- #### [3 Chapter 1: Subclasses ](#p3)
- [3 Cleric: Mirth Domain ](#p3)
- [4 Fighter: Frost Knight ](#p4)
- [5 Sorcerer: Cryomancer ](#p5)
- #### [6 Chapter 2: Magic Items ](#p6)
- #### [7 Chapter 3: Spells ](#p7)
- [7 Spell Lists ](#p7)
- [7 Spell Descriptions ](#p7)
- #### [9 Chapter 4: Monsters ](#p9)
- [9 Ice Elemental ](#p9)
- [10 Krampus ](#p10)
- [11 Tinkerers ](#p11)
- [12 Nim ](#p12)
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## Image Credits
___
* [Winter Scene](https://www.artstation.com/artwork/xN4lO) - Florian Dreyer
* [Legend Background](https://www.deviantart.com/gugu-troll/art/Legend-Background-383072968?q=RabidMonkey303%2F61150550&qo=1767) - Gugu-Troll
* [Image](https://i.pinimg.com/564x/20/98/99/20989914b7b588a816af531eb6b4b681.jpg) - Bard's Tale 4
* [Nieves](https://www.deviantart.com/kamiyamark/art/Nieves-678363867) - Kamiyamark
* [Memories of Ice, French Cover](https://66.media.tumblr.com/0b2e9c6fb97310046eb4fa6c25e1a250/tumblr_pjtdklqoEd1qj6jwgo1_1280.jpg) - Marc Simonetti
* [Magic Chest](https://amphibiapedia.fandom.com/wiki/Amphibia_(series)/Theme_Song?file=Magic_Chest_opening_HD.jpeg) - Amphibia
* [Iron Kingdoms](https://www.artstation.com/artwork/iron-kingdoms) - Miro Petrov
* [Deeproot Level 3](https://www.deviantart.com/yigitkoroglu/art/Deeproot-Level-3-481083640) - Yigitkoroglu
* [Krampus](https://www.artstation.com/artwork/1WVye) - James Bousema
* [Boss Fight](https://kotaku.com/boss-fight-1827464924) - Pedro Krüger Garcia
* [Cloud People](https://adventuretime.fandom.com/wiki/Cloud_People?file=Cloud_people.png) - Adventure Time
* [Background](https://onlyhdwallpapers.com/thumbnail/makoto-shinkai-centimeters-per-3cZL.jpg) - 5 Centimeters Per Second
##### Created by Marlin ([u/64Marlin64](https://new.reddit.com/user/64Marlin64/))
\pagebreakNum
# 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.
\pagebreakNum
## 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 |
\columnbreak
#### 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.
\pagebreakNum
## 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.
\columnbreak
#### 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.
\pagebreakNum
# 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.
\columnbreak
#### 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.
\pagebreakNum
# 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.
\columnbreak
#### 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.
\pagebreakNum
#### 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.
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#### 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)
\pagebreakNum
# 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.
\pagebreakNum
## 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. \pagebreakNum ## 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. \pagebreakNum ## 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. \columnbreak ___ > ## 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.