Visit Magic: the Gathering's Wild West plane in this rules expansion and campaign setting guide for Dungeons & Dragons 5th Edition
Credits
- Lead Designer:
- Gabe Rodriguez, /u/letterephesus
- Cover Art:
- Leon Tukker
- Wizards of the Coast
Artist Credits:
Adrian Rodriguez, Alayna Danner, André Cézar, Angelo Bortolini, Anna Podedworna, Borja Pindado, Brent Hollowell, Brian Valeza, Bryan Sola, Camille Alquier, Campbell White, Chris Ostrowski, Chris Rahn, Diana Cearley, Diego Gisbert, Edgar Sánchez Hidalgo, Eilen Cherie, Ekaterina Burmak, Fiona Hsieh, Francis Tneh, Forrest Imel, Izzy, J. Lonnee, Joseph Meehan, Josu Hernaiz, Justyna Dura, Kim Sokol, Lars-Grant West, Leon Tukker, Lie Setiawan, Livia Prima, Loïc Canavaggia, Maxime Minard, Milivoj Ceran, Olivier Bernard, Patrik Hell, Quintin Gleim, Raluca Marinescu, Sergey Glushakov, Slawomir Maniak, Steve Prescott, Steven Russel Black, Viko Menezes, Wayne Wu
- Resources:
- The MTG Wiki
- Magic Story: Outlaws of Thunder Junction
- The Omenpath Handbook: Thunder Junction
- Magic: the Gathering cards from the following card sets: Outlaws of Thunder Junction and Big Score
- Detect Balance Spreadsheet for Custom Races by u/jwbjerk
- D&D Watercolor Stains by Jared Ondricek
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DM's Version
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Supporters:
A huge thank you to the supporters who make this project possible. You guys rock!
Abner Castillo, Adam Larson, Alex Garrick-Wright, Alun Howard, Anansi Dragon, Andre Beshta, Andre Paquim, Andrew Fielder, Anonymoose238, Antoine Polignone, Bellaco01, BloodStasis, Brady, Bruno Arcand, Bryce Haertjens, Caroline Magoulas, Chris Campbell, Chris Tipton, Cody Westerlund, Connor Sanders, David Cummings, David Vincent DeCaro-Brown, Echo Rowan, Eric Koger, Finn the Human, Guilherme Mello, Hannah Flayhan, Isaac Swisher, Jesse D Miers, JOAM, Joseph Joffe, Justin Finley, Kevin, Leondatwani, Logan Harris, Mason Jones, Matthew Wood, Nathan Broderick Mathews, Nayla + Steve Caruso, Nebulous, Patrick O'Connell, Radek, ReaperTheWolf, Richard Rivera, RocketTurtle, Shaun Sullivan, Shawn Advincula, SirGoatly, SlowDisco, Sophie Forster, trent smith, Zac Bruntmyer, zen magus, Zuloe Sixx
Other Planeshifted Guides
- Eldraine, inspired by fairy tales and legends
- New Capenna, inspired by 1920s noir and mobster films
- Kamigawa, inspired by cyberpunk and Japanese culture
- Unfinity, inspired by retro sci-fi
- Phyrexia, inspired by biomechanical horror
- Kaldheim, inspired by Norse mythology
- Tarkir, inspired by dragons and east asian cultures
- Ikoria, a mutation monster manual
- Ravnica, a metropolis plane of warring guilds
- Amonkhet, inspired by ancient Egypt
- Ixalan, inspired by pirates and mesoamerica
- Innistrad, inspired by gothic horror
- Alara, a fractured plane reunited
- Lorwyn-Shadowmoor, inspired by celtic mythology
Changelog
- Version 1.4
- Mount statistic changes (thanks u/Big-Sprinkles7377!)
- Armadillo burrow speed (10 ft)
- Possum poison resistance
- Added races
- Rabbit
- Shark
- Assorted minor fixes / corrections
- Mount statistic changes (thanks u/Big-Sprinkles7377!)
- Version 1.3
- DM version update
A Planeshifted Guide to Outlaws of Thunder Junction is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was created solely for private use. All rights are retained by the owners of trademarks and copyrights of the content within this document. This document, in part or whole, cannot be reproduced for the intent of retail sale or personal gain except by those said interested parties or by others with legal, written consent by said parties.
Contents
Welcome to Thunder Junction
Thunder Junction is a wild-west inspired plane of outlaws, crimes, and thunder-charged firearms; where characters can explore the frontier, take on bounties, and engage in high-stakes heists!
About Magic: the Gathering
Magic: the Gathering is a collectible trading card made by Wizards of the Coast, the creators of Dungeons & Dragons. Players play by casting spells and summoning creatures to fight their opponents. Each set of cards represents magic and creatures from a particular plane of existence in the Magic multiverse.
Balance
The content of this guide is meticulously crafted to emulate official materials as closely as possible. Where some homebrew content seeks to push the boundaries of what is possible and take exciting risks, that is not the goal of these materials. The rules and options presented in this guide are intended to be flexible and adjustable to each table, inasmuch as the official rules are.
Where possible, the new rules, content, and mechanics presented in this guide have been playtested by me and my band of outlaws playgroup.
Homebrew
The content in this guide is homebrew, not official in any way. That said, I have utilized every single tool at my disposable to discover lore facts about this plane, and have extrapolated or interpreted information presented in everything from official statements to card art.
About This Book
This book is an in-depth guide to using Magic: the Gathering's plane of Thunder Junction as a setting for a Dungeons & Dragons 5th edition campaign. It guides players and the Dungeon Master through the process of creating characters and adventures set in this world. It is divided into the following sections:
Chapter 1 provides an overview to life on Thunder Junction, including details about daily life, locations, and factions.
Chapter 2 details how to create Thunder Junction characters. It offers race options, background options, new subclass options, and suggestions for tying class options into the culture of Thunder Junction.
Chapter 3 presents an overview of magic on Thunder Junction, including new spells available to Thunder Junction spellcasting characters.
Chapter 4 presents equipment of Thunder Junction, including adventuring gear, food, and weapons.
Chapter 5 presents an assortment of magic items unique to Thunder Junction.
Chapter 6 provides updated rules for Mounted Combat and presents new stat blocks for Thunder Junction's unique mounts.
Chapter 7 provides additional rules for running desert environment survival.
Chapter 8 offers guidelines for hunting and collecting bounties.
Chapter 9 presents 22 new stat blocks for monsters and NPCs from Thunder Junction.
Appendix A provides resources for player handouts while running campaigns and adventures in Thunder Junction.
Life in Thunder Junction
Thunder Junction is a frontier, an untamed desert wilderness waiting to be explored and exploited. Before the omenpaths, Thunder Junction was unspoiled and uninhabited; but now it's overrun with outlaws, and lawlessness is a way of life.
This sections offers an overview of life on Thunder Junction. Whatever a character's origin, they should be familiar with the information presented here if they've spent time on the plane.
Planar Hub
Thunder Junction is a planar hub, a new and unexplored frontier to which many omenpaths have opened. As such, a number of towns have sprung up across the desert, and many factions seek to unlock the plane's secrets. Thunder Junction presents itself as a wild west where no one rules but coin and thunder, with outlaws and villains running rampant and lawmen struggling to instill civilization.
Thunder
The omenpaths awoke the plane's wild magic. It appeared as blue lightning, and the first settlers called it "thunder," giving Thunder Junction its name. This magic is chaotic and destructive, but can be harnessed. It provides electricity to towns via the Omenport relay, and has been harnessed in a golden form for "thunder blasters," special firearms unique to Thunder Junction.
Currency
As a frontier plane, barter and trade are common in the rural areas of Thunder Junction. In outskirt towns, merchants are likely to accept whatever coin a person might bring from their home plane, provided it looks valuable. But the common currency on Thunder Junction are cash coins minted from gold, silver, and copper. The small coins have a square hole punched in the center, which allows these coins to be strung together on bits of rope for easy counting. Strings of coins usually come in twenties or fifties.
These coins are minted by the Sterling Company in Prosperity, with the design rumored to be spearheaded by former Imperials from the plane of Kamigawa. In Prosperity and Omenport, only minted cash coins or solid bars of gold are used as currency. Smaller towns might allow barter and trade.
The minted cash coins are equivalent to standard D&D coinage, as detailed in the Player's Handbook.
Languages
The inhabitants of Thunder Junction use a simplified common tongue and script, a kind of trade pidgin full of loan words from the languages of many different planes.
The DM may want to emphasize the frontier nature of Thunder Junction by allowing the many languages of the Magic: the Gathering multiverse to be spoken widely. If two languages from different planes share a name (such as Common), those languages are considered unique to each other, and can be distinguished by adding the name of their plane of origin to the language (i.e., Kamigawa Common or Ravnica Sylvan). At the DM's discretion, these languages may share enough qualities in common to allow mutual communication.
A few secret or exotic languages are used on Thunder Junction as well. Druidic exists as the secret language of the Cactusfolk, who often exhibit a mysterious power over plant life. Thieves' cant is a coded jargon widely used among the gangs and outlaws of the plane.
Communication
Thunder Junction is mostly desert, but a few major towns are connected by trains. If someone wants to send a message to someone else, they'll need to hire a courier; one proficient on horseback if the message is being sent to a frontier town. Communication between planes can happen at the relay towers in Omenport; the relay is controlled by representatives of the Ravnican Izzet League.
The Communication Services table summarizes typical prices for such services on Thunder Junction.
Communication Services
Service | Cost |
---|---|
Courier | 1sp per 10 lbs. per mile |
Omenport Relay | 1gp per word |
Sending spell | 75gp per cast |
Translation | 2cp per word |
Entertainment
Saloons in major towns offer respite against the desert; imported food, alcohol, and tobacco keep travelers sated, alongside games of cards and dice. Projectors that play movies are all the rage, often being set up in tents on the outskirts of towns; these films often feature reenactments of infamous events from across the history of different planes.
Fashion
Fashion plays an important role on Thunder Junction. Many gangs wear certain outfits as a badge of pride, and are quick to violence against anyone misrepresenting them. Likewise, the law and bounty hunters also take to particular forms of dress. Outside of uniforms, a certain fashion has become prominent due to its effectiveness on Thunder Junction; brim hats that block sunlight, long coats to keep off desert dust, high boots to avoid dangerous critters, and chaps for long treks on horseback.
Medicine
Medics and Doctors make good coin tending to the wounds of outlaws and lawmen on Thunder Junction, and even outside civilization, rattlewurms and burrowfiends pose serious threats to one's wellbeing. Aside from healing magic, healing potions can be made by alchemists using the aloe secreted by cactusfolk.
The Healing Services table summarizes typical prices for doctors and medics on Thunder Junction.
Healing Services
Service | Cost |
---|---|
Medicine skill | 3sp per use |
Cure Wounds | 25gp per spell level |
Lesser Restoration | 50gp |
Remove Curse | 75gp |
Greater Restoration | 225gp |
Transportation
Travelers can always make their way by horse or coach, which often utilizes horses and other mounts from across the planes.
The Omenport Express is a railroad company that operates a train system between the towns of Omenport and Prosperity, and other trains can carry passengers to several stations throughout the plane. These cogwork locomotives are of joint design between the Riveteers family of New Capenna and the aether engineers of Kaladesh.
The Travel Services table summarizes the cost of traveling by these extraordinary means.
Travel Services
Service | Cost | Speed |
---|---|---|
Mount Rental | 2gp per day | varies |
Train, standard | 2sp per mile | 30 mph |
Train, first class | 5sp per mile | 30 mph |
Train, steerage | 3sp per mile | 30 mph |
Stagecoach | 3sp per mile | 5 mph |
Time & Seasons
Thunder Junction is arid almost all year round, but winter brings thunderstorm season. The rain comes hard and sudden, and brings with it new life for desert plants and animals. Elementals of air and lightning thrive during these times, as do the cactusfolk.
Each plane has its own system of reckoning, and any might be used to keep track of time on Thunder Junction. The current year is 4564 AR (Argivian Reckoning) in the Dominarian calendar.
Year | Plane |
---|---|
4564 AR | Dominaria |
Ava. 725 | Innistrad |
6 DE | Ixalan |
1338 | Kamigawa |
10,081 ZC | Ravnica |
Locations
Thunder Junction is a sprawling arid plane; it is mostly desert, but boasts magnificent floating mountains, grasslands, marshes, canyons, and cactus forests. There are only two major settlements on Thunder Junction, Omenport and Prosperity, with a number of other settlements and frontier towns.
Omenport
Omenport is a town built in the desert region where an unusual number of Omenpaths open, and is likely the first place you pass through when you first arrive on Thunder Junction. A major omenpath sits wedged between an enormous rockface at the edge of the town.
The town features wooden buildings with triangular rooftops and faded paint, dotted with clusters of cacti. Triangle motifs reminiscent of the Omenpaths are common in the architecture. An enchanted fountain in the town's plaza perpetually bubbles with cool water, and several water towers rise throughout the town. Mission bells ring out each day at sundown.
Points of Interest
Omenport is the site of an interplanar relay, spearheaded by the Izzet League of the plane of Ravnica, that distributes electricity and provides interplanar communication.
In town is the station for the Omenport Express, a train that connects Omenport to Prosperity.
Other features include a saloon, general store, outdoor market, a blastersmith, and a number of other shops and services pioneered by planar travelers.
Prosperity
Prosperity is the wealthiest metropolis on Thunder Junction. Tall gray boulders mimic towering skyscrapers, and its buildings are pristine and whitewashed. Ornate trains move through the heart of the city, connecting it to Omenport and other stations across Thunder Junction. Two long roads paved with clean white stones run alongside the raised tracks, and are patrolled by nearly a dozen Sterling Company guards.
Voyager Grand
The Voyager Grand is a ten-story tall hotel, casino, and entertainment megaplex. Jagged, triangular rooftops and wide-reaching windmills loom from its rooftop. Colorful bunting stretches from its balconies, and spherical lights are strung up along blue-striped gables. The grand front room holds wooden card tables and staircases and elevators leading to a second floor containing restaurants, dance halls, and theatres. The tenth floor, accessible by key, is for the hotel's most-exclusive customers.
Points of Interest
Prosperity boasts many saloons, shops and services. The Prosperity Bank handles minting of coins and managing loans and accounts.
The Prosperity Post is a local newspaper with a press in Prosperity, and newsboys sell their weekly issues on every street corner in Prosperity and Omenport.
The Sterling Company is the law in Thunder Junction, and their headquarters are locaated within the town.
