master of navigating the natural world.

  • You ignore difficult terrain.
  • You have advantage on initiative rolls.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.

Step of Nature

Beginning at 6th level you gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 60 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree.

You instantly know the location of all other trees within 60 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability once per round. You must end each turn outside a tree.

Freedom of Movement

At 11th level your movement speed cannot be reduced while you are not incapacitated.

Planar Traveler

Beginning at 18th level you can cast Plane Shift once per long rest.

Cleric

Saints

Saints are special clerics that embody more than just devotion to a god.

Saint of Gunpowder

Saint of Innovation

Saint of Madness

The Witch

The very first spellcasters were witches, mastering magic long before the first druids or wizards. Their magic is similarly ancient, though modern witches make some use of newer magics.

Witches have a familiar, a much more useful companion than that of other spell casters, able to be sent over vast distances and deliver messages or watch the witches enemies.

Creating a Witch

Consider how your character learned witchery. Did they learn from a coven, being taught by an older witch? Or did they discover witchery on their own, experimenting with potions and spells until they uncovered the ancient magic themselves? Also consider how they first encountered their familiar, was it a family pet who they turned into a familiar, or was the familiar discovered in the wilds whose discovery started their journey towards becoming a witch.

Class Features

As a witch, you gain the following class features.

Hit Points

Hit Dice: 1d6 per witch level

Hit Points at 1st Level: 6 + your Constitution Modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per witch level after 1st

Proficiencies

Armour: Light Armour

Weapons: Simple Weapons

Saving Throws: Intelligence, Wisdom

Skills: Chose two from Arcana, Acrobatics, Deception, Intimidation, Investigation, Perception, Stealth, Survival

Equipment

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

  • any simple weapon
  • a dagger
  • (a) a component pouch or ( b ) an arcane focus
  • (a) a set of bones, (b) tarot cards, or (c) other fortune telling implement worth up to 25 gp
  • (a) an explorer's pack or (b) a scholar's pack

Spell Casting

Drawing on the ancient magics of the world, you can cast spells and rituals.

Cantrips

At first level, you know three cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as show in the Cantrips Known column of the witch table.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the witch spell list.

The Spells Known column of the witch table shows when you learn more Twitch spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the witch spells you know and replace it with another spell from the witch spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your witch spells, since you learn your spells through experimentation and quick thinking. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your intelligence modifier

Ritual Casting

You can cast a witch spell as a ritual if that spell has the ritual tag and you know that spell.

Spellcasting Focus

You can use an arcane focus (found in chapter 5) as a spellcasting focus for your witch spells.

Improved Familiar

You know the find familiar spell, and can cast it without paying its material cost.

You can telepathically communicate with your familiar at any distance, and while you are seeing through its eyes and hearing through its ears you can magically project your voice through your familiar, speaking as if you were in its location.

You can touch your familiar as an action and regain one spell slot. You then cannot use this ability until you complete a long rest.

Potion Brewing

At 2nd level you gain proficiency with herbalism kits and potions of healing you create heal an additional 2d4 hit points on use.

Witchery Path

When you reach 3rd level, you chose a path of witchery to follow, dictating your specialization and focus towards certain types of magic. Your choice grants you features at 3rd, 6th, 11th, and 17th level, and are detailed later in this document.

Ability Score Improvement

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

Witch of the Woods

At 20th level you gain a level of mastery over nature and your magic. You can speak to and understand all animals and plants, and they do their best to obey your commands. You always know what the weather will do up to a week in the future and you can cast any divination spells available to you without expending a spell slot.

Witchery Paths

There are as many different types of witchery as there are witches, but most can roughly be grouped into the following paths.

Blood Magic

When you select this path at 3rd level, you learn to drain the life force of your enemies. Whenever you reduce a living creature to 0 hit points, you gain temporary hit points equal to half your witch level + your intelligence modifier.

At level 6, you learn how to drain your own life force to empower your spells. Whenever you cast a spell, you can deal slashing damage to yourself equal to 1d8 per spell level (1d8 for cantrips) to empower the spell, causing one of the following effects:

  • the spell duration is increased by 50% (if the spell has a duration of 1 round, round up)
  • the spell deals an extra dice of damage or heals an extra dice of hit points

You must be holding a dagger or other bladed weapon to use this ability.

At level 11, your damaging spells are harder for creatures to resist. When a creature fails a save against one of your empowered spells, you ignore that creatures damage resistance for that spell, and if the creature has immunity to that damage, they instead only have resistance. In addition, you gain the following options for your empowered spells:

  • if the spell targets a single creature, you can target an additional creature within 5 ft. of the original target.
  • if the spell targets more than one creature with a saving throw, you can grant one of the targets disadvantage on the saving throw against the spell.

At level 17, your mastery of blood magic allows you to channel multiple effects at once. You can use as many empowerments as you like on a single spell, dealing damage to yourself for each effect.

Fortune Telling

When you select this path at 3rd level, whenever you cast a divination spell, you can either double its duration or range. In addition, you learn augury and this spell doesn't count against your spells known.

At level 6, you do not need any material components to cast divination spells aside from the items in your starting gear, and in addition, you can replace these on a long rest for free, as long as you have access to animal bones, wood to carve, or something similar.

At level 11, when casting a divination spell with a casting time of 1 minute, you can ask the DM for one sentence of clarification on any answer you receive from such a spell. Once you use this feature, you cannot use it until you complete a long rest.

At level 17, you gain true sight at all times, and can always tell if someone is lying to you.

Necromancy

When you select this path at 3rd level, you can cast animate dead once per long rest without expending a spell slot.

At level 6, any undead creatures you summon gain a number of hit points equal to your proficiency bonus + your intelligence modifier.

At level 11, whenever you cast a spell that summons undead, the spell counts as being cast at the highest level for which you have spell slots.

At level 17, whenever any undead creature under your control dies, you heal hit points equal to twice their challenge rating.

Potion Brewing

When you select this path at 3rd level, you can brew a single potion of healing per day, as long as you do not already have one that you brewed through this ability. This potion ceases to function if it is ever more than 60 ft. away from you and cannot be sold or traded.

