Tome of Good Tidings

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The Tome of Good Tidings
A Christmas Compendium

Preface

The Tome of Good Tidings (or ToGT for short) is a small collection of homebrew for Dungeons and Dragons 5th Edition that is themed around winter and festivity. The player options are designed to be setting agnostic, so no work from the DM is required to implement this content.

Table of Contents

Image Credits


Created by Marlin (u/64Marlin64)

Chapter 1: Subclasses

Cleric: Divine Domain

At 1st level, a cleric gains the divine domain feature. The following domain option is available to a cleric, in addition to those offered in the Player's Handbook: Mirth.

Mirth Domain

Gods of mirth are merry entities who often partake in parties and other celebrations. Some mirth gods are focused on pure party and having fun any way you can (such as Lliira, Olidammara and Dionysus). While others encourage learning skills that can entertain others (such as Branchala, Corellon, Apollo, Balder, Hathor and Oghma). Followers of these gods often learn instruments and know how to lead a conversation

Mirth Domain Features
Cleric Level Feature
1st Domain Spells, Bonus Proficiencies, VIP Zone (5 ft.)
2nd Channel Divinity: Life of the Party
6th VIP Zone (10 ft.)
8th Blessed Strikes
17th Superb Celebration

Domain Spells


1st-Level Mirth Domain Feature

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

Mirth Domain Spells
Cleric Level Spells
1st Charm Person, Ceremony(XGE)
3rd Calm Emotions, Pyrotechnics (EE)
5th Create Food and Drink, Hypnotic Pattern
7th Charm Monster, Mordenkainen's Private Sanctum
9th Prodigious Party(ToGD), Modify Memory

Bonus Proficiencies

1st-Level Mirth Domain Feature


You gain proficiency with your choice of brewer's supplies, a gaming set or a musical instrument.

VIP Zone

1st- and 6th-Level Mirth Domain Feature


When a creature is charmed by you, they are also considered charmed by creatures within 5 ft. of you.

When you reach 6th level, this radius increases to 10 ft.

Channel Divinity: Life of the Party

2nd-Level Mirth Domain Feature


As an action, you can present your holy symbol. Creatures within a 15 ft. radius sphere originating from you must succeed on a Wisdom saving throw against your spell save DC or be charmed by you for one minute. They can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success

Blessed Strikes

8th-Level Mirth Domain Feature


In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 psychic damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.

Superb Celebration

17th-Level Mirth Domain Feature


You can inspire your allies with the power of your music or speech.

As an action, choose a number of creatures within 30 ft. of you up to your Wisdom modifier (minimum of 1). Chosen creatures gain temporary hit points equal to your cleric level. They also gain this many temporary hit points at the start of each of your turns for 1 minute.

Once you use this feature, you cannot use it again until you finish a long rest.

Fighter: Martial Archetype

At 3rd level, a fighter gains the martial archetype feature. The following archetype is available to a fighter, in addition to those offered in the Player's Handbook: the Frost Knight.

Frost Knight

Frost Knights have harnessed the powers of the cold to protect themselves. They also encase their weapons in ice to unleash devastating combo attacks.

Frost Knight Features
Figter Level Feature
3rd Arctic Armour
7th Arctic Armour (2nd-level spell), Frosted Fortitude
10th Chilled Attacks
15th Arctic Armour (3rd-level spell), Snowy Slam
18th Sleeted Sweep

Arctic Armour

3rd-, 7th- and 15th-Level Frost Knight Feature


You can harness the powers of frost to protect you from danger.

You can cast the Armour of Agathys spell a number of times equal to your Constitution modifier. You regain all expended uses of this ability when you finish a long rest.

You cast the spell as if it were at a higher level when you reach 7th level (2nd level spell) and 15th level (3rd level spell)

Frosted Fortitude

7th-level Frost Knight Feature


You have become attuned to cold and have become more resilient against it.

You gain resistance to cold damage. In addition, when you use your action surge. Creatures of your choice within 10 ft. of you take cold damage equal to your Constitution modifier.

Chilled Attacks

10th-level Frost Knight Feature


Your weapon attacks deal additional cold damage equal to your constitution modifier.