Tarnation
Tarnation is a town that was built around the original location of Maag Taranau, otherwise known as The Vault. This ancient vault and its contents were the sought after by various factions on Thunder Junction. Once the vault was opened, the entire thing flew into the sky before crashing back down in the desert. Though the vault is gone, its contents scattered, the town of Tarnation remains.
Unlike Omenport or Prosperity, Tarnation is a lawless place. It was originally built by Akul and the Hellspurs gang, and it retains its favor for outlaws and villainous types. Travelers are warned to stay away from Tarnation, while gruff folk seek it out to prove their mettle or join up with an outlaw gang. Disagreements are most often settled with duels.
Towns
A number of smaller frontier towns and settlements can be found throughout Thunder Junction.
Hardbristle is a settlement of Cactusfolk along a train line near the hills.
Ironstone is a roadside town with little to offer beyond a single card den, an abandoned mine, and a rail station.
Saddlebrush is a quiet, isolated town surrounded by badlands and dunes, with a small ranch on its outskirts.
Rustwood is a remote and failed ranching town now mostly abandoned.
The Wilderness
The wilderness is the uninhabited land of Thunder Junction, and makes up most of the plane.
Blacksnag Bog is a treacherous swamp containing an old mining trail and lost treasure, and the bones of those who searched for them.
Fool's Fall is a waterfall, the headwaters of a river guarded by strange snakes and mysterious djinni.
Thief's Folly is a graveyard for prospectors. The necropolis is composed of fields of tombs, graves, and mausoleums surrounded by a high stone and iron wall. Long-dead trees reach toward the sky.
The Spinewoods is a massive forest of enormous cacti. A lush oasis sits at its center.
Gangs
Thunder Junction has a number of major gangs, groups bound by common interest who each vie for power. The following chapter presents information on these gangs, and provides options for using various rules that allow characters to interact with these factions in meaningful ways.
Renown
Using the renown system from the Dungeon Master's Guide, track the characters' standing within each gang. Every character begins with 0 renown score with each gang. Characters gain or lose points as they act against or in the service of either gang. As they do so, their standing with the gangs changes, granting them access to favors or provoking reprisals. Throughout a campaign, characters typically don't adjust their renown score by more than 5 points each adventure. The Renown in Thunder Junction table notes general activities that increase or decrease a character's renown score. Further renown adjustments are at the DM's discretion.
Benefits of Renown. Those who advance in their standing with a gang gain favor with that gang's leader or leaders and influence over their plots. Use the examples of these benefits in the following sections to guide you in creating further rewards and concessions appropriate to the characters' standing.
Losing Renown. A character's renown score with a gang can drop to less than 0. A gang mistrusts and actively opposes the suggestions of characters with a renown score of –1 or lower. Those with a renown score of –5 or lower are actively hunted by a gang's members, and the gang may put out a bounty on the character.
Recovering Renown. It's possible for characters to gain renown with a gang, betray the gang, and still maintain a measure of respect with the group. Characters might thus thread the needle of serving multiple groups.
Renown in Thunder Junction
Adjusted Renown | Activity |
---|---|
+4 | Ousting a rival gang from a territory |
+2 | Collecting a bounty for the gang |
+2 | Completing a score for the gang |
+1 | Acting in the gang's interests |
-1 | Advancing a rival gang's interests |
-2 | Failing a gang mission |
-5 | Openly betraying the gang |
Freestriders Renown Benefits
Renown Threshold | Benefit |
---|---|
1 | Moving unimpeded through Freestrider territory |
3 | Hiring a Freestrider bodyguard (2gp/day) |
5 | Gaining access to Freestrider bounty contracts |
10 | Gaining command of a Freestrider patrol to fulfill a mission |
10 | Placing a Freestrider bounty |
15 | Convincing the Freestriders to heed advice |
20 | Convincing the Freestriders to heed advice seemingly counter to their interests |
The Freestriders
The Freestriders are vigilantes who do what they believe is right, regardless of what the law says. They also believe in liberation, in all its many forms. Living a nomadic lifestyle, they ride wherever the wind takes them and help the disenfranchised along the way. They patrol near the Omenpaths to protect new arrivals from the robbers and charlatans prowling for easy marks.
The Freestriders mark their clothing with a half sunburst motif, usually on their shoulders.
The Hellspurs
The Hellspurs feature the most hard-boiled and violent bandits of the plane. They integrate the natural magic of the land directly into their bodies, which usually manifests as lava-like cores, rocky skin, and flaming hair. They heavily rely on the use of Thunder magic and readily use fire magic and necromancy. They tend to wear black and red cloth and iron masks.
The hellspurs were originally led by a scorpion dragon named Akul. After his defeat, the gang has devolved into decentralized units with many leaders, including the frilled lizardfolk Jasper Flint and Akul's right-hand woman Twist Fandago.
Hellspurs Renown Benefits
Renown Threshold | Benefit |
---|---|
1 | Bribing Hellspures to allow you to move through their territory |
3 | Gaining access to Hellspurs scores and marks |
5 | Gaining access to Tarnation |
10 | Gaining command of a Hellspurs band to fulfill a mission |
10 | Gaining an audience with Jasper Flint or Twist Fandango |
15 | Convincing the Hellspurs to heed advice |
15 | Convincing the Hellspurs to reveal the location of Maag Taranau |
20 | Convincing the Hellspurs to heed advice seemingly counter to their interests |
Outcasters Renown Benefits
Renown Threshold | Benefit |
---|---|
1 | Moving unimpeded through an Outcaster's territory |
3 | Gaining access to an Outcaster's hunting grounds |
5 | Gaining access to an Outcaster's exotic mounts |
10 | Borrowing the aid of an Outcaster's animal companion |
10 | Gaining command of a crew of Outcasters to fulfill a mission |
15 | Convincing the Outcasters to heed advice |
20 | Convincing the Outcasters to heed advice seemingly counter to their interests |
Outcasters
Not a true gang, Outcasters are scattered groups of desert survivalists who keep in touch with nature and help the land grow. They are known to travel with loyal animal companions and huddle in small ramshackle towns across the plane. Preferring solitude, they find endless wonder in the natural world. Whether exploring unmapped territory or conducting natural experiments, so long as you don't bother them, they don't bother you.
The Outcasters tend to use natural materials to dress, usually wearing heavy fur shoulder pads or cloaks, fur-lined armor, cactus armor plates, horns, and spikes.
Slickshot Gang
The Slickshot Gang is a band of outlaws and thunderslingers for hire. They pride themselves on being the best shots and quickest drawers on the plane, and encourage loyalty among themselves, although they often tend to work alone. They are meant to have each other's backs when trouble arises, and a transgression against one of them might as well be a transgression against all of them.
Although they have no strict uniform, Slickshots tend to wear reds, blues and purples. They do everything with style, and their clothing tends to emphasize their style, including elaborate fanned coat flaps and collars. For them, every duel is an opportunity for pageantry, and every con is a shot at fame. Wherever they go, they'll be sure to make it the ride of a lifetime.
Slickshot Gang Renown Benefits
Renown Threshold | Benefit |
---|---|
1 | Moving unimpeded through Slickshot territory |
3 | Gaining access to Slickshot scores and marks |
5 | Gaining an audience with crime boss Lilah |
10 | Pl acing a Slickshot bounty |
10 | Gaining command of a crew of Slickshots to fulfill a mission |
15 | Convincing the Slickshot Gang to heed advice |
20 | Convincing the Slickshot Gang to heed advice seemingly counter to its interests |
Sterling Company Renown Benefits
Renown Threshold | Benefit |
---|---|
1 | Opening a bank account and taking loans (up to 1,000gp) |
1 | Purchasing a prospecting deed (100gp) |
1 | Purchasing a parcel of land (1,000gp) |
2 | Gaining access to Sterling bounty contracts |
3 | Hiring a Sterling Company bodyguard (3gp/day) |
5 | Gaining an audience with Bertram Greywater |
5 | Gaining access to the Voyager Grand |
10 | Placing a Sterling Bounty |
10 | Gaining command of a Sterling patrol to fulfill a mission |
15 | Convincing the Sterling Company to heed advice |
20 | Convincing the Sterling Company to heed advice seemingly counter to its interests |
Sterling Company
The Sterling Company is a private peacekeeping force founded by Bertram Graywater. The Sterling Company believes that money and political hierarchy is the the best way to bring order to the chaos of Thunder Junction. Though they wrote the plane's laws, the only law that truly matters to the company is "never stand in the way of profit." Anyone who doesn't conform to this belief is met with banishment.
The company provides guards to anyone willing to pay and is known to pay their mercenaries well.
The headquarters of the Sterling Company are located on the edge of the city of Prosperity. A metal fence surrounds the headquarters, flickering with bright blue energy. Within, huge white pillars hold up the staggeringly high glass ceiling. The front desk is made of solid white marble and surrounded by large pots of manicured cacti. There are multiple stairwells leading to various levels of the building, including a jail kept in the basement. The Sterling Company uses illusions as a security measure, making the cells appear empty.
Members of the Sterling Company tend to wear clothes in white, gray, or silver, with silver filigree adornments.
Character Creation
When you make your D&D character, you have an array of options in the Player's Handbook to create the sort of adventurer you want. For an adventure or campaign in Thunder Junction, you instead create a character from the Magic: the Gathering multiverse. There are an assortment of resources to create a character from a Magic plane, including Mythic Odysseys of Theros, Guildmaster's Guide to Ravnica, Strixhaven: A Curriculum of Chaos, the original Plane Shift books, and my own assorment of Planeshifted Guides. This chapter adds to those options.
Here are the options featured in this chapter:
- New races that reflect unique inhabitants of Thunder Junction and Magic races we haven't yet seen in a Planeshifted Guide
- Suggestions for classes that fit well in Thunder Junction
- Subclasses for new Thunder Junction style characters
- Backgrounds that reflect characters in Thunder Junction
Races
At 1st level, you choose your character's race. When you create a character for a campaign or adventure set on the plane of Thunder Junction, you can choose from one of the race options presented here. If you do, follow these additional rules during character creation.
Ability Score Increases
When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
Your class's "Quick Build" section offers suggestions on which scores to increase. You're free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Creature Type
Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race in this section tells you what your creature type is.
Creature types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Age
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. A race in this section tells you if it has an atypical life span.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Languages
Your character can speak, read, and write Common. A race in this section tells you what other languages you might know. See chapter 1 for more information about languages in Thunder Junction.
Aetherborn
Aetherborn are native to the plane Kaladesh, and they come into being spontaneously as part of the aether refinement process. Their bodies are in constant flux as the aether residue they're made of gradually dissolves and is reclaimed by the aethersphere. Thus, their lives are short, and each aetherborn views time as exceedingly precious. How the physical forms of aetherborn react to the lack of aethersphere on other planes is still being studied. Until then, aetherborn are content to seek out thrills and pleasures in the lawless wastes of Thunder Junction.
Aetherborn Gift
Some aetherborn research and discover a method of extending their lifespans by draining the life force of other creatures—this is called "the Gift." If your campaign uses the option Feat rules from the Player's Handbook, you can take the Atherborn Vampire feat to represent the Gift for your aetherborn character.
Feat: Aetherborn Vampire
Prerequisite: Aetherborn
As a bonus action, you can make a special attack with your Claws. If the attack hits a creature that isn't a Construct or Undead, it deals necrotic damage instead of its its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Aetherborn Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Life Span. Aetherborn come into being as adults and live no more than a few years.
Born of Aether. You have resistance to necrotic damage.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Menacing. You have proficiency in the Intimidation skill.
Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Sixth Sense. As an action, you can sense the current emotional state of each creature within 10 feet of you.
Sleepless. You don't need to sleep, and magic can't put you to sleep. You remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.
Unusual Nature. You don't need to eat or drink.
Languages. You can speak, read, and write Common and one other language of your choice from among Dwarvish, Elvish, or Vedalken.
Atiin
The Atiin are a nomadic human people, far-sojourners who used to travel the vast and rolling panoramas of their home plane. The opening of the Omenpaths was a boon to their culture's traveling practice. When the first Omenpaths opened, the Atiin people simply continued their nomadic journey. The Atiin have visited multiple planes, but rarely settle anywhere for more than a few seasons.
The Atiin consider everyone from their homeland to be family; children are raised communally, and they share a strong cultural bond with each other.
Traditional Navajo dress includes furs and woven textiles with distinctive geometric patterns.
Atiin Traits
You have the following racial traits.
Creature Type. You are a Humanoid. You are also considered a Human for any prerequisite or effect that requires you to be a Human.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Human Resourcefulness. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this trait, you can't do so again until you finish a long rest.
Feat. You gain one of the following feats of your choice from the Player's Handbook: Alert, Healer, Dungeon Delver, Magic Initiate, Mobile, Mounted Combatant, Savage Attacker, Skilled, or Tough.
Skillful. You gain proficiency in one skill of your choice.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Aven
Aven are winged humanoids that appear similar to many species of bird, and are found on a number of different planes in different forms. Despite their shared appearances and abilities, aven come from a wide variety of cultures and are unlikely to have much in common with aven from other planes. On Thunder Junction, aven are often prized members of gangs for their natural flight, which makes certain kinds of heists all the easier. The Sterling Company especially prizes aven for being able to keep a birds-eye-view when protecting their assets.
Aven Origins
Many different kinds of aven originate from different planes. Consult the Aven Origin table below for examples of which kinds of aven are found on which plane.
Aven Origins
Bird Type | Plane |
---|---|
Corvid | Capenna |
Eagle | Alara (Bant), Dominaria (Otaria) |
Falcon | Capenna, Tarkir |
Hawk | Amonkhet |
Ibis | Amonkhet |
Owl | Arcavios, Dominaria (Otaria) |
Peacock | Kylem |
Vulture | Alara (Grixis), Tarkir |
Aven Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium or Small (choose when you select this race).
Speed. Your walking speed is 30 feet.
Flight. Thanks to your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
Keen Senses. You have proficiency in the Perception skill.
Avian Trait. You gain an additional benefit based on one of the following options (choose when you select this race):
- Darkvision. You can see in dim light within 120 feet of yourself as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Talons. You have talons that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Languages. You can speak, read, and write Common and Aven.
Unique Traits
Owlins have unique racial traits presented in Strixhaven: A Curriculum of Chaos. A corvid aven from Capenna might use the Kenku racial traits from Mordenkainen Presents: Monsters of the Multiverse.
Cactusfolk
Cactusfolk are the only known sapient species indigenous to Thunder Junction. When the omenpaths first connected to Thunder Junction, it awoken the wild magic of the plane, called Thunder. This awakening also affected some of the cacti, who became infused with this magic, often appearing as glowing blue energy; sometimes visible when cactusfolk open their mouths. This blue magic is water-like in nature, and seems connected to plants, water, and rains of Thunder Junction.