At level 6, you learn to make potions of remove curse and can brew one of these instead of your potion of healing for the day.

At level 11, your healing potions heal twice as many hit points.

At level 17, you can create up to 3 potions using your potion brewing ability per day.

Witch
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Improved Familiar, Spellcasting 2 2 2
2nd +2 Potion Brewing 2 3 3
3rd +2 Witchery Path 2 4 4 2
4th +2 Ability Score Improvement 3 5 4 3
5th +3 3 6 4 3 2 _
6th +3 Witchery Path Feature 3 7 4 3 3
7th +3 3 8 4 3 3 1
8th +3 Ability Score Improvement 3 9 4 3 3 2
9th +4 3 10 4 3 3 3 1
10th +4 4 10 4 3 3 3 2
11th +4 Witchery Path Feature 4 11 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 11 4 3 3 3 2 1
13th +5 4 12 4 3 3 3 2 1 1
14th +5 4 12 4 3 3 3 2 1 1
15th +5 4 13 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 13 4 3 3 3 2 1 1 1
17th +6 Witchery Path Feature 4 14 4 3 3 3 2 1 1 1 1
18th +6 4 14 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 15 4 3 3 3 3 2 1 1 1
20th +6 Witch of the Woods 4 15 4 3 3 3 3 2 2 1 1

Witch Spell List

Cantrips

  • Acid Splash
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Druidcraft
  • Gust
  • Infestation
  • Light
  • Magic Stone
  • Mending
  • Poison Spray
  • Prestidigitation
  • Produce Flame
  • Shape Water

1st Level

  • Animal Friendship
  • Bane
  • Beast Bond
  • Bless
  • Cause Fear
  • Charm Person
  • Command
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self
  • Dissonant Whispers
  • Faerie Fire
  • Feather Fall
  • Fog Cloud
  • Goodberry
  • Hex
  • Identify
  • Inflict Wounds
  • Ray of Sickness
  • Sleep
  • Snare
  • Speak with Animals
  • Tasha's Hideous Laughter
  • Witch Bolt

2nd Level

  • Alter Self
  • Augury
  • Barkskin
  • Beast Sense
  • Blindness/Deafness
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Earthbind
  • Heat Metal
  • Hold Person
  • Invisibility
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Misty Step
  • Protection from Poison
  • See Invisibility
  • Silence
  • Spider Climb
  • Suggestion

3rd Level

  • Animate Dead
  • Bestow Curse
  • Call Lightning
  • Clairvoyance
  • Conjure Animals
  • Counterspell
  • Dispell Magic
  • Fear
  • Feign Death
  • Fly
  • Haste
  • Life Transference
  • Lightning Bolt
  • Magic Circle
  • Meld into Stone
  • Nondetection
  • Plant Growth
  • Remove Curse
  • Revivify
  • Sending
  • Sleet Storm
  • Slow
  • Speak with Dead
  • Speak with Plants
  • Stinking Cloud
  • Summon Lesser Demons
  • Tongues
  • Vampiric Touch
  • Water Breathing

4th Level

  • Banishment
  • Blight
  • Charm Monster
  • Compulsion
  • Confusion
  • Confure Minor Elementals
  • Conjure Woodlands Beings
  • Control Water
  • Death Ward
  • Divination
  • Dominate Beast
  • Giant Insect
  • Grasping Vine
  • Guardian of Nature
  • Ice Storm
  • Locate Creature
  • Phantasmal Killer
  • Polymorph
  • Stone Shape
  • Summon Greater Demon

5th Level

  • Animate Objects
  • Awaken
  • Cloudkill
  • Commune with Nature
  • Contact other Plane
  • Cone of Cold
  • Conjure Elemental
  • Contagion
  • Control Winds
  • Dominate Person
  • Dream
  • Geas
  • Greater Restoration
  • Hold Monster
  • Immolation
  • Infernal Calling
  • Insect Plague
  • Legend Lore
  • Maelstrom
  • Modify Memory
  • Reincarnate
  • Scrying
  • Seeming
  • Transmute Rock
  • Tree Stride
  • Wall of Stone
  • Wrath of Nature

6th Level

  • Bones of the Earth
  • Chain Lightning
  • Circle of Death
  • Conjure Fey
  • Create Undead
  • Disintegrate
  • Eyebite
  • Find the Path
  • Flesh to Stone
  • Harm
  • Heal
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Magic Jar
  • Primordial Ward
  • Soul Cage
  • Transport via Plants
  • True Seeing
  • Wall of Thorns

7th Level

  • Finger of Death
  • Fire Storm
  • Plane Shift
  • Power Word Pain
  • Regenerate
  • Resurrection
  • Symbol
  • Whirlwind

8th Level

  • Abi-Dalzim's Horrid Wilting
  • Animal Shapes
  • Control Weather
  • Demiplane
  • Dominate Monster
  • Earthquake
  • Feeblemind
  • Maddening Darkness
  • Maze
  • Mind Blank
  • Telepathy

8th Level

  • Astral Projection
  • Gate
  • Imprisonment
  • Mass Polymorph
  • Power Word Kill
  • Psychic Scream
  • Shapechange
  • Storm of Vengeance
  • True Polymorph
  • True Resurrection
  • Wish

The Trickster

The grinning elf runs away from the guards chasing him and leaps into a swiftly flowing stream. At the crest of the jump his form shifts and transforms into that of a fish that lands in the water with a splash. The guards try to find him but he has already swum far away.

A human female strikes at bandit chief with her travelling staff, knocking him down in one swing. She then spins to confront the rest of his gang and laughs as they flee in terror.

A Halfling stands at a large stone door attempting to pick at the lock, he turns and becomes invisible as a handful of guards turn the corner. They pass without incident and he resumes his lock picking.

A Way with Words

The tricksters greatest weapon is his tongue, able to persuade and lie with ease. His magic only supplements this ability and allows him to deceive and mislead more people. Some tricksters utilise the iconic traveling staff, wielding it with deadly precision, while others focus on the power of words, taunting and destroying their enemies with words of power.