Snowy Slam

15th-level Frost Knight Feature


As an action, you can cause a giant, icy version of your weapon to sprout from its hilt and slam it on the ground. All creatures in a 20 ft. line originating from you must make a Dexterity saving throw (save DC = 8 + your constitution modifier + your proficency bonus), taking 6d6 blugeoning damage and 6d6 cold damage on a failed save and only the cold damage on a successful save.

Once you use this feature, you cannot use it again until you finish a long rest.

Sleeted Sweep

18th-level Frost Knight Feature


As an action, or a bonus action after you use your Snowy Slam feature, you sweep your enlarged blade in a 20 ft. cone originating from you. All creatures within that cone must make a Dexterity saving throw (save DC = 8 + your constitution modifier + your proficency bonus), taking 7d6 blugeoning damage and 7d6 cold damage on a failed save and only the cold damage on a successful save. A creature that fails the saving throw is also restrained, as ice covers their body, locking them in place. As an action, the target can make a strength saving throw against the same DC, ending the restrain on itself on a success.

Once you use this feature, you cannot use it again until you finish a long rest.

Sorcerer: Sorcerous Origin

At 1st level, the sorcerer gains the sorcerous origin feature. The following option is available to a sorcerer, in addition to those offered in the Player's Handbook: Cyromancy

Cryomancy

Within the worlds of D&D there are many places where one could become a cryomancer: the Plane of Ice, where the elemental planes of water and air meet; bheur hags, who use icy magic to gather minions; or maybe a powerful white or silver dragon, who often dwell in cold environments. Being granted magic by one of these beings is certainly noteworthy and allows its wielder to harness immense powers of snow and frost.

Cryomancer Features
Sorcerer Level Feature
1st Cold Contact
6th Frozen Affinity
14th Icy Eruption
18th Chilled Attack

Cold Contact


1st-Level Cryomancer Feature

Your hands are so cold that they can freeze water when you touch it.

You gain resistance to cold damage. Additionally, as an action, you can freeze a cube of water you touch with a length up to half your proficiency bonus (rounded up) multiplied by 5 ft. Provided that there are no creatures within it. The water stays frozen until an hour passes, or until you lose concentration as if you were concentrating on a spell.

Frozen Affinity


6th-Level Cryomancer Feature

When you cast a spell that deals cold damage, you can add your Charisma modifier to one damage roll of that spell.

Additionally, when you cast a spell that deals damage, you can spend 1 sorcery point to change one damage type from that spell to cold.

Icy Eruption


14th-Level Cryomancer Feature

You gain a burst of inspiration when hurt drastically which allows you to send a final bolt of cold before you breath your last steamy breath.

When you are reduced to 0 hit points but not killed outright, you can use your reaction to cast a cantrip that deals cold damage with a casting time of an action.

Chilled Attack


18th-Level Cryomancer Feature

Your ability to control icy energy applies to all the spells you cast.

When you deal cold damage to a creature, the creature must succeed on a strength saving throw against your spell save DC or be restrained as icy begins to crawl up their limbs, the target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The restrain also ends if the target takes any fire or bludgeoning damage.

Chapter 2: Magic Items

Angel on the Tree

Wonderous Item, Very Rare


As an action, you can throw this small angelic figure onto the ground, where it grows into a fully sized Planetar. The planetar disappears when it drops to 0 Hit Points or after one minute has passed.

The planetar is friendly to you and your companions for the duration. Roll initiative for the planetar, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the planetar, it defends itself from Hostile creatures but otherwise takes no Actions.

Bauble Bombs

Wonderous Item, rarity varies


You can use an action to throw the bauble to a point within 60 ft. The bauble explodes, releasing an effect depending on its colour. Once a bauble explodes, it is destroyed.

Blue (Rare). An icy explosion fires out of the bauble when it lands. All creatures within 10 ft. of the bauble must make a Strength saving throw. On a fail, the creature takes 3d6 cold damage and is restrained for 1 minute. On a success, the creature takes half damage and is not restrained. Creatures can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success. The effect also ends if the creature takes any bludgeoning or fire damage.

Green (Uncommon). Four goblins break out of the bauble, appearing in the four spaces surrounding where the bauble lands. They are charmed by you and your allies for 1 minute, afterwards they return to a regular goblin-like state.