The cactusfolk are a young culture, only just beginning to explore what it means to be awake and what their place is in the world. Many cactusfolk adhere to and adopt the culture of their neighbors, while others live in cactusfolk communities such as Hardbristle.
Cactusfolk Traits
You have the following racial traits.
Creature Type. You are a Plant.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Bloom Magic. You know either the druidcraft or fire bolt cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).
Extra Limbs. You have an extra pair of arms. The extra arms can manipulate an object, open or close a door or container, pick up or set down an object, perform somatic components, grapple a creature, or wield a weapon.
Sleepless. You don't need to sleep, and magic can't put you to sleep. You remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.
Spine Burst. When a creature hits you with a melee attack while within 5 feet of you, you can use your reaction to deal piercing damage equal to your proficiency bonus to that creature. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Unusual Nature. You don't need to eat.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Centaur
Centaurs have equine bodies with human torsos at the withers instead of a horse's neck and head. They have six limbs, four legs ending in hooves, and two arms ending in hands. Centaurs are found on a number of planes throughout the multiverse, including Dominaria, Ravnica, and Theros. They are known for their skill in battle, particularly as archers, heavy cavalry, and druids.
On Thunder Junction, centaurs enjoy speed and stamina needed to cross the wilderness that other races rely on mounts for. The centaurs of these planes have a deep connection to nature, and are commonly found among the Outcasters gang; sometimes, noble centaur warriors are instead proud members of the Freestriders and Sterling Company.
Centaur Traits
You have the following racial traits.
Creature Type. You are a Fey.
Size. You are Medium.
Speed. Your walking speed is 40 feet.
Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your Hooves.
Equine Form. Any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot.
Hooves. You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag.
Stamina. You have advantage on saving throws you make to avoid exhaustion.
Languages. You can speak, read, and write Common and Sylvan.
Homarid
Originally native to the waters of the unnamed antarctic continent of Dominaria, homarids resemble large, eight-legged, bipedal lobsters between five and seven feet in height. On Dominaria, they have been engaged in bitter war against the merfolk of Vodalia for generations.
Homarid society is haughty; in their minds, they are the most advanced species on Dominaria, and all others are effectively animals. This is far from true, but homarids tend to be condescending to others and don't often venture through the omenpaths.
Homarid Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Amphibious. You can breathe air and water.
Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
Cold Resistance. You have resistance to cold damage.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Grappling Claw. You have advantage on ability checks you make to initiate a grapple using your claws.
Natural Armor. While you aren't wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier.
Swimming. You have a swimming speed equal to your walking speed.
Languages. You can speak, read, and write Common and Homarid.
Kor
Kor are found on a handful of planes throughout the multiverse, including Dominaria and Arcavios, but their homeworld is Zendikar.
Kor are tall, slender humanoids with light hair and gray, blue-gray, or ivory skin. All kor have slightly pointed ears, and males have short, fleshy barbels on their chins. They paint softly glowing geometric patterns on their faces and bodies, suggestive of the shapes and design of the hedrons that appear across Zendikar. Their clothing tends to leave their arms and shoulders free to facilitate climbing, and they keep most of their gear in pouches and slings at their waists.
Deeply reverent of the land and its sacred sites, the nomadic kor live a sparse existence defined by their constant travels. Masters of ropes and hooks, they scale sheer cliffs and cross yawning chasms with such skill and agility that they sometimes seem almost to take flight. A hooked line is also a social and sacred symbol for the Kor, representing their connection to each other and to the world around them.
Kor Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Brave. You have advantage on saving throws you make to avoid or end the Frightened condition on yourself.
Climbing. You have a climbing speed equal to your walking speed.
Additionally, while using a climber's kit, you can move up, down, and across vertical surfaces and upside down along ceilings without needing to make an ability check.
Kor Ancestry. You have advantage on Dexterity and Strength saving throws you make to avoid falling and the Prone condition. If you have the Prone condition, you can stand up by spending 5 feet of movement, rather than half your speed.
Kor Talents. You have proficiency in the Athletics and Acrobatics skills.
Lucky. When you roll a 1 on a d20 for an Attack roll, Ability Check, or Saving Throw, you can reroll the die and must use the new roll.
Languages. You can speak, read, and write Common. You can also communicate in Kor Sign, a nonverbal sign language.
Minotaur
Minotaurs are a humanoid race that stand on two hooves and have snouts and horns. The minotaurs found on Alara, Dominaria, Theros, Ravnica, and Ulgrotha have distinctly bovine, or bull-like features. Those on Amonkhet instead have ovine, or goat-like features, while minotaurs found on Zendikar sometimes have moose-like antlers instead of horns. Finding their homes in mountainous regions of the multiverse, minotaurs are fierce in combat, and are often categorized as stubborn and prideful.
On Thunder Junction, minotaurs find their way as anyone else; as entrepeneurs, outlaws, or even lawmen. Some minotaurs have taken to studying the strange cows and oxen of Thunder Junction, which sometimes exhibit celestial-like qualities.
Minotaur Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your Horns. If the target is no more than one size larger you, it must succeed ona Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier or be pushed up to 10 feet away from you and have the prone conditon.
Darkvison. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Horns. You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Labyrinthine Recall. You have advantage on any Wisdom (Survival) check you make to navigate or track.
Languages. You can speak, read, and write Common and your choice of either Abyssal or Minotaur.
Nezumi
Nezumi are a race of humanoid rats native to the Takenuma swamps of the plane Kamigawa. In times past, Kamigawa's other races ostracized and stereotyped the nezumi. Though in recent years the feelings toward the nezumi have softened, they are still oftentimes seen as outsiders in the Empire and its lands.
Nezumi on Thunder Junction might be trying to escape the bigotry of Kamigawa. Their talents are often sought after from gangs and outlaws looking to plane heists where secrecy is key. Nezumi also have their own unique magical traditions and understanding of technology that makes them valuable members of any gang.
Nezumi Traits
You have the following racial traits (these traits are copied from the latest version of A Planeshifted Guide to Kamigawa: Neon Dynasty).
Creature Type. You are a Humanoid.
Size. You are Small.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Murine Talents. You have proficiency in the Perception and Stealth skills.
Nezumi Resilience. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws you make to avoid or end the poisoned condition on yourself.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Languages. You can speak, read, and write Common and Nezumi.
Ogre
Ogres are small for giants, but massive to other races. They are brutes of incredible strength, and often (though not always) little intelligence. They are found on many planes throughout the multiverse, including Dominaria, Eldraine, Fiora, Mirrodin, Tarkir, and Zendikar. The ogres of Arcavios and Capenna are more intelligent and crafty than those of other planes. Ogres of Kamigawa, known as o-bakemono, have an ancient tradition of demonic magic, while the ogres of Shandalar, known as onakke, are an ancient race of incredible magic.
On Thunder Junction, ogres are mostly sought by the Hellspurs gang for their prowess in combat and intimidating physiques.
Ogre Traits
You have the following racial traits.
Creature Type. You are a Giant.
Size. You are Medium.
Speed. Your walking speed is 40 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Giant Step. You can move through the space of any creature whose size is smaller than yours.
Heavy-Handed. When you hit with your unarmed strikes, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
Natural Athlete. You have proficiency in the Athletics skill.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Languages. You can speak, read, and write Common and Giant.
Ooze
Oozes are amorphous blob creatures. They come in a myriad of forms from many sources across the multiverse; two oozes of different planes are unlikely to have much in common with each other beyond their physical attributes.
An ooze might be formed from the blood of a dragon, or the contents of a large monster's stomach. On Ravnica, oozes are commonly created as byproducts from the experiments of the Simic Combine. Oozes are primordial creatures on Muraganda, and common threats to humans on Innistrad.
Felix Five Boots is a particularly infamous ooze on Thunder Junction, a notorious quick-draw duelist. This slimy scoundrel is infamous for having five pseudopods as feet and thus can keep standing steady even when facing down fierce competitors. Felix's lack of vital organs is also a big advantage.
Ooze Traits
You have the following racial traits.
Creature Type. You are an Ooze.
Size. You are Medium or Small (choose when you select this race).
Speed. Your walking speed is 30 feet
Acid Resistance. You have resistance to acid damage.
Amorphous. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing.
Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Formless. You have advantage on saving throws you make to avoid or end the blinded or deafened condition on yourself. You also have advantage on ability checks you make to initiate or escape a grapple.
Shape Self. As an action, you can reshape your body to give yourself a head, one to four arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size.
Each arm you have beyond two is considered a secondary limb. The secondary limbs can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Rabbit
The home plane of the rabbit folk found on Thunder Junction is largely unknown to the wider multiverse; it is a land of anthropomorphic creatures such as hares and turtles, and like Eldraine it is a land of cyclical tales that its denizens are bound to. Those looking for escape from this plane, including many rabbit folk, often find their way to the frontier of Thunder Junction. Amongst other denizens, the rabbit folk are sometimes called "Claim Jumpers," not only because of their supernatural jumping ability, but the fact that many explorers employ them to scale hard-to-reach areas as lookouts for new unclaimed territories.
Rabbit Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Kick. You can use your powerful legs to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
Leporine Senses. You have proficiency in the Perception skill.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Rabbit Hop. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Languages. You can speak, read, and write Common and Sylvan.
Rhox
Rhox are humanoids that resemble rhinos, including tough skin and a facial horn. They are native to the planes of Alara, Arcavios, and Capenna. On Thunder Junction, rhox often find employment as enforcers for the various gangs, mercenaries, or hard laborers.
Rhox Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your Horn.
Horn. You have a horn that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Natural Armor. You have thick, leathery skin. While you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Rhox Talents. You have proficiency in the Athletics and Religion skills.
Languages. You can speak, read, and write Common and Rhox.
Shark
Not everyone in Thunder Junction likes the banks, which are run by the "peace-keeping" Sterling Company. Outlaws especially need ways to circulate their ill-gotten goods, and many folk want the ability to take out loans without needing to consult the law. The sharks of Thunder Junction saw an opportunity in this need, taking the role of literal loan sharks who lend money to others. When a debtor can't pay, the shark is keen to make a meal out of them.
The home plane of Thunder Junction's sharks is unknown, and is a closely guarded secret amongst their kind.
Shark Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Amphibious. You can breathe air and water.
Bite. You can use your toothed maw to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Blood Frenzy. Attack rolls you make with your Bite have advantage against any creature that doesn't have all its hit points and isn't a Construct or Undead.
Cold Resistance. You have resistance to cold damage.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Swimming. You have a swimming speed equal to your walking speed.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Shapeshifter
Shapeshifters come in many different shapes and forms, and are found throughout the multiverse, including the planes of Dominaria, Innistrad, Ixalan, and Ravnica.
On Thunder Junction, shapeshifters tend to be outlaws, as their natural abilities help them to frame others and infiltrate areas they aren't typically allowed to be in.
Unique Traits
Kaldheim's unique shapeshifters and Lorwyn-Shadowmoor's Mimics have racial traits presented in A Planeshifted Guide to Kaldheim and A Planeshifted Guide to Lorwyn-Shadowmoor respectively.
Shapeshifter Traits
You have the following racial traits.
Creature Type. You are a Fey.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Detect Thoughts. You can cast the detect thoughts spell with this trait, without requiring material components. Once you that spell with this trait, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Shapechanger. As an action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Sphinx
Sphinxes are large and powerful creatures with lion-like bodies, human faces, and feathered wings. They are known for their vast intellect and cunning, and often never speak, save for riddles. They are found on many planes throughout the multiverse, including Alara, Capenna, Dominaria, Ravnica, Theros, and Zendikar. On Amonkhet, criosphinxes have ovine, or ram-like traits.
On Thunder Junction, sphinxes continue to be solitary riddlers who guard secrets and treasures; but sometimes they intend to amass treasures of their own. Sphinx outlaws are known to pose riddles to each of their marks, allowing them a chance to keep their goods.
Sphinx Traits
You have the following racial traits.
Creature Type. You are a Monstrosity.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Life Span. Your life span is measured in centuries. You can't be aged magically.
Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Deceptive. You have proficiency in the Deception skill.
Sphinx Magic. You can cast the detect magic spell with this trait. Starting at 3rd level, you can also cast the misty step spell with this trait. Starting at 5th level, you can also cast the see invisibility spell with this trait, without requiring material components. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast any of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Limited Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor. If you are in the air at the end of your turn, you fall if nothing is holding you aloft.
Languages. You can speak, read, and write Common and Sphinx.
Skeleton
Skeletons are precisely what their name implies. They are the bones of once-living creatures, reanimated as undead. Skeletons can be found as the servants of necromancers and haunts of cursed locales across the planes.
On Thunder Junction, the wild magic of Thunder sometimes reanimates the skeletons of miners lost in Blacksnag Bog or trapped in collapsed mines. The skeleton Tinybones, a former resident of Dominaria, became an infamous member of Oko's Gang in recent history.
Undead Option
A character who dies on Thunder Junction can return as a skeleton, which can allow you to continue playing your character after death. The process for becoming a skeleton is up to the DM's discretion; it might include a ritual, a favor for a powerful necromancer, or a cursed object. If you return to life as a skeleton, you lose the racial traits provided by your previous race and only have the racial traits of the Skeleton race. If you are restored to life by a true resurrection or wish spell, you lose the Skeleton's racial traits and regain the racial traits of your previous race.
Skeleton Traits
You have the following racial traits.
Creature Type. You are an Undead.
Size. You are Medium or Small (choose when you select this race).
Speed. Your walking speed is 30 feet.
Life Span. You are immune to the effects of aging and can't be aged magically.
Loathsome Limbs. As an action, you can detach one of your legs or arms from your body, or reattach a severed limb in your space. Your speed is halved if you're missing a leg. If you lose both legs, you have the prone condition, and can crawl if you have at least one arm. With no arms or legs, you can't move.
A severed limb is Tiny, has your base AC, and has a speed of 10 feet. You can control your severed limbs on your turn as long as they are within 120 feet of you. The severed limb can manipulate an object, open or close a door or container, or pick up or set down a Tiny object, but can't attack, activate magic items, or lift more than 10 pounds.
Sleepless. You don't need to sleep, and magic can't put you to sleep. You can remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.
Undead Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You don't need to eat, drink, or breathe.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Turtle
Humanoid turtle-folk are native to Arcavios, and are most commonly found amongst the members of Quandrix College in the university of Strixhaven. They have scaly skin, armored shells, and powerful jaws and claws. They have a reputation for being slow but steady, always achieving the tasks they set their minds to.