A Tricksters Life

Learning how to be a trickster is a lifelong pursuit, most tricksters show aptitude as children playing harmless, or not so harmless, practical jokes on friends, family or even total strangers. As they grow up they learn to temper their nature and control their desire for chaos in order to have the most impact. Many tricksters venture out of a desire for notoriety and power. Some tricksters may travel out of wanderlust or a search for knowledge while others prefer not to travel at all, finding a city in which to cause maximum chaos.

Creating a Trickster

Tricksters aim to create chaos wherever they travel, nothing gives them greater joy. Think about what motivated you to become a trickster, do you enjoy causing chaos or do you rebel against a lawful society? Did you have a master or role model that you seek to exemplify or did you start on the path to being a trickster alone against the world? How do you support yourself, through thievery or deception or do you earn money legitimately, despite your skills?

When making a trickster it is important to have a reason for your character to be following the path of the trickster. Is your character aware of the pain they cause people, or do they enjoy the suffering of the people they torment?

Quick Build

First make Intelligence your highest stat followed by Dexterity, choose urchin or entertainer as your background. Chose Vicious Mockery and Friends as your cantrips. Pick Secrets of the Mind as your level 1 secret.

The Trickster
Level Proficiency Bonus Features Cantrips Known Secret Level
1st +2 Spellcasting, Expertise 2 1
2nd +2 Cunning Defence, Shifter of Form(1) 2 1
3rd +2 Path of the Trickster 2 2
4th +2 Ability Score Improvement 3 2
5th +3 Trickster's Fortune (1) 3 3
6th +3 Path of the Trickster Feature 3 3
7th +3 Shifter of Form(2) 4 4
8th +3 Ability Score Improvement 4 4
9th +4 Subtle Spell Casting 4 5
10th +4 5 5
11th +4 Path of the Trickster Feature 5 6
12th +4 Ability Score Improvement 5 1,2
13th +5 Improved Subtle Spell Casting 6 7
14th +5 Trickster's Fortune (2) 6 1,2
15th +5 Master of Many Faces 6 8
16th +5 Ability Score Improvement, 6 1,3
17th +6 6 9
18th +6 6 2,4
19th +6 Ability Score Improvement, 6 5,6
20th +6 Nine Lives 6 7,8

Class Features

As a trickster you gain the following class features.

Hit Points

Hit Dice: 1d8 per trickster level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per trickster level after 1st

Proficiencies

Armor: Light armour
Weapons: Simple weapons
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception. Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth

Equipment

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

  • leather armour
  • (a) a quarterstaff or (b) a dagger
  • a dagger
  • a light crossbow and 20 bolts
  • (a) a Burglars Pack or (b) an Explorer's Pack and 5 gold

Spellcasting

You have learned to cast simple magics using your wits to power them. See chapter 10 of the player’s handbook for the general rules of spellcasting.

Cantrips

You know 2 cantrips from the trickster spell list. You learn additional trickster cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Trickster table.

Trickster Secrets

Tricksters do not know spells the same way sorcerers or wizards do, instead they learn secrets, which can either grant them access to certain spells or other abilities. At first level you know one first level secret. Each time you level up you learn one additional secret whose maximum level is determined by the Secret Level column of the Trickster table. The exeption to this are levels 12, 14,16,18,19 and 20 where you gain two secrets of the levels shown. Every level divisible by 3 you may replace one secret with one of equal or lower level.

Spellcasting Ability

Intelligence is your spellcasting ability for your trickster spells. Your magic is powered by your wit and cleverness and understanding of magic. You use Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a trickster spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence Modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

Tricksters are unique in that they can cast any trickster spell without a spell focus or material components, the exception being if a cost is indicated for a component, you must have that specific component before you can cast the spell.

Expertise

At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Shifter of Form

Beginning at 2nd level you may choose a medium or smaller beast with a challenge rating less than 1/2. You may transform into this beast as a bonus action. While in this form you retain your mental ability scores, hit points and mental skills but gain physical ability scores, movement speeds, senses and abilities of the chosen form. While in this form you may not cast spells or speak. In addition you may add your Intelligence to your AC while transformed. Your creature type remains the same. You can return to your normal form as a bonus action.

At 7th level you may choose another form within the same restrictions, though you can chose a large creature if you chose, you may choose also choose 2 additional forms at level 14.

Cunning Defence

You have learned to foresee your opponent’s attacks. Starting at 2nd level your AC is equal to 13 + your Dexterity modifier, provided you are not incapacitated and are not wearing armour.

Trickster Path

When you reach 3rd level you may select a path to follow, either Path of the Vagabond or Path of the Wit, all detailed at the end of the class description. The path gains features at 3rd level and again at 6th, 11 and 17th level.

Luck of the Trickster

Starting at 5th level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll one d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

You gain an additional dice at 14th level.

Subtle Spell Casting

Beginning at 9th level you have mastered the of stealthy spell casting art and can cast any trickster cantrip or spell gained from a Secret without any verbal and somatic components.

Master of Many Faces

Beginning at 15th level you have learned to change your own form without taking that of an animal. You can cast the alter self spell at will.

Nine lives

At 20th level your luck manifests itself into nine lives. The first eight times you suffer a death effect, fail a final death save or die through some other means, you do not die and regain 1 hit point. Once you have run out of lives you die as normal. The number of lives cannot be changed by any effect, even a wish will not give you more lives though resurrection magic functions as normal.

Paths of the Trickster

Path of the Vagabond

Followers of this path are travelers and drifters, never staying in one place for long, they rely on their wits and trusty quarterstaff to survive, learning to wield it with deathly precision and power. Starting at 3rd level, when you chose this path you may use intelligence instead of strength for the attack and damage rolls of melee attacks using a quarterstaff. You also gain proficiency in Knowledge Nature and Survival, if you are already proficient you gain double proficiency in the skill.

Starting at 6th level you can make 2 attacks when you take the attack action.

Starting at 11th level a target you hit with a quarterstaff must make a strength saving throw or be knocked prone.