Red (Uncommon). The bauble explodes in a 15 ft. radius sphere centered on the bauble. All creatures within range must make a Dexterity saving throw, taking 4d6 fire damage on a failed save or half as much on a successful one.

Enchanting Music Box

Wonderous Item, Rare


You can use an action to start winding up the box. If you do not use an action on your next turn to do the same, the music box pops open and plays for a number of turns equal to the amount of actions you spent winding it up (maximum of 10). Afterwards, the box magically shuts itself and the music stops.

While the music box is open, when a creature that can hear the music comes within 15 ft. of the music box or starts their turn within 15 ft. of the box they must succeed on a DC 15 Wisdom saving throw or be charmed until the music stops. The creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Entangling Tinsel

Wonderous Item, Uncommon


This tinsel is 30 feet long and weighs 3 pounds. If you hold one end of the tinsel and use an action to speak its Command Word, the other end darts forward to Entangle a creature you can see within 20 feet of you. The target must succeed on a DC 14 Dexterity saving throw or become Restrained.

You can release the creature by using a Bonus Action to speak a second Command Word. A target Restrained by the tinsel can use an action to make a DC 14 Strength or Dexterity check (target's choice). On a success, the creature is no longer Restrained by the tinsel.

The tinsel has AC 15 and 15 Hit Points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the tinsel drops to 0 Hit Points, it is destroyed.

Snowball Cannon

Weapon (Sling), Rare


You gain a +1 bonus to attack and damage rolls with this weapon. The weapon deals an additional 1d6 cold damage. The weapon does not require ammunition, materialising the snowballs as you pull back the sling.

Snowglobe of Snowstorms

Wonderous Item, Rare


Within the snowglobe, there rages a storm that does not calm. You can use an action to smash the snowglobe, causing the storm within to expand out. You cast Ice Storm (save DC 15) and the snowglobe's magic is lost.

Staff of Snowstorms

Staff, rare (Requires attunement by a druid, sorcerer, warlock or wizard)


The staff has 6 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC: Sleet Storm (3 Charges) and Snilloc's Snowball Swarm(XGE) (2 Charges). The staff regains 1d4+2 charges daily at dawn.

Chapter 3: Spells

Spell Lists

The following spell lists show which spells can be cast by characters of each class.

Bard Spells

5th level
  • Prodigious Party

Cleric Spells

5th level
  • Cryogenics

Druid Spells

Cantrip (0 level)
  • Snowball Strike
3rd level
  • Turn of Season
4th level
  • Chilling Chain
9th level
  • Ice Age

Paladin Spells

2nd level
  • Polar Smite

Ranger Spells

2nd level
  • Polar Smite
3rd level
  • Turn of Season

Sorcerer Spells

Cantrip (0 level)
  • Snowball Strike
2nd level
  • Frozen Darts
3rd level
  • Turn of Season
4th level
  • Chilling Chain
5th level
  • Frostball
  • Prodigious Party
9th level
  • Ice Age

Warlock Spells

3rd level
  • Turn of Season
4th level
  • Chilling Chain
5th level
  • Prodigious Party
9th level
  • Ice Age

Wizard Spells

Cantrip (0 level)
  • Snowball Strike
2nd level
  • Frozen Darts
3rd level
  • Turn of Season
4th level
  • Chilling Chain
5th level
  • Frostball
  • Prodigious Party
9th level
  • Ice Age

Spell Descriptions

The spell's are presented in alphabetical order.

Chilling Chain

4th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

You cause a row of icicles to sprout from the floor in a 15 ft wide, 30 ft long line originating from you. All creatures in the area must make a Dexterity saving throw, taking 3d8 cold damage and 3d8 piercing damage on a failed save, and half as much on a successful save.

Cryogenics

5th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You encase a corpse that you touch in an icy tomb. For the duration, the target is protected from decay and can't become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

These effects ends if the corpse takes any bludgeoning or fire damage.