On Thunder Junction, turtle folk can be found in all walks of life; from merchants to outlaws to lawmen.
Turtle Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Claws. You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Hold Breath. You can hold your breath for up to 1 hour.
Natural Armor. Your shell provides you a base Armor Class of 17 (your Dexterity modifier doesn't affect this number).
Slow But Steady. As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your Armor Class, and you have advantage on Strength and Constitution saving throws. While in your shell, you have the prone condition, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Vampire
Vampires are powerful undead creatures found on many planes throughout the multiverse. Vampires on Innistrad are ancient families that dominate and terrorize the human inhabitants. On New Capenna, vampires make up the bulk of the Maestros crime family of artists and assassins. On Ixalan, vampirism is seen as a blessing, and the vampires there rule nations and control the Church of Dusk.
hough their histories and cultures vary, they all share a thirst for the blood of living creatures. On Thunder Junction, vampires who are unable to find sufficient living creatures in the desert resort to drinking the "blood" of cacti and cactusfolk. The result is a thirsty, spine-riddled form of vampire.
Vampire Traits
You have the following racial traits.
Creature Type. You are an Undead.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Life Span. You are immune to the effects of aging and can't be aged magically.
Bite. You can use your fangs to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Bloodthirst. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Spined Hide. At the start of each of your turns, you deal piercing damage equal to your proficiency bonus to any creature grappling or grappled by you.
Undead Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You don't need to eat, drink, or breathe.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Zombie
Like skeletons and vampires, zombies can be found on many planes throughout the multiverse. They are reanimated corpses and usually make up the bulk of necromancers' hordes.
On Thunder Junction, zombies can be created by the wild magic of the plane, and are frequently sought after by members of the Hellspurs gang. Zombies on Thunder Junction typically inherit the same lava-singed aesthetic of the Hellspurs due to their connection with the planes volatile mana.
Undead Option
A character who dies on Thunder Junction can return as a zombie, which can allow you to continue playing your character after death. The process for becoming a zombie is up to the DM's discretion; it might include a ritual, a favor for a powerful necromancer, or a cursed object. If you return to life as a zombie, you lose the racial traits provided by your previous race and only have the racial traits of the Zombie race. If you are restored to life by a true resurrection or wish spell, you lose the Zombie's racial traits and regain the racial traits of your previous race.
Zombie Traits
You have the following racial traits.
Creature Type. You are an Undead.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Life Span. You are immune to the effects of aging and can't be aged magically.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Sleepless. You don't need to sleep, and magic can't put you to sleep. You can remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.
Undead Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You don't need to eat, drink, or breathe.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Classes
Characters of any class can be found on Thunder Junction, though some classes are rarer than others. The following section provides guidelines on playing certain classes in Thunder Junction.
The Artificer class appears in Tasha's Cauldron of Everything.
Artificer alchemists fill the roles of doctors, bartenders, and sometimes snake oil salesmen on Thunder Junction. Other artificers might be railroad engineers or clockmakers.
Barbarians are most commonly found among the Hellspurs, channeling anger and rage like the fire that fuels them. The wild Thunder magic of Thunder Junction might fuel a Path of Wild Magic barbarian (Tasha's Cauldron of Everything), whose magic might take on a lightning aesthetic.
Bards bring music and storytelling tradition to Thunder Junction, frequently performing and teaching bardic arts in various saloons.
Clerics are rare on Thunder Junction, as the plane has no gods and the reach of off-world deities is weak. A Tempest cleric might channel the Thunder magic inherent in the plane, a Nature cleric might have a connection to the native cactus folk, and a Light cleric might have noticed the divine power some Thunder Junction cows exhibit, revering them and channeling their holiness.
Druids are common amongst the Outcasters, who value the beauty in Thunder Junction's nature and wildlife. A druid might also be a cactusfolk or have learned their magics, as the cactusfolk channel a blue, water-like energy connected to life and rain. The Atiin have a tradition of the Circle of Land, but it is considered wicked; such druids would be shunned.
Fighters are found all across Thunder Junction in all gangs and towns. Even mundane melee weapons on Thunder Junction crackle with thunderous energy, and often bear the aesthetic motifs of spurs and horseshoes. Cavalier fighters (Xanathar's Guide to Everything) are especially prized warriors on Thunder Junction for having skills that capitalize on the use of mounts.
Monks are rare, but traditions from the planes of Kamigawa, Shenmeng, and Tarkir might have found their way to Thunder Junction.
Paladins swear oaths and fight for a cause, and are common amongst the Freestriders and the Sterling Company. A paladin sworn to the Oath of the Ancients might have a connection to the mysterious alien creatures behind the vault of Maag Taranau, and their magic might bear the aesthetic of the complex, alien metal designs of these ancient beings.
Rangers can be found on the frontier, and are common among the Outcasters, Atiin, and Cactusfolk. In particular, most Oucasters are of the Beast Master conclave. A ranger of the Drakewarden conclave (Fizban's Treasury of Dragons) might have found the egg of a scorpion dragon from Gastal, who were brought here by the old Hellspur gang leader Akul.
Rogues are the most common outlaw on Thunder Junction, favoring speed, silence, and thunder blasters. Assassin and Thief rogues are common among the Hellspurs, while Arcane Tricksters are notable in the Slickshot gang.
Sorcerers of the draconic bloodline are likely those with a connection to Akul's scorpion dragons. Wild Magic sorcerers on Thunder Junction will instead have an aethetic of lightning and thunder to their magic, as the wild magic of Thunder Junction is the very same Thunder that fuels blasters and explosives.
Warlocks gain their power from other creatures, and those power likely follow the warlock from their home plane to Thunder Junction. On the desert plane itself, the Great Old One patron is represented by the giant aliens behind the construction of Maag Taranau.
Wizards are the most common users of magic found on Thunder Junction. Necromancers are particularly favord by the Hellspurs, and also conduct their own research into death in Blacksnag Bog. Wizards of the Abjuration, Divination, and Enchantment schools are often recruited by the Sterling Company. Evocation school wizards put their spellslinging to use among the Slickshot gang, while Conjuration wizards find homes among the Outcasters.
Druid
At 2nd level, a Druid gains the Druid Circle feature, which offers you the choice of a subclass. The following option is available to you when making that choice.
Druid: Circle of the Clearcutter
Bonny Pall, also known as "the Clearcutter," is a legendary Giant and member of the Outcasters gang who runs a logging business in the secluded pine forests of Thunder Junction. She is always accompanied by Beau, an enormous blue ox. She has a magical connection to the natural world of Thunder Junction, and can pass on her knowledge and power to those who honor the woods and take only what is necessary.
Clear-cut
2nd-Level Circle of the Clearcutter feature
When you choose this circle, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you gain proficiency with woodcarver's tools or with one other type of artisan's tools of your choice if you already have proficiency with woodcarver's tools.
Blue Ox Companion
2nd-Level Circle of the Clearcutter feature
Starting when you choose this circle, you can call upon the blue ox whose spirit is bound to you. As an action, you can expend one use of your Wild Shape feature to summon your blue ox companion, rather than assuming a beast form. The companion appears in an unoccupied space of your choice within 30 feet of you.
The creature is an ally to you and your companions, and it obeys your verbal commands. This creature uses the blue ox companion stat block, which uses your proficiency bonus (PB) in several places.
In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice.
The companion remains until it is reduced to 0 hit points or until you die, at which point the companion vanishes. If you use this feature to summon the companion again and you already have a companion present, the first companion immediately vanishes. Anything the companion was wearing or carrying is left behind when the companion vanishes.
Cutter's Conduit
6th-Level Circle of the Clearcutter feature
You learn how to channel your magic through your ox companion. When you cast a spell with a range other than self, the spell can originate from you or your ox companion.
In addition, if the ox companion is affected by a spell you cast that allows creatures to make a saving throw against its effects, the ox companion has advantage on its saving throw. If the ox companion would normally take half damage on a successful save against this spell, the companion instead takes no damage on a successful save and half damage with no additional effects on a failed save.
Titanic Bond
10th-Level Circle of the Clearcutter feature
Your ox companion grows to Large size. In addition, the primeval companion lends you some of its terrifying might. Once per turn while your ox companion is summoned, when you hit a creature with an attack or deal damage to a creature you can see with a spell you cast, you can force that creature to make a Wisdom saving throw against your spell save DC; on a failure, the creature is frightened of you until the end of your next turn.
Big and Blue
17th-Level Circle of the Clearcutter feature
You have learned to fully harness the titanic legacy of your companion. As part of the bonus action you use to command your companion, you can expend a spell slot of any level to heighten your ox companion’s might, granting it the following benefits:
- Hulking Behemoth. The companion becomes Huge and gains temporary hit points equal to 10 times the level of the spell slot expended. If there isn’t enough room for the companion to become Huge, it attains the maximum possible size in the space available.
- Mauler. On a hit, the companion’s Gore deals additional damage equal to 1d8 plus the level of the spell slot expended.
- Titanic Stride. The companion’s walking speed increases by a number of feet equal to 5 times the level of the spell slot expended.
These benefits last for 1 hour, until the companion vanishes, or until you expend a spell slot for this feature again.
Wanted
Blue Ox Companion
Medium Beast, Neutral
- Armor Class 13 + PB (natural armor)
- Hit Points 10 + five times your druid level (the companion has a number of Hit Dice [d8s] equal to your druid level)
- Speed 40 ft.
STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 17 (+3) 6 (-2) 12 (+1) 8 (-1)
- Saving Throws Str +2 plus PB, Con +3 plus PB
- Senses passive Perception 11
- Languages understands the languages you speak
- Challenge —
- Proficiency Bonus equals your bonus
Actions
Gore. Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., one target. Hit: 2d6 + PB bludgeoning damage, or 1d8 + PB piercing damage.
Reactions
Intercept Attack. When a creature the companion can see hits another target with an attack, and the target is within 5 feet of the companion, the target instead takes half damage from the triggering attack. The companion takes the remainder of the damage.
Fighter
At 3rd level, a Fighter gains the Fighter Archetype feature, which offers you the choice of a subclass. The following option is available to you when making that choice.
Fighter Archetype: Saloon Brawler
Some warriors fight with carefully crafted weapons, tested and tried over generations of war—not you. Your battlefields are saloons and taverns, and you've learned to scrap with anything and everything on hand, giving you an edge when weapons are left at the door.
Improvised Expert
3rd-Level Saloon Brawler feature
When you choose this archetype, you gain proficiency with improvised weapons. Small and Medium improvised weapons you wield deal 1d8 damage of the appropriate damage type (assigned by the DM). Tiny improvised weapons you wield deal 1d6 damage of the appropriate damage type.
Additionally, you can use improvised weapons as improvised shields. While holding at least one improvised weapon and no shield, you gain a +2 bonus to AC.
Dirty Tactics
3rd-Level Saloon Brawler feature
You learn special combat actions called tactics. You can use a single tactic when you hit a creature with an attack using an improvised weapon.
When you gain this feature, you learn two tactics of your choice (see "Tactic Options"). You learn an additional tactic of your choice at 7th, 10th, and 15th level. Each time you learn a new tactic, you can also replace one tactic you know with a different one.
You have three uses of this ability, and you regain all expended uses of it when you finish a short or long rest. You gain a fourth use at 7th level, a fifth at 15th level, a sixth at 15th level, and a seventh at 18th level.
Magic Touch
7th-Level Saloon Brawler feature
Your unarmed strikes and attacks made with improvised weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additional Fighting Style
10th-Level Saloon Brawler feature
You can choose a second option from the Fighting Style class feature.
Relentless
15th-Level Saloon Brawler feature
When you roll initiative and have no uses of your Dirty Tactics remaining, you regain 1 use.
Tactic Options
The tactics are listed in alphabeitcal order.
Bob and Weave. As part of the same action used to make the attack, you take the Disengage or Dodge action.
Cheap Shot. The target has the incapacitated condition until the end of its next turn.
Chokehold. The target has the grappled condition. Until this grapple ends, the target is suffocating (see the Player's Handbook for rules on grappling and suffocating).
Debilitate. Your improvised weapon is destroyed in the attack. The target has the stunned condition until the start of your next turn.
Disarm. The target must drop one nonmagical item of your choice that it's holding. The object lands at the creature's feet.
Discombobulate. The target has the deafened condition until your next turn.
Distract. Until your next turn, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you and has disadvantage on attack rolls against creatures other than you.
Go For the Eyes. The target has the blinded condition until it uses its action to clear debris from its eyes.
Soften Up. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Trip. The target has the prone condition.
Ranger
The Beast Master in the Player's Handbook forms a mystical bond with an animal. As an alternative, a Beast Master on Thunder Junction can take the feature below to form a bond with a herd of beasts instead.
Beast Herd
3rd-Level Beast Master feature, which replaces the Ranger's Companion feature
You magically summon a herd of beasts, which appears in an unoccupied space within 30 feet of you. The herd is friendly to you and your companions and obeys your commands. It uses the Herd of Beasts stat block—which uses your proficiency bonus (PB) in several places. You determine the kinds of animals that comprise the herd, choosing kinds appropriate for the stat block.
In combat, the herd shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice.
The herd is considered trained to accept you as a rider. It can serve as your mount as long as it has more than half its hit points remaining.
If the herd dies, you can use your action to expend a spell slot of 1st level or higher to summon a new herd.
Wanted
Herd of Beasts
Large Swarm of Medium Beasts, Unaligned
- Armor Class 13 + PB (natural armor)
- Hit Points 5 + five times your ranger level (the swarm has a number of Hit Dice [d10s] equal to your ranger level)
- Speed 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)
- Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses passive Perception 12
- Languages understands the languages you speak
- Challenge —
- Proficiency Bonus equals your bonus
Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the swarm makes.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Medium Beast. The swarm can't regain hit points or gain temporary hit points.
Actions
Overwhelm. Melee Weapon Attack: your spell attack modifier to hit, reach 0 ft., one target in the swarm's space. Hit: 2d6 + PB bludgeoning damage, or 1d6 + PB bludgeoning if the swarm has half of its hit points or fewer.
Rogue
At 3rd level, a Rogue gains the Roguish Archetype feature, which offers you the choice of a subclass. The following options are available to you when making that choice.
Roguish Archetype: Outlaw
Before the omenpaths opened, Thunder Junction was an unspoiled plane. Now it's a lawless, wild land; perfect for a rogue like you. Some strangers rely on their physical strength or magic arts, but you're smarter than that. You aim to be meanest, deadliest outlaw in the Junction, with a newfangled weapon at your side.