Path of the Wit

Followers of this path learn to insult and goad with terrible skill. Starting at 3rd level when you cast Vicious Mockery you may replace the disadvantage on the targets next attack roll with one of the following benefits.

  • Mind Melt: The target has disadvantage on the first roll it takes until the end of your next turn.
  • Shock: The target cannot take reactions until the end of your next turn.
  • Stumble: The targets speed is halved until the end of your next turn.

Starting at 6th level, you can use a bonus action to cause all of the effects of the last Vicious Mockery to persist for an additional round, as if you had casted it again.

Starting at 11th level you can use your Vicious Mockery on a crowd of people. Once per short rest you can target every enemy within a 15 ft. of a point within 60 ft. of you.

Trickster Secrets

Level 1

Secrets of the Mind I

You have learned to manipulate people’s minds to a small extent. You can cast either Tasha's Hideous Laughter, Sleep or Charm Person once per long or short rest.

Secrets of the Wild I

You have formed a connection with nature with which you can speak to animals and become their friend. You can cast Animal Friendship and Beast Bond once each per short or long rest. In addition, you can cast Speak with Animals as a ritual.

Secrets of Magic

You have learned to cast some simple spells as rituals. You learn the spells Identify, Comprehend Languages and Detect Magic as rituals.

Secrets of the Voice

You have learned to lace you voice with magic to command and harm. You can cast Command or Dissonant Whispers once per short or long rest.

Level 2

Secrets of the Unseen

You have learned to bend light and move unseen. You can cast either Blur, Invisibility or Pass Without Trace once per short or long rest.

Secrets of Sight I

Your eyes see things that others do not. You can cast Find Traps, Darkvision and See Invisibility once each per day.

Secrets of the Mist

You have learned to escape danger with magic. You can cast misty step once per short or long rest. After using this ability you have advantage on the next attack you make this turn.

Secrets of the Mind II

Your knowledge of the mind has increased allowing to you control your enemies. You can cast either crown of madness or Suggestion once per short or long rest.

Level 3

Secrets of the Ether

You have learned to throw yourself into the ethereal plane. You can cast blink as a bonus action once per long or short rest.

Secrets of Counterspelling

You have learned to counter you opponents magic. You can cast counter spell once or short or long rest. In addition, your Counterspell cannot be Counterspelled.

Secrets of Antimagic

You have learned to find and dispel magic. You can cast Detect Magic at will and can cast Dispel Magic or Remove Curse once per short or long rest.

Secrets of Protection from Divination

You have learned to hide from the sight of those who would magically scry you. You are under the spell Nondetection at all time.

Level 4

Secrets of Freedom

You have learnt to move freely at all times. You are under the effects of a Freedom of Movement spell at all time.

Secrets of Movement

You have learned to move swiftly, your movement speed in increased by 10 ft. and you can cast Dimension Door once per long rest.

Secrets of the Unseen II

Your powers to move unseen have increased further. You may cast Greater Invisibility once per long rest.

Secrets of Shape

You have learned to change others shapes in addition to your own. You can cast Polymorph once per long rest. In addition, you may chose beasts of challenge rating less than 1 when you take additional forms.

Level 5

Secrets of the Mind III

You have gained a mastery of influencing others minds. You can cast either Dominate Person, Dream, Geas, Mislead or Modify Memory once per long rest. In addition, if you have Secrets of the Mind I you can cast each spell one additional time per long rest.

Secrets of the Wild II

Your bond with nature allows you to make swift passage through forests. You can cast tree stride once per short or long rest.

Secrets of Life

You have learned to bring someone back from death. You gain Spare the Dying as a cantrip that does not count towards your limit for number of cantrips known. You can also cast Reincarnate once per long rest.

Secrets of the Wall

You have gained knowledge of walls and buildings. You have advantage on checks to find secrets doors and can cast either Wall of Stone, Wall of Sand, Wall of Wind, Wall of Water or Wall of Fire once per long rest.

Level 6

Secrets of Sight II

You have learned to see the unseen. You can cast True Seeing on yourself once per long rest. The Duration is increased to 8 hours. In addition, if you know the Secrets of Sight I, you can cast See Invisibility at will.

Secrets of the Crowd

You have learned to control crowds of people with your magic. You can cast either Mass Suggestion, Command (at 6th level) or Charm Person (at 6th level) once per long rest.

Secret of Preparation

You have learned to always be prepared for emergencies. Once per week you can spend an hour to cast Contingency with a duration of 5 days, you can choose any wizard, bard, or cleric spell of 5th level and below to be the triggered spell. The triggered spell is cast at 5th level.

Level 7

Secret of Illusion

You have mastered the art of tricking people with illusions. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. You can cast Silent Image at will. You can cast Phantasmal Killer once per short or long rest.

Secrets of Regeneration

You have learned the secrets to regeneration. As long as you are not incapacitated you regain 1 hit point at the start of each minute. In addition, any body parts (fingers, legs, tails, and so on) that have been lost are restored 2 hours after their dismemberment. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

Secrets of the Void

You have learned the secrets of teleportation. You can cast either teleport or plane shift once per long rest. In addition, you can cast dimension door once per short or long rest.

Level 8

Secrets of the Wilds III

You have learned to control the weather. You can cast Control Weather once per short or long rest.

Secrets of the Monsters

You have learned how to control monsters. You can cast dominate monster once per day, however the target must not be a humanoid. The duration of this spell is doubled.

Secrets of Trickery

Your voice flows easily and people trust you. You can cast Glibness at will.

Secrets of the Mind IV

You are the master of manipulating people’s minds. You can cast Feeblemind once per long rest.

Level 9

Secrets of the Future

You have learned the secret of foresight. You can cast Foresight once per short or long rest targeting yourself only.

Secrets of Death

You have learned to slay with a word. You can cast Power Word Death once per long rest.

Secrets of Form

You have learned to master your shapeshifting. You can cast either Shapeshift or True Polymorph once per long rest. In addition, you may chose a beast of challenge rating less than 2 as an additional form for your Shifter of Forms feature.