Frostball

5th-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (A vial of water)
  • Duration: Instantaneous

A small snowball launches from your hand and then swells to engulf all that's around it. Each creature in a 20 ft radius sphere centred on a point within range must make a Strength saving throw. A target takes 6d6 cold damage on a failed save and is petrified for a minute, or half as much damage and is not petrified on a successful save. While petrified, the target has vulnerability to bludgeoning damage. The petrification also ends if the target takes any bludgeoning or fire damage.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Frozen Darts

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure three darts made of ice in your hands. You can throw them at one target or several. Make a ranged spell attack for each dart. On a hit, the target takes 2d6 cold damage.

At Higher Levels: You create one additional dart for each slot level above 2nd.

Ice Age

9th-level transmutation


  • Casting Time: 1 action
  • Range: Self (5 mile radius)
  • Components: V, S
  • Duration: 1 month

You modify the climate of the area within 5 miles of you, making it like the arctic poles of the world. The area's weather becomes extreme cold for the duration. It can only be changed by other 9th-level spells or divine intervention.

Polar Smite

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The first time you hit with a melee weapon attack during this spell's duration, your weapon gains an icy coat which extends to the creature you hit. The attack deals an extra 2d6 cold damage and the creature must succeed on a Strength saving throw or be restrained by ice. They can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success.

Prodigious Party

5th-level enchantment


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour

Ethereal music plays around you, mesmerising creatures that can hear it. Creatures of your choice that can hear within range must succeed on a Wisdom saving throw and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. While charmed, the creature is filled with a subtle sense of delight.

Snowball Strike

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: Instantaneous

You create a snowball in your hand and throw it at a target within range.

Make a ranged spell attack against the target. On a hit, the target takes 1d10 cold damage.

Turn of Seasons

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self (10 foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You rip leaves from trees around you or cause spectral ones to appear. The leaves orbit up to 10 feet around you for the duration.

Creatures within the area are considered heavily obscured to creatures other than you. When a creature other than you enters the area for the first time on its turn or starts its turn their, they must make a Dexterity saving throw, taking 5d4 slashing damage on a failed save or half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd.

Oath of the Ancients Paladin Spells

On the Oath of the Ancients spells table, you can replace Protection from Energy with Turn of Seasons (ToGT)

Chapter 4: Monsters

Elementals

Ice Elemental

A mutated version of the water elemental, the ice elemental has a frozen body that makes it hard to keep a solid grasp on. It also gets stronger when subjected to cold, attaching the ice to its own body.


Ice Elemental

Large elemental, neutral


  • Armor Class 14 (natural armor)
  • Hit Points 114 (12d10+48)
  • Speed 30 ft.

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

  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks
  • Damage Immunities cold, poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Aquan
  • Challenge 5 (1,800 XP)

Slippery Body. Creatures have disadvantage on checks made to grapple the elemental.

Ice Form. Whenever the elemental is subjected to cold damage, it takes no damage and instead regains a number of Hit Points equal to half the cold damage dealt.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage + 4 (1d8) cold damage.

Summoning Ice Elementals

When a creature casts conjure elemental, they can select an area of ice or water to summon an ice elemental from.

Krampus

A descended descendant of the Satyrs, Krampus is a horned and hoofed fiend that can sense evil and steal away people that misbave, especially children. Krampus dwells in a layer of the Abyss known as Perktenlauf, a dark, wintery world populated by night hags and similar fiendish creatures.



Wicked Weaponry. Krampus wields two items, a multi-pronged whip made of birch wood as well as a modified bag of holding that Krampus uses to store people he considers "naughty".



Krampus

Large Fiend, Chaotic Evil


  • Armor Class 18 (natural armor)
  • Hit Points 238 (28d10+84)
  • Speed 40 ft.

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

  • Damage Resistances Necrotic
  • Damage Immunities Bludgeoning, piercing and slashing from nonmagical weapons
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Abyssal, Common
  • Challenge 15 (13,000 XP)

Innate Spellcasting. Krampus’s spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

3/day: Darkness

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

Actions

Multiattack. The creature makes three Birch Whip attacks, it can replace one of these attacks with a claw attack or a Krampus Snatch attack.

Birch Whip. Melee Weapon Attack: +10 to hit, Reach 15 ft., one target. Hit: 20 (6d6+5) slashing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit 9 (1d8+5) slashing damage plus 9 (2d8) necrotic damage, the target is also grappled. Krampus can only grapple two creatures and cannot use its claw attack while grappling two.