Firearm Proficiency
3rd-Level Outlaw feature
When you choose this archetype, you gain proficiency with firearms.
High Noon
3rd-Level Outlaw feature
You have developed a paralyzing stare-down. When combat begins, you can make a Charisma (Intimidation) check against a single creature you are fully visible to, contested by the creature's Wisdom (Insight). If you succeed, the creature is surprised.
In addition, you have advantage on attack rolls against any creature that is surprised or hasn't taken a turn in the combat yet.
Stick-Up
9th-Level Outlaw feature
Your presence becomes especially intimidating. As an action, you can make a Charisma (Intimidation) check against a creature that isn't a Construct or Undead, contested against the creature's Wisdom (Insight) check. If you succeed, the creature has the frightened condition for 1 minute. While the creature is frightened, you have advantage on any ability check you make to influence its behavior, though it cannot be persuaded to do anything directly harmful to itself.
Quickest in the West
13th-Level Outlaw feature
You have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and don't have the incapacitated condition, on your first turn in combat you can move and use the bonus action granted by your Cunning Action feature.
Fanning Shots
17th-Level Outlaw feature
You are quick enough to fire multiple rounds from a firearm. When you take the Attack action with a firearm, you can make one additional attack with that same firearm as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.
Roguish Archetype: Spelljack
There are many outlaws on Thunder Junction. Some rob banks, some rob trains; but you rob minds. Spelljacks are rogues with the uncanny ability to steal magic.
Spelljacking
3rd-Level Spelljack feature
Your roguish thievery is augmented with the ability to steal the knowledge of magic.
Cantrips. You learn two cantrips: prestidigitation and one other cantrip of your choice from the wizard spell list. You learn an additional cantrip of your choice from the wizard spell list when you reach 10th level in this class.
Spell Slots. The Spelljack Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Spelljack spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Spelljack. Whenever you use your Sneak Attack against a creature that can cast a spell, you can forgo any extra damage to instead learn a spell. The DM randomly chooses a spell that the creature can cast, of a level no higher than what's shown in the Spelljack Spellcasting table's Slot Level column for your level, and you steal the knowledge of the spell. If a creature is willing, you can instead use your Action to steal the knowledge of a spell of its choice.
Once you learn a spell with this feature, you know the spell and can cast it with a Spelljack spell slot. It counts as a Spelljack spell for you. The Spells Known column of the Spelljack Spellcasting table shows the maximum number of spells you can learn this way. If you try to exceed your maximum, you lose the knowledge of the oldest spell you know, and learn the new spell.
Spellcasting Ability. Charisma is your spellcasting ability for your Spelljack spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Spelljack spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus +
your Charisma modifier
Spell attack modifier = your proficiency bonus +
your Charisma modifier
Arcane Precision
3rd-Level Spelljack feature
You gain an additional way to use your Sneak Attack. Whenever you take the Attack action, you can expend a spell slot to use your Sneak Attack against the target of your attack even if you don't have advantage on the attack roll, but not if you have disadvantage on it. When you do, your Sneak Attack is considered magical for the purpose of overcoming resistances.
Spelljack Spellcasting
Rogue Level | Cantrips Known | Spells Known | Spell Sots | Slot Level |
---|---|---|---|---|
3rd | 2 | 2 | 2 | 1st |
4th | 2 | 2 | 2 | 1st |
5th | 2 | 3 | 2 | 1st |
6th | 2 | 3 | 2 | 1st |
7th | 2 | 4 | 3 | 2nd |
8th | 2 | 4 | 3 | 2nd |
9th | 2 | 5 | 3 | 2nd |
10th | 3 | 5 | 3 | 2nd |
11th | 3 | 6 | 3 | 2nd |
12th | 3 | 6 | 3 | 2nd |
13th | 3 | 7 | 4 | 3rd |
14th | 3 | 7 | 4 | 3rd |
15th | 3 | 8 | 4 | 3rd |
16th | 3 | 8 | 4 | 3rd |
17th | 3 | 9 | 4 | 3rd |
18th | 3 | 9 | 4 | 3rd |
19th | 3 | 10 | 5 | 4th |
20th | 3 | 11 | 5 | 4th |
Arcane Sight
9th-Level Spelljack feature
Your familiarity with magic allows you to innately detect magical auras. You can cast detect magic at will without using a spell slot or material components.
Precision Jack
9th-Level Spelljack feature
When you use your Spelljacking feature against an unwilling creature, you can learn a spell of your choice you have seen the creature cast, provided it is of a level no higher than what's shown in the Spelljack Spellcasting table's Slot Level column for your level.
Siphon
11th-Level Spelljack feature
When you use your Spelljacking feature to learn a spell from an unwilling creature, that creature can't cast the spell you learn until 8 hours have passed.
Quicksteal
17th-Level Spelljack feature
You gain the ability to steal spells at a distance. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, you learn the spell as with your Spelljacking feature.
Warlock
At 1st level, a Warlock gains the Otherworldly Patron feature, which offers you the choice of a subclass. The following option is available to you when making that choice.
Otherworldy Patron:
Stinger
One of the earliest arrivals to Thunder Junction were the scorpion dragons, hailing from a distant plane called Gastal and led by a powerful dragon called Akul. Your patron is one of these powerful dragons, with poisonous stingers and claws that spew fire.
Expanded Spell List
1st-Level Stinger feature
The Stinger lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Stinger Expanded Spells
Spell Level | Spells |
---|---|
1st | Detect Poison and Disease, Ray of Sickness |
2nd | Heat Metal, Protection from Poison |
3rd | Elemental Weapon (acid or fire only), Protection from Energy (acid or fire only) |
4th | Freedom of Movement, Giant Insect |
5th | Bigby's Hand (appears as a claw), Contagion |
Stinging Limbs
1st-Level Stinger feature
You can magically transform, conjuring the deadly limbs of the Stinger. As a bonus action, you can manifest a stinger limb, choosing its form each time you manifest it. The limb lasts for 1 minute, or until you use this feature to manifest another limb.
When you manifest the limb, and as a bonus action on each of your turns while it's manifested, you can make a melee spell attack with it against a creature within 10 feet of you. You can manifest the limb a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Claw. You transform one of your limbs into a giant scorpion claw. When you hit with it, the target takes 1d8 bludgeoning damage, and it must succeed on a Strength saving throw or have the grappled condition. When you reach 10th level in this class, the damage increases to 2d8.
Tail. You manifest a giant scorpion tail. When you hit with it, the target takes 1d6 piercing damage, and it must succeed on a Constitution saving throw or have the poisoned condition until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d6.
Frightful Presence
6th-Level Stinger feature
The Stinger bestows upon you its terrifying presence. As an action, you can cause each creature of your choice within 30 feet of you to make a Wisdom saving throw against your spell save DC. Each creature that fails its saving throw has the frightened condition for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can't use it again until you finish a short or long rest.
Scorpion Resistance
10th-Level Stinger feature
You gain resistance to fire damage and poison damage.
Dragon Wings
1th-Level Stinger feature
You gain the ability to sprout a pair of dragon wings from your back. As a bonus action, you can sprout a pair of dragon wings from your back, gaining a flying speed equal to your walking speed. If you already have a flying speed, it doubles. The wings last until you dismiss them as a bonus action on your turn.
Backgrounds
This section presents backgrounds you choose from to reflect a character in Thunder Junction. The backgrounds in this chapter provide features, proficiencies, languages, and equipment, and use the optional Feat rules provided in the Player's Handbook. These background don't make use of Suggested Characteristics.
If you would like to customize a background in this section, you can replace one feature with any other, choose two skill proficiencies, and choose a total of two tool proficiencies and/or languages. If your campaign uses Renown, you begin with 1 Renown with the gang of your choice.
Feats
Backgrounds in this section make use of feats, or features that provide feat-like benefits. If a player makes a character for a Thunder Junction campaign or adventure using a background provided in other supplement, consider allowing that character to take one of the following feats from the Player's Handbook: Alert, Healer, Magic Initiate, Savage Attacker, Skilled, or Tough.
Artisan
Thunder Junction is a fresh, unexplored plane; the perfect place for someone with skill and discipline to carve out a living. Whether you were trained on your home plane or practiced as you traveled, you now have the skill to create your own crafts, ply your trade, and sweet-talk the obstinate customer.
- Skill Proficiencies: Investigation, Persuasion
- Tool Proficiencies One type of artisan's tools
- Languages: One of your choice
- Equipment: An abacus, one type of artisan's tools, a merchant's scale, a set of common clothes, and a pouch containing 25gp
Renown
If your campaign uses Renown, you begin with 1 Renown with the gang of your choice.
Feature: Crafter
You are adept at crafting things and bargaining with merchants, granting you the following benefits:
- Tool Proficiency. You gain proficiency with three different artisan’s tools of your choice.
- Discount. You have advantage on Charisma (Persuasion) and Charisma (Deception) checks you make to haggle or barter.
- Faster Crafting. When you craft an item using a tool with which you have proficiency, the required crafting time is reduced by 20 percent.
Doctor
Lawlessness abounds in Thunder Junction, so naturally injuries follow. Doctors of all kinds spring up across the plane; those classically trained in renowned planar institutions as well as folk healers with expertise in botany and biology. Whatever your skills, you've been able to find work across Thunder Junction as a doctor, paying no allegiance to any of the rival gangs.
- Skill Proficiencies: Medicine, Nature
- Tool Proficiencies One of your choice from alchemist's supplies or herbalism kit
- Languages: One of your choice
- Equipment: One of either alchemist's supplies or an herbalism kit, a healer's kit, a magnifying glass, a vial of antitoxin, a set of traveler's clothes, and a coin string with 15gp
Renown
If your campaign uses Renown, you begin with 1 Renown with each gang.
Feature: Healer
You have the training and intuition to administer first aid and other care effectively, granting you the following benefits:
- Battle Medic. If you have a Healer’s Kit, you can use your action to expend one use of it and tend to a creature within 5 feet of you. That creature can expend one of its unspent Hit Dice, and you then roll that die. The creature regains a number of Hit Points equal to the number rolled plus your proficiency bonus.
- Healing Rerolls. Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat’s Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.
Entertainer
After a long day of riding, ranching, or criming, the people of Thunder Junction turn to local saloons for rest and respite. That's where you come in. You put on an act involving song, dance, or some other performance, and the outlaws and lawmen cheer and cough up their coin. Perhaps you're with a traveling troupe from another plane, or perhaps you picked up a newfangled instrument and taught yourself to play.
- Skill Proficiencies: Acrobatics, Performance
- Tool Proficiencies Disguise kit, one type of musical instrument
- Equipment: A musical instrument (one of your choice), a vial of perfume, a steel mirror, a set of costume clothes, and a coin string with 8gp
Renown
If your campaign uses Renown, you begin with 1 Renown with the gang of your choice.
Feature: Musician
You are a practiced musician, granting you the following benefits:
- Instrument Training. You gain proficiency with two additional musical instruments of your choice (instruments unique to Thunder Junction are presented in chapter 4).
- Inspiring Song. As you finish a short or long rest, you can play a song with a musical instrument with which you have proficiency. When you do so, choose a number of creatures up to your proficiency bonus you who can hear you. Each creature is given inspiration, using the rules for inspiration provided in the Player's Handbook.
Alternate Feature: Inspirational Adept
If you don't envision your entertainer as a musician, you may select this feature instead of Musician.
You gain one use of the Bardic Inspiration feature from the Bard class (this adds a use of the feature if you already have it). You regain this use when you finish a long rest. The Bardic Inspiration die granted by this feat doesn't change unless you gain the appropriate number of levels in the Bard class.
Farmer
Thunder Junction has a lot of desert, but a lot of grassland too. Some of the earliest settlers made their way into open fields to start their own farms and ranches. For the past couple of years, you've made a living as a farmhand tending to cattle, mounts, or crop. But the time has come; adventure awaits.
- Skill Proficiencies: Two of your choice from Animal Handling, Nature, or Survival
- Tool Proficiencies A set of carpenter's tools
- Languages: One of your choice
- Equipment: One of either a pitchfork (trident) or sickle, carpenter's tools, a pack of cigarillos, an iron pot, a shovel, a set of common clothes, and a pouch containing 10gp
Renown
If your campaign uses Renown, you begin with 1 Renown with either the Freestriders or the Outcasters.
Feature: Tough
You gain the Tough feat from the Player's Handbook.
Hermit
Thunder Junction is a big place; easy to get lost in if you don't want to be found. You much prefer the stillness of nature to the bustle of civilization. The quiet and solitude you found in your time outside society allowed you to spend many hours pondering the mysteries of creation, attuning your mind to the mana flowing through this mysterious new plane and the omenpaths that unlock the multiverse.
- Skill Proficiencies: Arcana, Nature
- Tool Proficiencies Herbalism kit
- Languages: One of your choice
- Equipment: A bedroll, a book (topic of your choice), fishing tackle, an herbalism kit, a quarterstaff, a lamp, three flasks of oil, a set of traveler's clothes, and a pouch containing 5gp
Renown
If your campaign uses Renown, you begin with 1 Renown with the Outcasters.
Feature: Researcher
If you spend at least 8 hours pondering or researching a person, place, or thing, you can cast the contact other plane or legend lore spell as a ritual with this feat, without requiring material components. When you cast a spell this way, you can only name or ask questions about the thing you've pondered or researched. Once you cast a spell with this feat, you can't do so again until seven days have passed.
Laborer
Aside from artisan trade, ranching, and mining, Thunder Junction offers many opportunities to anyone willing to work with their hands. Perhaps you've signed up to work on the Izzet League's interplanar relay, or the joint Riveteer-Kaladeshi railroads. Or perhaps you simply wander from town to town doing odd jobs for coin.
- Skill Proficiencies: Athletics, Survival
- Tool Proficiencies One type of artisan's tools or fishing tackle
- Languages: One of your choice
- Equipment: A set of artisan's tools (one of your choice), a pack of cigarillos, a mess kit, a bullseye lantern, one flask of oil, a shovel, a waterskin, a set of common clothes, and a coin string with 15gp
Renown
If your campaign uses Renown, you begin with 1 Renown with either the Freestriders or the Sterling Company.
Feature: Tough
You gain the Tough feat from the Player's Handbook.
Lawman
Outlaws are prevalent in Thunder Junction, and the Sterling Company wants to keep the peace. Perhaps you've signed up with the Company, or maybe you're a Freestrider just looking to protect the common folk. You might be an independent bounty hunter, a wanderer with no name who drifts into town and cleans it up before disappearing off into the sunset.