Spell List

Cantrips

  • Blade Ward
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Friends
  • Gust
  • Light
  • Mending
  • Minor Illusion
  • Prestidigitation
  • Produce Flame
  • Shape Water
  • Thaumaturgy
  • True Strike
  • Vicious Mockery

Spells

General Feats

Cat's Grace

Prerequisite: Dexterity 13 or higher

Through training or foolishness, you have mastered the art of falling off high places.

Whenever you fall, you ignore the first 20ft of a drop and take half damage from any fall further from that. In addition, you always land on your feet.

Your dexterity increases by 1.

Stony Heart

You do not react to death, gore, or other horrors as much as normal people.

You take 2 less sanity damage from any source.

You no longer lose sanity when seeing allies die or be knocked unconscious, or from killing innocent people.

Forceful Personality

Your mind is your greatest weapon when interacting with people. When rolling persuasion or deception checks, you can add your intelligence modifier to the result.

Your intelligence score is increased by 1.

Push On!

Prerequisites: Charisma 13 or higher

As an action you can inspire you allies to keep fighting against all odds. Each friendly creature that can hear you within 30 ft. of you immediately can use a reaction to make an attack or cast a spell and regains 2d6 hit points. Unconscious creatures of your choice within 15 ft. gain 1 hit point. Once the combat is over, all effected creatures gain a level of exhaustion.

Expert Thrower

You can draw as many weapons as you have attacks during your turn. Whenever you throw a weapon during your turn, you can use a bonus action to make another attack with a thrown weapon.

Arcane Archer

When you make an attack with a ranged weapon, you can spend a spell slot to deal an extra d6 damage per level of the slot. This damage can be fire, lightning, cold, poison, necrotic, or psychic.

Monster Blood Tattoo

You have learned to distill the essence of a monster from its blood and use it to create powerful tattoos with various effects. A monster blood tattoo costs 500 gp x the power level of the tattoo (as indicated in the monsters entry) and takes 8 hours to apply.

Golemancy

Prerequisites: Intelligence 18 or higher, Level 8 or higher

You have started your journey into the study and creation of various magical constructs, including golems.

See the golem section in this book to see details of how to craft golems.

Deadly Grappler

When you grapple a target while you are hidden from them you can use a bonus action to make an attack against them. If this attack kills the target, you kill them silently and can immediately hide again as a reaction, taking the body with you if is a size you could feasibly move.

Traits and Drawbacks

This is an optional system to add more flavour to characters at character creation. When creating a character with this variant, your DM will instruct you to pick one of the following options (or make up her own):

  1. Pick two traits in addition to selecting a background. Then select any number of drawbacks, for each drawback you select, you may pick an additional trait, up to a maximum of 4 traits.
  2. Pick any two skills to be proficient in, and then pick traits and drawbacks as above.
  3. Only pick traits and drawbacks to represent your background. Pick one additional trait for a theoretical maximum of 5 traits.

Many of the traits refer to crafting, check with you DM if they are using a different crafting system before selecting them.

Trait List

Ability Trait

Select one ability score. You may increase this ability score by 1.

Athletic

You gain a +1 bonus to strength checks and your carry capacity is doubled.

Arcane Crafter

During your downtime you can attempt to create wands and scrolls. You count as trained for tests for crafting such items.

Blacksmith

During your downtime you can attempt to create metal weapons (not firearms) and armour. You are proficient in checks for crafting or identifying such items.

Cautious

You gain a +2 bonus to perception when looking for traps or for hidden enemies. You also gain a +2 bonus to initiative.

Cute

You are cute, gaining +2 on charisma checks against people who are/would be/could be attracted to you.

City Dweller

You can move through crowds quickly and know where to find shops and other locations of interest in cities.

Crafter

You once worked at crafting some sort of item or material not listed in another trait. Discuss with your GM about your crafting options. This trait can be taken more than once, learning a new area of expertise each time.

Criminal Contacts

Your former (or current) lifestyle allows you to find the underbelly of cities and open up opportunities that are not available to normal folk.

Cruel Upbringing

Any sanity damage you take is reduced by 1.

Distracting

You draw the attention of others, both in combat and in social situations.

Distinctive

You are easy to remember, for better or worse.

Fae Touched

You once had an encounter with a fae. Once per long rest you can gain advantage on a save against charm effects.

Forgettable Face

Your face is easily forgettable, allowing you to blend into crowds, not arouse suspicion and other useful things.

Gunsmith

During your downtime you can attempt to create firearms. You are proficient in crafting such items.

Heavy Drinker

You have a high tolerance to alcohol, and it takes twice as much to get you drunk. You gain a +2 bonus to constitution saves against poison.

Heirloom Weapon

You start the game with one standard weapon that is not a firearm or trick weapon. When you attack with this weapon you can either get a +1 to hit or +1 to damage, chosen when you select this trait.

Discuss with your DM about upgrading this weapon over time instead of finding loot.

Leatherworker

You work with leather to create armour and other useful things. You count as proficient when making such items.

Library Scholar

Your upbringing among books and libraries allows you to always know where to find knowledge.

Lost Love

Once upon a time you had a lover who you cared for deeply. Though time or fate has separated you, you still draw solace from your time together. You have advantage on wisdom saves against fear.

Orphan

Your fates or your own actions have determined your call to adventure. You gain +1 on attack rolls or spell attack rolls.

People Person

You are charming and amicable. People tend to like you and people who like you tend to charge you less when buying goods or services.

Performer

You have learned how to play an instrument and can perform to cheapen your cost of staying in towns or cities.

Quick

You gain a +5 ft. bonus to movement speed.

Rare Language Learner

You learn one language from the very rare language list.

Religious Garb

You can wear symbols of your religion over your armour. This indicates you as a religious warrior and you do not get charged extra for wearing armour.

Sailor

You know how to sail a ship and navigate dock areas.

Shelter of the Faithful

You have spent time in a church or temple and can seek refuge with such organisations.

Skill Training

Select one skill, you gain proficiency in this skill.

Soldier of Fortune

You know where to find bounties or mercenary work.

Supportive Family

You have a family back home, who loves and supports you. You regain 1d6 extra hit points whenever you regain any hit points during a rest. You gain a +1 bonus on wisdom saves.