Krampus Snatch. A Medium or smaller creature Krampus is Grappling must succeed on a DC 15 Strength (athletics) or Dexterity (acrobatics) check. If the check fails, the target is bagged, and the grapple ends. While bagged, the creature is Blinded and Restrained, it has total cover against attacks and other effects outside the bag.

A creature can attack the bag directly. It is a medium object with AC 20 and 50 Hit Points. It has immunity to poison and psychic damage and resistance to bludgeoning damage. It regains 5 hitpoints at the start of each of Krampus' turns. When the bag is destroyed, all creatures inside of it fall out, landing prone next to it.

If Krampus drops the bag or dies, a bagged creature is no longer Restrained by it and can escape from the bag by using 10 feet of Movement, exiting prone.

Legendary Actions

Krampus can take 3 legendary actions, choosing from the option below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Krampus regains spent legendary actions at the start of its turn.

Move. Krampus moves up to its speed without provoking opportunity attacks.

Whip. Krampus makes one birch whip attack.

Grasp. Krampus makes one Claw attack or uses its Krampus Snatch.

Tinkerers

With an appearance like short elves or gnomes, the Tinkerers are a species that are capable of many things, including invention, delivery and, when put in the wrong hands, infiltration. Usually dwelling in the feywild, the tinkerers can also be summoned by mortal inventors to help increase production or to spread their gifts around the world.

Inventing Nature. Tinkerers have constructed things of many natures, including weapons, vehicles and tools for general use or, if given the right price, very specific needs.


Tinkerer

Small fey, chaotic good


  • Armor Class 13 (leather)
  • Hit Points 10 (2d6+4)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 13 (+1) 12 (+1) 10 (+0)

  • Skills Arcana +3, Sleight of Hand +4, Stealth +4
  • Senses passive Perception 11
  • Languages Elvish
  • Challenge 1/4 (50 XP)

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

Actions

Multiattack. The tinkerer makes two repeating crossbow attacks

Repeating Crossbow. Ranged Weapon Attack: +4 to hit, Range 80/320, one target. Hit: 6 (1d8+2) piercing damage


Swarm of Tinkerers

Large swarm of Small fey, chaotic good


  • Armor Class 13
  • Hit Points 117 (18d10+18)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 13 (+1) 12 (+1) 10 (+0)

  • Skills Arcana +4, Sleight of Hand +5, Stealth +5
  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses passive Perception 11
  • Languages Elvish
  • Challenge 4 (450 XP)

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

Actions

Miniature Ballista. Ranged Weapon Attack: +5 to hit, Range 80/320, one target. Hit: 24 (4d10+2) piercing damage.

Hail of Bolts (Recharge 4-6). The swarm all aim their crossbows at a point within 80 ft. of them and fire. All creatures within 10 ft. of that point must make a DC 14 Dexterity saving, taking 39 (6d8+12) piercing damage on a failure, or half as much on a success.

Nim

Hailing from the Plane of Air, the nims are small cute clouds which float around the world relatively harmlessly. People often underestimate the strength of nims because of their large, cute eyes but, when they are put under pressure, a nim can rain terror down on its foes.

Friend of Wizards. Nims can be friendly towards magic users and sometimes will be willing to become their familiars, although they are more likely to be given to a warlock by a powerful being from the plane of air. A warlock with the Pact of the Chain feature can use a Nim as their familiar.


Nim

Tiny elemental, lawful good


  • Armor Class 12
  • Hit Points 45 (10d4+20)
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
6 (-4) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 12 (+1)

  • Damage Resistances cold
  • Condition Immunities exhausted, grappled, paralyzed, petrified, prone, restrained, unconscious
  • Senses passive Perception 10
  • Languages Understands Auran and Common but cannot speak
  • Challenge 1 (200 XP)

Cloud Form. The nim can move through a space as narrow as 1 inch wide without squeezing.

Actions

Hail. Ranged Weapon Attack: +4 to hit, one target directly below the nim. Hit: 9 (3d4+2) bludgeoning damage + 5 (2d4) cold damage.

Zap (Recharge 5-6). Ranged Spell Attack: +4 to hit, one target directly below the nim. Hit: 18 (4d8) lightning damage.

 

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