- Skill Proficiencies: Two of your choice from among Insight, Intimidation, or Investigation
- Tool Proficiencies Playing card set
- Languages: One of your choice
- Equipment: Manacles, a gaming set (one of your choice), a hooded lantern, a flask of oil, a deputy's badge, a set of common clothes, and a coin string with 12gp
Renown
If your campaign uses Renown, you begin with 1 Renown with the Sterling Company.
Feature: Alert
You gain the Alert feat from the Player's Handbook.
Magnate
Thunder Junction isn't quite old enough to have nobles or old families; instead the power rests with those who are able to take advantage of the frontier through trade deals and ownership of large industries. Magnates hoard resources and commodities, and own companies that control the flow of the economy. With panache, gusto, and a little bit of luck, you've come into a sizable amount of coin and popularity in a very short period of time.
- Skill Proficiencies: History, Persuasion
- Tool Proficiencies Playing card set
- Languages: One of your choice
- Equipment: A gaming set (one of your choice), a pocket watch, a pack of cigarillos, a newspaper (latest issue of Prosperity Post), a signet ring, a vial of perfume, a set of fine clothes, and a coin string with 50gp
Renown
If your campaign uses Renown, you begin with 1 Renown with the Sterling Company.
Feature: Smooth-talker
If you spend at least 1 minute talking to a creature that can understand you and that isn't hostile to you, you can make a Charisma (Persuasion) or Charisma (Deception) check contested by the creature’s Wisdom (Insight) check. On a success, the target has the charmed condition for 1 minute. The condition ends early if you or your companions do anything harmful to it or if it moves more than 60 feet from you.
Outlaw
They say crime doesn't pay; but it certainly does in Thunder Junction. Despite the Sterling Company's attempts to keep law and order, some folk just don't take to civilization like others. You find yourself making coin and a name for yourself in any way you can on the frontier; usually at the expense of someone else. You might be a lone wolf taking marks, or you might be part of a smaller outfit of criminals. Either way, the big gangs are starting to take notice. This should be fun.
- Skill Proficiencies: Deception, Stealth
- Tool Proficiencies One type of gaming set, thieves' tools
- Equipment: A set of thieves' tools, a crowbar, a bandana, a pack of cigarillos, a set of common clothes, and a coin string with 15gp
Renown
If your campaign uses Renown, you begin with -1 Renown with the Sterling Company and 1 Renown with another gang of your choice.
Feature: Thundergunner
You have a quick hand and keen eye when employing thunder blasters, granting you the following benefits:
- You gain proficiency with firearms (see chapter 4).
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
- When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a firearm you are holding.
Pioneer
The frontier is expansive, and as more people travel to and through Thunder Junction, more of the wilderness needs to be explored. Your skills have lent to work as a pioneer, an explorer and guide to the lands and deserts. Perhaps you work as a cartographer mapping the land, or perhaps you operate out of Prosperity or Omenport as a hired guard. Or maybe you're just an Outcaster or wanderer who minds himself and his own plans. In any case, the wonder and magic of Thunder Junction is no secret to you.
- Skill Proficiencies: Two of your choice from aomng Perception, Stealth, or Survival
- Tool Proficiencies Two of your choice from among cartographer's tools, climber's kit, or vehicles (land)
- Equipment: Cartographer's tools, a climber's kit, a tent, a bedroll, fishing tackle, a hunting trap, a set of traveler's clothes, and a pouch containing 2gp
Renown
If your campaign uses Renown, you begin with 1 Renown with the Outcasters.
Feature: Natural Magic
You gain the Magic Initiate feat from the Player's Handbook, choosing the Druid class. You choose Intelligence, Wisdom, or Charisma as your spellcasting ability for these spells (instead of the ability dependent on the class), and you may cast those spells using any spell slots you have of the appropriate level.
Prospector
A proper economy has sprung up in Thunder Junction with the Sterling Company Bank in Prosperity, and that bank needs one thing to operate: gold. Gold is precious and can only be found below the ground, so you and many others have rushed to Thunder Junction to be among the first to strike gold and get rich.
- Skill Proficiencies: Athletics, Survival
- Tool Proficiencies Prospector's kit, jewler's tools
- Equipment: A prospector's kit, jeweler's tools, a miner's pick, a hooded lantern, three flasks of oil, a waterskin, a set of common clothes, and a coin string with 5gp
Renown
If your campaign uses Renown, you begin with 1 Renown with the gang of your choice.
Feature: Stonecunning
As a bonus action, you can gain tremorsense for 10 minutes. Using this tremorsense, you can pinpoint the location of creatures and moving objects within 60 feet, provided that you and anything you're detecting are both in contact with the same stone surface. The stone can be natural or worked. This tremorsense can't detect creatures or objects in the air, and doesn't count as a form of sight.
You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Rancher
Thunder Junction is a big place, and until the railroad is complete, getting around won't be easy. But the many planes of the multiverse are home to many unique species that can be tamed and trained to accept a rider, and you've made a living doing just that.
- Skill Proficiencies: Animal Handling, Survival
- Tool Proficiencies Two of your choice from among carpenter's tools, herbalism kit, vehicles (land), or woodcarver's tools
- Equipment: A riding saddle, saddlebags, a bit and bridle, spurs, 2 days of animal feed, a set of traveler's clothes, and a coin string with 5gp
Renown
If your campaign uses Renown, you begin with 1 Renown with either the Freestriders or the Outcasters.
Feature: Mount
You gain a standard mount of your choice. See chapter 6 for rules on mounts.
Magic
Magic functions on Thunder Junction as it does in most other D&D settings. Like other planes in the Magic: the Gathering multiverse, the plane has its own mana that spellcasters draw from to cast their spells. Thunder Junction has a special magical energy called "Thunder" that was awakened when the first omenpaths to the plane opened.
Thunder
To better represent Thunder Junction's unique mana, consider flavoring your spells and magical effects as having an electrical energy. Your DM may allow you to change the damage of certain spells to lightning or thunder damage to better represent your connection to this plane.
Spells
The following section presents spells available during an adventure or campaign on Thunder Junction. The Spells table shows which class spell lists the spells appear on, as well as that spell's level and school of magic. With your DM's permission, these spells might be available to you even if they aren't on your class spell list (the Artificer class is presented in Tasha's Cauldron of Everything).
Spells
Level | Spell | School | Class |
---|---|---|---|
2nd | Fling | Transmutation | Artificer, Sorcerer, Wizard |
2nd | Hindering Light | Evocation | Artificer, Cleric, Paladin |
2nd | Ionize | Transmutation | Artificer, Wizard |
2nd | Thoughtseize | Enchantment | Bard, Sorcerer, Warlock, Wizard |
3rd | Trick Shot | Transmutation | Artificer, Bard, Warlock, Wizard |
3rd | Twister | Conjuration | Druid, Ranger |
4th | Abrupt Decay | Transmutation | Artificer, Bard, Cleric, Druid, Warlock, Sorcerer, Wizard |
4th | Thunder Salvo | Conjuration | Artificer, Ranger |
Abrupt Decay
4th-level Transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (rusted metal chips and a pinch of rotting vegetation)
- Duration: Concentration, up to 1 minute
This spell causes rapid aging and decay in a creature or object you can see within range. A creature targeted by this spell must succeed on a Constitution saving throw or be aged 1d20 years for the duration. While magically aged, the creature has disadvantage on attack rolls, ability checks, and saving throws made with Strength or Dexterity. If this effect ages the creature beyond the normal life span for their race, the creature has the incapacitated condition for the duration.
A nonmagical object targeted by this spell rusts and decays, becoming unusable for the duration. A magic item that isn't an artifact has its magical properties suppressed for the duration.
If you maintain your concentration on this spell for the entire possible duration, the effect lasts until it is removed by the greater restoration spell or similar magic.
Fling
2nd-level Transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
Choose one Medium or smaller creature you can see within range. The target must succeed on a Strength saving throw (the target can choose to fail) or be flung in a straight line up to 30 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the target would strike another creature, that creature must make a Dexterity saving throw. On a failed save, the target strikes that creature and stops moving. When the target strikes something, the target and what it strikes each take 1d6 bludgeoning damage for each 10 feet the target was flung.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target can be flung an additional 10 feet for each slot level above 2nd.
Hindering Light
2nd-level Evocation
- Casting Time: 1 action
- Range: Self (30-foot cone)
- Components: V, S, M (a torch, lantern, or similar light source)
- Duration: Concentration, up to 1 minute
This spell causes you to cast bright light in a 30-foot cone and dim light for an additional 30 feet. Each creature in the bright light's area when it appears must make a Strength saving throw. On a failed save, a creature takes 2d4 radiant damage, has the blinded condition until the end of its next turn, and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage and suffers no other effects. A creature's speed is halved in the bright light's area.
You can change the direction of the light on your turn (no action required).
Ionize
2nd-level Transmutation
- Casting Time: 1 reaction, which you take when you see a creature within 90 feet of you making a ranged weapon attack
- Range: 90 feet
- Components: S
- Duration: Instantaneous
This spell creates an interfering electric energy in a creature's weapon. The target must succeed on a Wisdom saving throw or their attack backfires; the creature becomes the target of its own attack. If the save fails by 5 or more, the target's weapon malfunctions and becomes unusable until the creature uses its action to repair it.
Thoughtseize
3rd-level Enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You attempt to interfere with a creature's knowledge of spells. One creature of your choice that you can see within range must make a Wisdom saving throw. On a failed save, you probe the target's mind and learn what spells it knows or has prepared, if any, and you may mentally choose one of those spells. The target loses the ability to cast the chosen spell for the duration.
At the end of each of its turns, the target can repeat the Wisdom saving throw, ending the spell on a success.
Thunder Salvo
4th-level Conjuration
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (one firearm and one piece of ammunition)
- Duration: Instantaneous
You fire a piece of nonmagical ammunition from a firearm, which becomes a volley of thunder-charged duplicates in a line 100 feet long and 10 feet wide. Each creature in the line must make a Dexterity saving throw, taking the weapon's normal damage on a failed save or half as much damage on a successful one.
Trick Shot
3rd-level Transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: S
- Duration: Instantaneous
The next time you make a ranged weapon attack using nonmagical ammunition during the spell's duration, the ammunition bounces off of solid surfaces and can deal additional damage. Make the attack roll as normal. On a hit, the target takes the weapon's normal damage.
Whether the attack hits or misses, the ammunition continues moving in a straight line in a direction you mentally choose. Each time the ammunition encounters a solid surface during this movement, make a new attack roll against the target, then choose a new direction for the ammunition to continue moving in a straight line. On a hit, the target takes half the weapon's normal damage. The ammunition stops moving once it has traveled an additional 15 feet after the initial attack roll.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the additional number of feet the ammunition can move is increased by 5 feet for each slot level above 3rd.
Twister
3rd-level Conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
You conjure a whirlwind that fills a cylinder that is 40 feet tall with a 20-foot radius, centered on a point on the ground you can see within range. The spell fails if you choose a point where the whirlwind can't appear (for example, if you are in a room that can't accomodate the whirlwind).
Any creature that enters the cylinder's space or that starts its turn there must make a Strength saving throw. On a failure, a target takes 4d6 bludgeoning damage and is flung up 20 feet away from the whirlwind in a random direction with the prone condition. On a successful save, the target takes half as much bludgeoning damage and suffers no other effects.
If a flung target strikes a solid surface, the target and what it strikes each take 1d6 bludgeoning damage for every 10 feet it was thrown. If the flung target would strike a creature, that creature must succeed on a Dexterity saving throw or take the same damage and have the prone condition.
On each of your turns until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. You can move the cylinder into a creature's space, forcing them to make the saving throw.
Equipment
This chapter presents unique items and expenses, both magical and mundane, for use in your Thunder Junction adventure or campaign.
Adventuring Gear
This section presents nonmagical items that can be found while adventuring in Thunder Junction. They can also be purchased at shops using the Adventuring Gear for Sale table below.
Adventuring Gear for Sale
Item | Cost | Weight |
---|---|---|
Bandana | 1sp | — |
Cigarillo (pack of 10) | 1sp | 1 lb. |
Explosives | ||
Boom Box | 10gp | 6 lb. |
Dynamite (Stick) | 50gp | 1 lb. |
Gaming Set | ||
Playing Card Set | 5sp | — |
Musical Instruments | ||
Accordion | 40gp | 18 lb. |
Banjo | 25gp | 12 lb. |
Cello | 30gp | 7 lb. |
Fiddle | 30gp | 1 lb. |
Harmonica | 12gp | ½ lb. |
Piano | 120gp | 500 lb. |
Newspaper | 15cp | 1 lb. |
Pocket Watch | 50-100gp | — |
Prospector's Kit | 25gp | 10 lb. |
Rations (1 day) | 5sp | 2 lb. |
Scarecrow | 6gp | 10 lb. |
Spectacles | 25gp | — |
Spyglass | 50gp | 1 lb. |
Tack & Harness | ||
Barding | ×4 | ×2 |
Horseshoe | 10gp | 1 lb. |
Spurs | 20gp | 1 lb. |
Accordion
Musical Instrument | 40gp, 18 lb. |
A complex bellows-driven instrument with keys and buttons, usually worn with a strap across the chest. It is considered to have a dramatic, but sinister, sound.
Bandana
Adventuring Gear | 1sp |
Useful for keeping out dust and dirt, and for concealing your identity. While wearing a bandana over the face, you doesn't have disadvantage on Wisdom (Perception) checks that rely on sight due to blowing sand, and other creatures have disadvantage on Wisdom (Perception) checks to recognize you.
Banjo
Musical Instrument | 25gp, 12 lb. |
A stringed instrument with strings tight over a drum. A popular instrument among ranchers.
Barding
Tack & Harness | ×4, ×2 |
Barding is armor designed to protect an animal's body anywhere it doesn't have natural protection. Any type of armor available in the Player's Handbook or a Planeshifted Guide can be purchased as barding. The cost is four times the equivalent armor made for Humanoids, and it weighs twice as much.
Boom Box
Explosive | 10gp, 6 lb. |
This box is covered in horseshoes and wires, and has a lever on top. A boom box has 200 feet of wire that can be attached to one or more sticks of dynamite. As an action, you can push the lever to instantly detonate any dynamite attached anywhere along the length of the wire.
Cello
Musical Instrument | 30gp, 12 lb. |
A large string instrument placed on the floor and played with a bow. Typically produces deep bass notes and played as an accompaniment.
Cigarillo (pack of 10)
Adventuring Gear | 1sp, 1 lb. |
Tobacco is grown on some farms in Thunder Junction, but the best tobacco is imported from the plane of Ixalan. A cigarillo can be smoked over the course of 10 minutes.