Survivalist

You find twice as much food and water when foraging.

Tough of Body

You gain an extra 2 hit points.

Tinkerer

You can create small mechanical items. You count as proficient for checks for crafting such items.

Well-Travelled

You learn 2 more languages, from the common or rare list.

Young Start

You have started your adventuring life much younger than usual.

You cannot take more than 2 starting traits, including this one.

You take a -2 penalty to strength, constitution, and wisdom scores but a +2 bonus to dexterity and charisma scores.

Drawback List

Addiction

You are addicted to a certain substance. For every day you do not intake the substance you must make a difficulty 20 Resistance Save or have disadvantage on all attacks, saves and ability tests for that day, or until you intake the substance.

Example Addiction: Alcoholism While in town, you either need to spend an extra 2 silver per night on alcohol or obtain it some other way. In addition, the cost of rations are increased by 2 silver per day and weigh twice as much.

Anger Issues

You have disadvantage on all charisma checks besides intimidation.

Blood Thirsty

You have disadvantage on attacks against targets that are neither unconscious nor wounded when a wounded or unconscious target is available.

Club Foot

One of your feet is damaged or cut off, replaced with a wooden leg or feet. Your movement speed is reduced by 10ft.

Clumsy

You have a knack for knocking things over, and people take cover when you go to throw something. Your dexterity score is reduced by 2.

Code of Honour

You have a strict code of honour. When acting against your code of honour you have disadvantage on all actions until you redeem yourself.

Combat Paralysis

You must pass a DC 15 wisdom save at the start of combat in order to act on the first turn.

Deaf

You are deaf or extremely hard of hearing. You automatically fail any test to hear something and are immune to any effect based on sound. You and your fellow party members can select a sign language as one of your bonus languages.

Fae Addled

You once had an bad encounter with a fae. You have disadvantage on saves against charm effects.

Foolhardy

You cannot dodge or take cover.

Illiterate

You can neither read nor write. Maybe you just never learned or maybe you have a learning disability that makes it hard for you to learn.

Insane

You see the world in a different light to most people. Whenever you take sanity damage you take an additional 1d6 sanity damage. When you roll on a madness table you can roll twice and select which result to use.

Kidnapped

You were taken into the fae as a child. You have disadvantage on all charisma tests with non-fae.

Known Traitor/Disgraced

You betrayed your country, faction, city, or guild, publicly. It is unlikely that anyone will trust you with any sensitive information, and you may have trouble acquiring basic services from certain merchants/group.

Lame

Both your legs do not work correctly, either due to injury or some other cause. You are always prone unless you are riding a creature or being carried. You must purchase a special saddle for any creature you ride at the cost of 1/10th the base cost of the creature.

Lost an Arm

You are missing an arm.

Lost an Eye

You have disadvantage on perception checks.

Mute

You cannot speak. You and your fellow party members can select a sign language as one of your bonus languages.

Nervous

You have disadvantage on saves against fear.

Old

You are older than most adventurers, and with this age comes a weakening of the body but a strengthening of the mind.

You gain a +2 bonus to wisdom and a +1 bonus to intelligence. You gain a -2 penalty to strength, constitution, and dexterity.

Physically Weak

You are weak and unable to lift heavy things. Your strength score is reduced by 2.

Superstitious

You strongly believe certain actions will have certain consequences, despite what logic would say. Discuss with your GM.

This drawback can be reflavoured to be compulsive or extremely fussy about food, or many other things.

Sickly

Your body is frail, and you get sick easily. Your constitution score is reduced by 2.

Stupid

Your brain does not work as well as other peoples. Your intelligence score is reduced by 2.

Ugly

You are staggeringly unpleasant to gaze upon. Your charisma score is reduced by 2.

Voices

You hear voices in your head telling you to do things. This voice could be the voice of a god, your own delusions or something more sinister. Consult your GM.

Wanted

You are wanted by a group of people. Work out details with your GM. This group of people will attempt to hunt you down.

Weak to Magic

A childhood curse or arcane accident has left you vulnerable to magic and magical effects, you have disadvantage on saves against spells and other magical effects.

Weak Willed

You are not as strong willed as other people. Your wisdom score is reduced by 2.

Stage Fright

You suffer disadvantage on charisma and wisdom tests when in or in front of large crowds.

Phobia

You have an intense fear of a certain creature or effect, for example: fire, spiders, heights. When confronted with the object of your phobia you must make a DC 15 wisdom save or take 1 irresistible sanity damage and be frightened for a round.

Lack of Confidence

Whenever you fail a skill check you have a -5 penalty on that skill for an hour.

Forgetful

Whenever you stay at a location for more than an hour you must make a difficulty 10 Mental Save or leave an item behind, such as a few coins, a small dagger or similar. If you critically fail this test you might instead leave an important weapon or piece of information instead.

Dark Mark

You have a symbol of an evil god or other dark entity burned into your flesh. You have disadvantage and a -2 penalty on all charisma checks with decent people.

You are charged double for all goods and services.

Hedonist

Each day you do not spent at least an hour in pleasurable activities you must make DC 15 wisdom save or have disadvantage on initiative and perception checks for the next day.

Slow on the Uptake

You have disadvantage on initiative checks or perception checks to spot hidden enemies or traps.

Alternate Skill System

In this system, characters gain an additional 2 skills + a number of skills equal to their intelligence or wisdom modifier, whichever is higher to make up for the massively increased number of skills. In addition, whenever a character selects a knowledge skill, they can immedialy select another knowledge skill to be proficient in.