Cigarillos can be laced with other materials. The ingredients for any potion or ingested poison can be rolled into a cigarillo. Smoking the cigarillo confers the effects of the laced poison or potion.
Dynamite
Explosive | 50gp, 1 lb. |
As an action, you can light a stick of dynamite and throw it at a point up to 60 feet away. Roll initiative for the dynamite. It explodes on that initiative. Each creature within 5 feet of the dynamite must make a DC 12 Dexterity saving throw, taking 3d6 force damage on a failed save, or half as much damage on a successful one.
You can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet).
Dynamite can be rigged with a longer fuse to explode after 1d4 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative.
Fiddle
Musical Instrument | 30gp, 1 lb. |
An stringed instrument held under the chin and played with a bow. The wooden frame tends to be ornately decorated and personalized to the musician.
Harmonica
Musical Instrument | 12gp, 1 lb. |
A handheld reed instrument. It produces a high pitched but full sound.
Horseshoe
Tack & Harness | 10gp, 1 lb. |
While still called horseshoes, these metal plates can be shaped and affixed to the feet of any mount. They give a mount advantage on any saving throw it makes to avoid the prone condition. If that mount already has advantage on saving throws against the prone condition, the horseshoes give a mount immunity to the prone condition.
Newspaper
Adventuring Gear | 15cp, 1 lb. |
The Prosperity Post is Thunder Junction's local newspaper. Issues are printed irregularly. Reading the latest issue of the Post keeps you informed about the major recent events on the plane.
Piano
Musical Instrument | 120gp, 300 lb. |
A set of keys on a wooden frame that attach to hammers and strike percussive strings, producing a wide range of sounds. Pianos are too large to be carried around, but these instruments are fixtures in most saloons. Proficiency with a piano allows you to play any such instrument you find.
Playing Card Set
Gaming Set | 5sp |
Playing cards are the most popular gambling vice in Thunder Junction. It's not uncommon for decks to have their face cards designed after infamous outlaws and interplanar villains.
Pocket Watch
Adventuring Gear | 50-100gp |
Pocket watches are intricate cogwork devices that display the time, and are seen as a mark of wealth. Pocket watches can be made from a variety of precious materials and in a myriad of designs, most often by smiths from New Capenna and Kaladesh. The most expensive pocket watches are Ruskos, supposedly designed by a famous clockmaker from Dominaria.
Prospector's Kit
Adventuring Gear | 25gp, 10 lb. |
This kit contains an assortment of iron pans, mesh filters, and a mortar and pestle. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to find and mine gold deposits.
Rations (1 day)
Adventuring Gear | 5sp, 2 lb. |
Rations include food for extended travel, including jerky, cans of beans, hardtack, and piñon nuts.
Scarecrow
Adventuring Gear | 6gp, 10 lb. |
A rough humanoid shape made of cloth and stuffed with straw. With 10 minutes of work, you can set up a scarecrow to permanently guard a 50-foot square area of land. Whenever a creature hostile to you enters that area, the scarecrow animates (see the Monster Manual for statistics) and attacks that creature.
Spectacles
Adventuring Gear | 25gp |
These glass or crystal lenses fit into a frame and over the eyes to assist with vision. Spectacles can be used as a base for magic items like eyes of the eagle and eyes of seeing.
Spurs
Tack & Harness | 20gp, 1 lb. |
Spurs are metal barbs that are worn over boots to assist with directing a mount. While wearing them, you have advantage on ability checks you make to maintain control of and maneuver your mount, and your mount has advantage on saving throws it makes to avoid or end the charmed condition on itself.
Food and Drink
The Food & Drink table gives prices for individual food items. These prices are included in your total lifestyle expenses. Item descriptions for unique or interesting items are presented in alphabetical order.
Food & Drink
Item | Cost |
---|---|
Drink | |
Birch beer, bottle | 5cp |
Cocktail | 10gp |
Coffee, cup | 1sp |
Tea, cup | 1sp |
Water | — |
Whiskey, glass | 2sp |
Food | |
Beans, can | 2sp |
Bighorn chops | 3sp |
Bread, loaf | 2cp |
Cactus pads | 1sp |
Cheese, hunk | 1sp |
Chili | 5sp |
Maize | 1sp |
Desert scorpion | 3sp |
Eggplant | 1sp |
Herbs & Spices | 2gp |
Lizard | 3sp |
Piñon nuts, bag | 5sp |
Porridge | 6cp |
Potato | 1sp |
Sausage links | 3sp |
Sweets | 2cp |
Beans, can
Red and black beans are imported from Ixalan. Cans of beans make excellent travel rations, and can be mixed with meat and spices to make chili.
Blood Potion
Vampires and other carnivorous creatures are commonplace in Thunder Junction, so most saloons will keep a stockpile of Humanoid blood to keep such guests sated.
Birch beer
Birch beer is a carbonated drink made from the sap and bark of birch trees, which grow in Thunder Junction's badlands and marshes. Each saloon often sells its own variations of birch beer, and recipes often incorporate sugar, cinnamon, honey, and off-world spices.
Cocktail
A cocktail is am alcoholic drink mix including sugar and whiskey, and is mixed with spices from any number of sources across the multiverse, presenting a wide array of flavorful options.
Coffee
Coffee beans can be imported from Arcavios, Ravnica, or Ixalan, with each plane having its own unique flavor. Expert baristas make their own coffee blends.
Herbs & Spices
Each plane of the multiverse has unique ingredients used in local cuisine, and Thunder Junction has become a melting pot of those flavors. Herbs & spices are often added to extravagant and expensive meals.
Whiskey
Whiskey is a liquor made from fermented grain, such as wheat or maize, aged in wooden barrels. The drink of choice for many an outlaw.
Weapons
This section presents new weapons that can be found in Thunder Junction. The Weapons table below includes price & weight, damage, and other special properties these weapons possess.
Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Simple Melee Weapons | ||||
Knuckledusters | 1gp | 1d6 bludgeoning | 1 lb. | Light, special |
Lasso | 25gp | — | 10 lb. | Special, thrown (range 20/60) |
Martial Melee Weapons | ||||
Cattle Whip | 10gp | 1d6 slashing | 6 lb. | Finesse, reach, special |
Martial Ranged Weapons | ||||
Thunder Bow, Hand | 75gp | 1d6 thunder | 3 lb. | Ammunition (range 30/120), light, loading |
Thunder Bow, Heavy | 50gp | 1d10 thunder | 10 lb. | Ammunition (range 100/400), heavy, loading, two-handed |
Thunder Bow, Repeating | 5gp | 1d6 thunder | 18 lb. | Ammunition (range 30/120), burst fire, heavy, reload (10 shots), two-handed |
Firearms | ||||
Thunder Pistol | 250gp | 1d10 thunder | 3 lb. | Ammunition (range 40/120), reload (6 shots) |
Thunder Rifle | 500gp | 1d12 thunder | 10 lb. | Ammunition (range 80/240), reload (5 shots), two-handed |
Thunder Shotgun | 750gp | 2d6 thunder | 8 lb. | Ammunition (range 30/90), reload (2 shots), two-handed |
Ammunition | ||||
Thunder Cartridge (10) | 3gp | — | 2 lb. | — |
Weapon Proficiency
Firearms are a new weapon category that requires proficiency. Some backgrounds in this guide grant a character firearm proficiency.
The firearms presented in this section have been balanced against the other mundane weapons available in the Player's Handbook, so at the DM's discretion, any character can begin a Thunder Junction adventure or campaign with firearm proficiency.
Weapon Properties
Thunder weapons use special ammunition, and some of them have the burst fire or reload property.
Ammunition. Thunder bows and firearms use thunder cartridges, which appear as small cylinders that glow with golden lightning energy. A cartridge is destroyed upon use.
Burst Fire. A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition.
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).
Thunder Weapons
Blasers aren't the only weapons that can be imbued with Thunder Junction's wild magic. Many travelers convert their melee weapons into thunder weapons at the local thundersmith when they plan on staying in Thunder Junction.
You can convert a single melee weapon in a thunder weapon for 100 gp. The thunder version of a weapon deals thunder damage instead of its normal damage type. Unless the weapon is a magic weapon, this thunder damage is considered nonmagical.
Special Weapons
Weapons with special rules are described here.
Cattle Whip. Because of the unwieldiness of this long, braided whip, you have disadvantage when you use it to attack a target within 5 feet of you.
Knuckledusters. Knuckledsuters are monk weapons. When you make an attack using knuckledusters, the attack is considered an unarmed strike for any effect that requires it to be an unarmed strike.
Lasso. A Large or smaller creature hit by a lasso has the Restrained condition until it is freed. The attack roll becomes the DC to free the Restrained creature. A creature can use its action to make a Strength check against that DC, freeing itself or another creature within its reach on a success. If you are disarmed of the lasso or let go of it, the Restrained creature can use its action to free itself.
When you move, you drag the Restrained creature with you, but your speed is halved. As an action, you can pull the Restrained creature up to 50 feet closer to you.
If the Restrained creature is within 5 feet of you, you can use your action to hogtie the creature. Your Intelligence (Sleight of Hand) check becomes the DC for the creature to escape the hogtie with a Strength or Dexterity check. While hogtied, the Restrained creature also has the Incapacitated condition.
Dealing 10 slashing damage to the lasso (AC 10) also frees the creature without harming it, ending the effect. The lasso's length and range is permanently reduced by 10 feet. The lasso is destroyed if this reduces its length to 0.
Magic items
This section presents a selection of magic items for your Thunder Junction adventure or campaign. DMs can use the magic items in this section as a reward. Some of these items, along with a few from the Dungeon Master's Guide (DMG), might be available for purchase in towns using the Magic Items for Sale table below.
Magic Items for Sale
Item | Rarity | Cost |
---|---|---|
Assimilation Aegis | Rare | 3,000gp |
Boots of the Badlands | Uncommon | 300gp |
Boots of Speed (DMG) | Rare | 3,000gp |
Chaos Wand | Uncommon | 300gp |
Gloves of Thievery (DMG) | Uncommon | 300gp |
Horseshoes of Speed (DMG) | Rare | 1,500gp |
Horseshoes of a Zephyr (DMG) | Very Rare | 10,000gp |
Hustler's Deck | Uncommon | 150gp |
Leyline Dowser | Uncommon | 200gp |
Lost Jitte | Artifact | — |
Lotus Ring | Very Rare | 30,000gp |
Mindslaver | Legendary | — |
Saddle of the Cavalier (DMG) | Uncommon | 300gp |
Snakeskin Veil | Rare | 3,000gp |
Sword of Wealth and Power | Legendary | — |
Winged Boots (DMG) | Uncommon | 300gp |
Assimilation Aegis
Armor (Shield), Rare (Requires Attunement)
While holding this shield, you can use your action to speak the command word to banish a creature you can see within 60 feet of you. The creature must succeed on a DC 14 Charisma saving throw or be banished. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature is banished to a desolate desert on Thunder Junction. The creature remains banished for 1 minute, at which point it reappears in the space it left or in the nearest unoccupied space if that space is occupied.
While a creature is banished, you can use an action while holding the shield to summon an ethereal visage of the banished creature around yourself. This transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form.
Once you banish a creature with the shield, you can't do so again until the next dawn.
Boots of the Badlands
Wondrous Item, Uncommon (Requires Attunement)
These leather riding boots are affixed with spurs and feel quite breathable. While you wear them, you gain the following benefits:
- You have resistance to fire damage.
- You ignore difficult terrain created by sand or gravel.
- You can tolerate temperatures as high as 150 degrees Fahrenheit without any additional protection. If you wear light clothing, you can tolerate temperatures as high as 200 degrees Fahrenheit.
Chaos Wand
Wondrous Item, Uncommon (Requires Attunement by a Spellcaster)
You can use this wand as a spellcasting focus.
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to create a magical effect by rolling on the Wild Magic Surge table of the Wild Magic sorcerous origin in the Sorcerer class. If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Hustler's Deck
Wondrous Item, Uncommon
As an action, you can use this deck of playing cards to make a ranged weapon attack by throwing a card from it as if the card had the thrown property with a normal range of 60 feet and a long range of 120 feet. The card deals 1d8 slashing damage on a hit.
Leyline Dowser
Wondrous Item, Uncommon
A leyline dowser consists of two thunder-charged detectors. Each dowser is magically attuned to a creature, object, or location when the dowser is created. While holding the dowser, you can determine the most direct, physical route towards whatever the dowser is attuned to. Whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route).
Lost Jitte
Weapon (Shortsword), Artifact (Requires Attunement)
This magic weapon has 9 charges. When you hit a creature with an attack roll using it, it regains one expended charge. While wielding it, you can expend one or more of its charges to create one of the following effects:
Power. If you are a spellcaster, you can use an action to expend one or more charges and regain one expended spell slot with a level equal to the number of charges expended. For example, you can expend 3 charges to regain one expended spell slot of 3rd level.
Defense. As a bonus action, you can expend one or more charges to gain a bonus to your Armor Class equal to the number of charges expended, to a maximum of +3. For example, you can expend two charges to gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Might. When you attack with this weapon, you can expend one or more charges to gain a bonus to the attack and damage rolls equal to the number of charges expended, to a maximum of +3. For example, you can expend two charges to gain a +2 bonus to attack and damage rolls.
Lotus Ring
Ring, Very Rare (Requires Attunement by a Spellcaster)
You can use the ring as a spellcasting focus for your spells while wearing it, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your spells.
While wearing the ring, you can use an action to transfer some or all of the ring's bonus to regain one expended spell slot of a level equal to the bonus transferred. For example, you could reduce the bonus to your spell attacks and saving throws to +1 and regain a 2nd level spell slot. The adjusted bonus remains in effect until the next dawn.
Mindslaver
Wondrous Item, Legendary (Requires Attunement)
A mindslaver is a special helm designed to control a creature's mind. While a Humanoid is wearing a mindslaver that you are attuned to, you can cast the dominate person spell on that creature at will (spell save DC 17). If the creature succeeds on their saving throw against the spell or the spell otherwise ends for the creature, they can immediately remove the helm (no action required).
Snakeskin Veil
Wondrous Item, Rare (Requires Attunement)
This magic item is created from the translucent shed scales of a rattlewurm. It can be fashioned into a shield, cloak, or duster.
You gain a +2 bonus to AC and saving throws while you wear this veil.