Strength Skills

  • Climb
  • Jump
  • Smash
  • Swim

Dexterity Skills

  • Acrobatics
  • Disable Device
  • Ride
  • Sleight of Hand
  • Stealth

Constitution Skill

  • Concentration

Wisdom Skills

  • Perception
  • Medicine
  • Insight
  • Survival
  • Animal Handling

Intelligence Skills

  • Appraisal
  • Investigation
  • Spellcraft
  • Knowledge (Arcana)
  • Knowledge (Criminal)
  • Knowledge (Daemons)
  • Knowledge (Eldritch)
  • Knowledge (Engineering)
  • Knowledge (Geography)
  • Knowledge (Fae)
  • Knowledge (History)
  • Knowledge (Linguistics)
  • Knowledge (Miscellaneous)
  • Knowledge (Monsters)
  • Knowledge (Nature)
  • Knowledge (Nobility and Nations)
  • Knowledge (Philosophy)
  • Knowledge (Religion)

Charisma Skills

  • Deception
  • Diplomacy
  • Intimidation
  • Leadership
  • Performance
  • Gather Information

Skill Details

Acrobatics

Dexterity

Acrobatics is balance, poise, and speed while performing agile manoeuvres such as tumbling, balancing on a tightrope or similar feats.

Animal Handling

Wisdom

Animal handling is calming animals, training animals, and reading an animal’s emotions.

Appraisal

Intelligence

Appraisal is working out an object's monetary worth.

Climb

Strength

The climb skill is used to both physically climb an obstacle as well as to make difficult climbs or to prevent yourself from falling.

Concentration

Constitution

Concentration is used to cast spells in difficult conditions or while under attack.

Deception

Charisma

Deception is lying to and misleading people.

Diplomacy

Charisma

Diplomacy is convincing others.

Disable Device

Dexterity

Used to disarm traps and unlock doors. Most of the time you will require specialised tools to disarm traps or unlock complex locks.

Gather Information

Charisma

Allows you to gather information in towns and cities.

Insight

Wisdom

Insight is used to gauge people and tell if there are honest or lying. It can also be used to gauge someone’s emotional state or see if they are under the effect of a mind-altering effect.

Intimidation

Charisma

Intimidation is scaring someone into doing what you want or causing them to flee.

Investigation

Intelligence

Investigation is the searching for something or understanding how something works. It is used to search for traps or hidden doors, or to spot patterns or other things that do not purely rely on the senses to see.

Jump

Strength

The jump skill determines how far and high you can jump as well as your accuracy when jumping onto tricky targets.

Knowledge

Intelligence

Knowledge skills are your knowledge of a specific subject. There are a number of different knowledge skills, and your GM might add or remove them to fit with the type of game they are running.

Leadership

Charisma

Leadership is the instruction and command of others. It is mainly used to command hirelings or other followers.

Medicine

Wisdom

Medicine is mostly used to mend wounds or identify wounds, diseases, or poisons.

Perception

Wisdom

Perception is a measure of how observant you are. Perception is used both to see or hear far of sounds, or to hear or see close details. Perception tests are used to spot traps or hidden doors, or to spot people or items that are hidden.

Performance

Charisma

Performance is used to hold people’s attention, to perform instruments or give speeches.

Ride

Dexterity

Ride is your skill with handling and riding animals, mainly horses. If you have a total bonus to ride equal or higher than 10, you can mount an animal without losing movement.

Ride is used to avoid falling off a mount, keeping control of a wounded or spooked mount or performing tricky feats of horsemanship.

Sleight of Hand

Dexterity

Sleight of hand is used to conceal your actions of your hands, pickpocketing, palming a dagger, etc.

Smash

Strength

This skill determines how easily you can break things like doors, chests, trees, and people’s arms.

Spellcraft

Intelligence

Spellcraft is the knowledge of magic in a practical sense. It includes knowing how to counter magic, as well as modify it.

Stealth

Dexterity

Stealth is a measure of your stealth. It covers moving silently, avoiding peoples gaze, or disappearing from sight altogether in some conditions.

Survival

Wisdom

Survival covers wilderness survival skills, such as navigation, foraging, and tracking. It can also be used to harvest defeated foes or learn basic information about plants or animals, though without the accuracy of Knowledge (nature)

Swim

Strength

The swim skill represents both speed of swimming and the ability to swim in tight spaces or against strong currents.

Alternate Equipment Rules

Armour Sizes

Most armour is built for a certain person. Your GM will decide if the armour need to be resized or even can be resized. For example:

A halfling can only wear armour made for halflings.

A dwarf can only wear armour made for dwarves or short, stocky humans.

Elves can wear the armour made for elves or tall, thin humans.

Humans have more variety in body shape than the other species.

Light armour can be resized at 10% of its base price. Medium armour can be resized for 20% of its base price. Heavy armour can be resized for 50% of its base cost.

Shields

While using a shield you can make an attack with it as if you were using an improvised weapon.

You can use two shields at the same time. While using two shields the second shield only provides half the usual bonus to armour class and you cannot don or doff the second shield by yourself. In addition, any attacks you make with the shield is at disadvantage.

Tower shield

When using a tower shield you can provide cover for your allies. You can set your shield as an action, providing half cover until you move.

Only medium creatures can use tower shields.

Firearms

Misfire If you roll a natural one on any of the dice (unless it is a dice you discard when rolling with advantage) when rolling to hit and the other dice is lower than the misfire number of your weapon, your weapon misfires, causing the shot to miss automatically and an additional effect to occur based on the table below.

D10 Result
1 Catastrophic Misfire: You take 2d8 damage and the weapon takes a week to repair at half its value
2 Bad Misfire: The weapon will take a long rest to repair for 10% of its base cost.
3-4 Misfire: The weapon requires a short rest to be unjammed and repaired.
5-9 Minor Misfire: The weapon will take a turn to repair/clear the jam.
10 Wet Powder: The weapon cannot be used until your next turn.

Trick Weapons

These rare weapons are designed to be a combination of two other weapons, or to have some hidden property. They are rare and often difficult to use.

Battle Whip

This strengthened whip, often reinforced with metal, can be used to grapple at range.

Damage: d6

Damage Type: Bludgeoning

Reach: 10 ft.

Cost: 1200 gp

Properties: -

Special: Cannot be used two handed or with a shield. While wielding a battle whip you can grapple targets within range of the whip.

Your dexterity must be at least 16 to use this weapon.

Double Blade

This clumsy weapon consists of two swords connected at the hilt. Very impractical to use, but an impressive sight nonetheless.

Damage: d8

Damage Type: slashing

Reach: 5 ft.

Cost: 650 gp

Properties: Two handed.

Special: While using a double blade you always have disadvantage on attacks. You may make an extra attack using the other end of the blade as if you were dual wielding.

Gun Spear

Someone saw a musket, a delicate and temperamental weapon, and decided to turn it into a spear.

This weapon can be used as a spear at disadvantage and a musket (with a misfire value of 10) at disadvantage, with no need to switch between the two. If this weapon misfires you must roll again on the misfire table and take the lowest roll.

Hidden Blade

This smaller dagger is spring loaded on a sheath on the wearers arm, so it is easy to hide.

Damage: d4

Damage Type: piercing

Reach: 5 ft.

Cost: 800 gp

Properties: Light, Finesse

Special: If you critically fail while using the hidden blade, the spring breaks and the blades flies out, rendering the weapon useless until repaired for half its normal price.

The hidden blade gains a +5 bonus on attempts to hide it and deals an extra 1d6 damage on the first round of combat after revealing it.

Revealing the blade is a free action, however once revealed it requires the spring to be rewound over a minute before it can gain the bonuses again.

Shikari Axe

This axe transforms between a one handed and two handed variant. Its jagged edge causes horrific bleeding wounds on the target.

Damage: d8/d12 Damage Type: slashing Reach: 5 ft./10 ft. Cost: 2400 gp Properties: Heavy/ Heavy, two handed.

Special: When you cause a wound with this axe the target takes an additional damage dice worth of damage at the start of your next turn.

You can use a bonus action to transform this weapon between its one handed and two handed modes. On the turn you transform this weapon, the first attack you make after transforming it has advantage. Only applicable when turning from one handed to two handed.

Threaded Cane

This cane transforms into a bladed whip.

Damage: d10/d6

Damage Type: bludgeoning/slashing

Reach: 5 ft./15ft

Cost: 3500 gp

Properties: Light

Special: This weapon always uses dexterity for attack and damage rolls. While transformed into whip form, a critical fail on a hit will deal damage to the user.

This weapon is designed to be made with a mix of silver and iron.

When silvered the weapon does not have a penalty against armoured opponents.

You can use a bonus action to transform this weapon between its cane and whip modes. On the turn you transform this weapon, the first attack you make after transforming it has advantage.

Alternate Rules

Climbing

A creature without a climb speed climbs at 1/3rd of its usual speed, providing the surface is easy enough for a normal person to climb. With a climbing kit more difficult surfaces can be climbed, though at half the normal climb speed again.

The climb skill can be used to climb faster or more difficult climbs.

Difficulty Speed
20 1/2 speed
25 3/4 speed
30 Full speed
Difficulty Climb
35 Vertical surface

Jumping

Standing Long Jump 4 ft. + jump skill / 2
Running Long Jump 10 ft. + jump skill
Standing High Jump 1 ft. + jump skill / 4
Running High Jump 3 ft. + jump skill / 2

These jump heights assume the character is not weighed down by equipment.

A character carrying below 1/3 of its carry weight uses the above table.

If a creature is carrying between 1/3 and 2/3 of its carry weight it takes a -4 penalty to the jump skill when calculating jump distances.

If a character is carrying above 2/3 of its carry weight it takes a -8 penalty to the jump skill when calculating jump penalties.

An over encumbered character takes a -16 penalty to the jump skill when calculating jump distances.

Fighting in Cramped Quarters

When fighting in enclosed quarters it is difficult to use larger weapons. Any two handed weapon that does not deal piercing damage has disadvantage on attack rolls when fighting in cramped quarters.

Small creatures ignore any penalties for fighting in cramped quarters unless they are so cramped that only a small creature can fit.

Falling

When a creature falls more than 10 ft it must make an acrobatics test, or Avoidance Save, whichever is higher. The difficulty of this test or save is 5 times the number of 10 ft. blocks fallen.

If the test is passed, the creature takes 1d6 damage per 10 feet fallen. In addition, the creature counts as falling 10 less feet for every 5 points you beat the test by.

If the test fails, the creature takes 1d8 damage per 10 feet fallen.

If the test is critically failed the creature instead takes 2d8 damage per 10 it falls and cannot land on its feet.

This damage cannot be reduced or resisted.

If the fall is more than 50ft the creature also takes a minor wound. For every 20 ft a creature falls beyond this the creature takes a major wound.

If the fall is over 100ft the creature takes a mortal wound, and an additional mortal wound for every 100 ft beyond that to a maximum of 500 ft.

If the creature is not wounded by the fall, then it lands on its feet. If it is wounded, then it lands prone. Landing on spikes or similar hazards can cause additional damage at the DMs discretion.

Falling into water or a similar liquid counts as falling 20 feet less and halves the first 40 feet fallen beyond that.

A falling creature falls 540 ft. in its first round of falling, and 1000ft per round after that.

Willingly Falling

A flying creature can enter a dive instead of its usual movement. While diving the creatures flying speed is tripled as long as it moves at least twice its speed downwards. To end a dive the creature must spend a turn moving at least half its dive movement. If it would hit the ground in this time it takes half the usual fall damage.

Drop Attack

When making an attack while falling or dropping onto an enemy, you deal extra damage equal to half the fall damage you would take, not taking into account any passed tests or abilities that reduce fall damage. If you miss the attack you have disadvantage on the save to reduce falling damage.

If you attempt to grapple an opponent while falling you may pull them with you or attempt to knock them prone for free.

Spells

Power Word: No

9th-level Abjuration (Bard, Sorcerer, Wizard)

Casting Time: 1 reaction when a creature you can see takes any action

Range: Infinite

Components: V

Duration: Instantaneous

You interrupt the target creatures action. The creature cannot take the action they were attempting, or any other action, or movement, until their next turn.

Power Word: No cannot be countered or otherwise prevented by any spell or ability aside from wish or another Power Word: No.

Torture

Your

Players

Do your players complain that the game is too easy? Do you just want them to suffer for the sins of humanity?

If the answer is yes, then this book is the book for you.

Cover Art: uger

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Credits

Thanks to my players for putting up with this nonsense.

 

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