Sword of Wealth and Power
Weapon (Longsword), Legendary (Requires Attunement by a Spellcaster)
This ancient, jagged sword was discovered in The Vault, a seeming prize from an unknown plane. The sword has passed into legend, but others like it might be find somewhere in the multiverse.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. While holding it, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
The sword has 5 charges, and regains 1d4 + 1 expended charges daily at dawn. While holding the sword, you can expend 1 or more of its charges to use the following properties:
- You can use the Twinned Spell Metamagic option in the Sorcerer class, spending charges as sorcery points.
- When you slay a creature with the sword, you can expend 1 charge to cause the sword to magically generate an amount of gold with a value in gp equal to 10 × the slain creature's CR.
Mounts and Vehicles
Thunder Junction is a big place, and both domesticated mounts and vehicles are highly valued methods to get people from one place to another. As trade on the frontier increases, they are also immensely valuable in helping to move equipment and items.
Mounts
The Mounts table shows some of the animals from across the multiverse that have been trained to accept riders and pull vehicles, and shows each animal's speed and carrying capacity.
Statistics for new mounts presented in this section are provided on page 50. Other statistics are provided in the Monster Manual (MM).
Mounts
Creature | Cost | Speed | Capacity |
---|---|---|---|
Standard Mounts | |||
Arynx | 50gp | 40 ft. | 420 lb. |
Basilisk Rooster | 400gp | 60 ft. | 300 lb. |
Bear, Black (MM) | 50gp | 40 ft. | 450 lb. |
Bighorn | 400gp | 40 ft. | 510 lb. |
Burrowfiend | 400gp | 40 ft. | 390 lb. |
Caustic Bronco | 400gp | 50 ft. | 540 lb. |
Elk (MM) | 50gp | 50 ft. | 480 lb. |
Giant Beaver | 50gp | 30 ft. | 390 lb. |
Giant Lizard (MM) | 50gp | 30 ft. | 450 lb. |
Giant Newt | 50gp | 30 ft. | 450 lb. |
Giant Porcupine | 75gp | 30 ft. | 300 lb. |
Giant Possum | 50gp | 30 ft. | 420 lb. |
Gila Courser | 400gp | 30 ft. | 450 lb. |
Horse, Draft (MM) | 50gp | 40 ft. | 540 lb. |
Horse, Riding (MM) | 75gp | 60 ft. | 480 lb. |
Ox | 50gp | 30 ft. | 540 lb. |
Exotic Mounts | |||
Bear, Brown (MM) | 700gp | 40 ft. | 570 lb. |
Brushwagg | 700gp | 30 ft. | 420 lb. |
Felidar | — | 40 ft. | 570 lb. |
Giant Armadillo | 700gp | 30 ft. | 570 lb. |
Gryff | 1,000gp | 40 ft. | 510 lb. |
Holy Cow | — | 30 ft. | 540 lb. |
Unicorn (MM) | — | 50 ft. | 540 lb. |
Exotic Mounts
Exotic mounts include any mount with a flying speed, or with a Challenge Rating higher than ½. Because mounts can affect combat encounters, these mounts are generally not available to characters until the Heroes of the Realm tier of play (11th level or higher).
Mounted Combat
The following rules for mounted combat are intended to expand upon the rules presented in the Player's Handbook.
Controlling a Mount
While you're mounted, you have two options. You can either control the mount or allow it to act independently. Creatures with an Intelligence score of 4 or higher always act independently.
You can control a mount only if it has been trained to accept a rider. Animals purchased from a stable are assumed to have such training. Training an animal to accept a rider requires proficiency with Animal Handling and 50 days of downtime, reduced by a number of days equal to your Wisdom score.
The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.
An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as the DM deems appropriate.
Vehicles
The Vehicles table shows the types of vehicles used in Thunder Junction, and shows each vehicle's price and weight.
Vehicles
Vehicle | Cost | Weight |
---|---|---|
Carriage | 100gp | 600 lb. |
Cart | 15gp | 200 lb. |
Stagecoach, Large | 1,000gp | 5,000 lb. |
Stagecoach, Standard | 300gp | 1,700 lb. |
Wagon | 35gp | 400 lb. |
Drawn Vehicles
A mount pulling a vehicle can move weight up to five times the mount's base carrying capacity, including the weight of the vehicle. If multiple mounts pull the same vehicle, they can add their carrying capacity together.
If multiple creatures are pulling the vehicle, they all act on the same initiative, and they must move together and take the same action on their turn.
Vehicle Descriptions
The vehicles are presented in alphabetical order.
Carriage
A carriage is a large wagon with a canvas roof, typically drawn by a single mount.
Being a passenger in a carriage grants you half cover.
Carriage Summary
Armor Class: 15 (wood) | Hit Points: 26 (4d12) |
Passengers: 4 | Size: Huge (10 × 15 ft.) |
Weight: 600 lb. | Cost: 100gp |
Cart
A cart is designed for carrying equipment and generally not used as transport. It can be drawn by a single mount.
Cart Summary
Armor Class: 15 (wood) | Hit Points: 16 (3d10) |
Passengers: 0 | Size: Large (10 × 10 ft.) |
Weight: 200 lb. | Cost: 15gp |
Stagecoach
A stagecoach is a large wagon, similar to a carriage, with a reinforced wooden frame and canvas roof. It typically has six wheels and is drawn by four or more mounts.
Being a passenger in a stagecoach grants you three quarters cover.
Large Stagecoach Summary
Armor Class: 16 | Hit Points: 63 (6d20) |
Passengers: 12 | Size: Gargantuan (20 ft. × 25 ft.) |
Weight: 5,000 lb. | Cost: 1,000gp |
Standard Stagecoach Summary
Armor Class: 16 | Hit Points: 52 (5d20) |
Passengers: 6 | Size: Gargantuan (20 ft. × 25 ft.) |
Weight: 1,700 lb. | Cost: 300gp |
Wagon
A wagon can be drawn by a single mount, and typically does not have a roof.
Armor Class: 15 (wood) | Hit Points: 19 (3d12) |
Passengers: 3 | Size: Huge (10 × 15 ft.) |
Weight: 400 lb. | Cost: 35gp |
Crashing
A mount or vehicle into another object or a creature by moving into the target's space and making a special attack roll (1d20 + the rider's proficiency bonus) against the target's AC. If the attack roll hits, a crash occurs; otherwise, the target moves to the nearest unoccupied space that isn't in the mount or vehicle's path, avoiding the crash. If the DM decides that a crash is unavoidable, the crash occurs automatically.
When a mount or vehicle crashes, both it and the creature or object it struck take bludgeoning damage based on the size of the struck object, as shown in the Crash Damage table. If the mount or vehicle runs into something that doesn't have hit points (such as a mountain), apply the damage only to the mount or vehicle. The mount or vehicle stops after crashing into a Gargantuan or immovable creature or object; otherwise, the mount or vehicle can continue moving if it has any movement left, and whatever it struck moves to the nearest unoccupied space that isn't in the mount or vehicle's path.
Crash Damage
Size | Crash Damage |
---|---|
Small | 1d6 |
Medium | 1d8 |
Large | 4d8 |
Huge | 8d8 |
Gargantuan | 16d8 |
Vehicle Repairs
Nonmagical repairs to a damaged vehicle can be made by a creature with proficiency in land vehicles and carpenter's tools if it has carpenter's tools on hand. After spending 1 day of work and 20 gp for materials and labor, the creature rolls the vehicles hit die. The vehicle regains hit points equal to the number rolled + the creature's Intelligence modifier.
The mending spell is a cheaper, less time-consuming way to make repairs. Casting mending on a damaged vehicle restores a number of hit points to the target equal to 1d8 + the spellcaster's spellcasting ability modifier. The target can regain hit points from that spell no more than once per hour.
Mount Statistics
This section presents statistics for the new mounts described earlier in this chapter. The creatures in this section are organized alphabetically. The Thunder Junction Mounts table below lists every creature in this section, along with that creature's type and challenge rating (CR).
Using a Stat Block
This chapter is a companion to the Monster Manual and adopts a similar presentation. If you are unfamiliar with the monster stat block format, please read the introduction of the Monster Manual before proceeding further. That book explains stat block terminology and gives rules for various monster traits, information which isn't repeated here.
Unusual Attacks and Magic
In this chapter you will find some weapons and spellcasting that function in atypical ways. These exceptions are features of a stat block and represent how a particular creature uses weapons and casts spells; these exceptions have no effect for how weapons and spells function for someone else.
Meeting Prerequisites
Additionally, if a stat block contains the name of a class in the creature's name or in parentheses under the name, the creature is considered a member of that class for the purpose of meeting prerequisites for magic items.
Thunder Junction Mounts
Creature | Creature Type | CR |
---|---|---|
Arynx | Beast | 1/4 |
Basilisk Rooster | Monstrosity | 1/2 |
Bighorn | Beast | 1/2 |
Brushwagg | Monstrosity | 1 |
Burrowfiend | Monstrosity | 1/2 |
Caustic Bronco | Monstrosity | 1/2 |
Felidar | Celestial | 5 |
Giant Armadillo | Beast | 3 |
Giant Beaver | Beast | 1/4 |
Giant Newt | Beast | 1/4 |
Giant Porcupine | Beast | 1/4 |
Giant Possum | Beast | 1/4 |
Gila Courser | Beast | 1/2 |
Gryff | Monstrosity | 1 |
Holy Cow | Celestial | 5 |
Ox | Beast | 1/4 |
Arynx
The arynx is a horned feline predator, found on both the plane of Tarkir and Ravnica. They are renowned as excellent trackers, able to follow prey for miles more than other hunters.
Arynx Shapes & Steeds
With the DM's permission, a Paladin can summon a spirit in the form of an arynx with the find steed spell.
A 2nd-level Druid with the Wild Shape feature can learn to transform into an arynx.
Wanted
Arynx
Large Beast, Unaligned
- AC 12
- HP 16 (3d10)
- Speed 40 ft., climb 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 10 (+0) 3 (-4) 14 (+2) 7 (-2)
- Skills Perception +4, Stealth +6
- Senses passive Perception 14
- Languages —
- Challenge Rating 1/4 (50 XP)
- Proficiency Bonus +2
Scent Tracker. The arynx has advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on smell.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. If the target is a creature and the arynx moved at least 20 feet straight toward the target before the hit, the target must succeed on a DC 12 Strength saving throw or have the prone condition.
Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature and the arynx moved at least 20 feet straight toward the target before the hit, the target takes an extra 3 (1d6) piercing damage.
Bonus Action
Pounce. The arynx makes a Bite attack against a target that has the prone condition.
Wanted
Basilisk Rooster
Large Monstrosity, Unaligned
- Armor Class 12
- Hit Points 26 (4d10 + 4)
- Speed 60 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 2 (-4) 10 (+0) 6 (-2)
- Condition Immunities petrified
- Senses darkvision 60 ft., passive Perception 10
- Languages —
- Challenge 1/2 (100 XP)
- Proficiency Bonus +2
Actions
Peck. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6 + 2) piercing damage plus 2 (1d4) poison damage.
Reactions
Safe Descent. When it would take damage from a fall, the basilisk flaps its wings to reduce the fall's damage to 0, provided it isn't wearing heavy armor barding.
Basilisk Rooster
The basilisks on Thunder Junction bear little in common with their counterparts on other worlds. Rather than have powers to turn to stone, these basilisks appear as giant roosters and can flap their wings to glide.
Rooster Steeds
With the DM's permission, a Paladin can summon a spirit in the form of a basilisk rooster with the find greater steed spell, which appears in Xanathar's Guide to Everything.
Bighorn
Bighorns are goat- and ram-like herd animals from Lorwyn-Shadowmoor prized for their meat, milk, and as mounts. They favor rocky, mountains terrain.
Bighorn Shapes & Steeds
With the DM's permission, a Paladin can summon a spirit in the form of a bighorn with the find greater steed spell, which appears in Xanathar's Guide to Everything.
A 4th-level Druid with the Wild Shape feature can learn to transform into a bighorn.
Wanted
Bighorn
Large Beast, Unaligned
- AC 11 (natural armor)
- HP 19 (3d10 + 3)
- Speed 40 ft.
STR DEX CON INT WIS CHA 17 (+3) 11 (+0) 12 (+1) 3 (-4) 12 (+1) 6 (-2)
- Senses passive Perception 11
- Languages —
- Challenge Rating 1/2 (100 XP)
- Proficiency Bonus +2
Sure-Footed. The bighorn has advantage on Strength and Dexterity saving throws against the prone condition.
Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. If the target is a creature and the bighorn moved at least 20 feet straight toward the target before the hit, the target takes an extra 5 (2d4) bludgeoning damage and must succeed on a DC 13 Strength saving throw or have the prone condition.
Wanted
Brushwagg
Large Monstrosity, Typically Neutral
- Armor Class 16 (natural armor)
- Hit Points 26 (4d8 + 4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (-1)
- Senses passive Perception 10
- Languages Any one language (usually Common)
- Challenge 1 (200 XP)
- Proficiency Bonus +2
False Tumbleweed. If the brushwagg is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the brushwagg move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the brushwagg is animate.
Actions
Enlarge. The brushwagg magically increases in size, along with anything it is wearing or carrying, or returns to its true size. While enlarged, the brushwagg is Huge, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the brushwagg lacks the room to become Huge, it attains the maximum size possible in the space available.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.
Brushwagg
Brushwaggs are curious creatures from Dominaria and Ikoria that resemble hedgehogs with plant-like brambles for spines. Despite their animalistic appears, brushwaggs are sapient and capable of human speech.
Brushwaggs tend to be pacifist creatures, preferring to flee predators than fight. But when threatened, they are capable of magically enlarging themselves to scare and squash their aggressors.
Brushwagg Steeds
With the DM's permission, a Paladin can summon a spirit in the form of a brushwagg with the find greater steed spell, which appears in Xanathar's Guide to Everything.
Burrowfiend
A horrifying cross between a giant badger and a rattlesnake, burrowfiends make their dens underground and inside hollowed out trees, and hunt live prey in packs. Their home plane is unknown; it is likely they cross into Thunder Junction via omenpaths deep underground.
Burrowfiend Steeds
With the DM's permission, a Paladin can summon a spirit in the form of a burrowfiend with the find greater steed spell, which appears in Xanathar's Guide to Everything.
Wanted
Burrowfiend
Large Monstrosity, Unaligned
- AC 13 (natural armor)
- HP 26 (4d10 + 4)
- Speed 40 ft., burrow 20 ft.
STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 13 (+1) 2 (-4) 12 (+1) 5 (-3)
- Skills Perception +3
- Senses darkvision 30 ft., passive Perception 13
- Languages —
- Challenge Rating 1/2 (100 XP)
- Proficiency Bonus +2
Keen Smell. The burrowfiend has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The burrowfiend makes one Bite attack and one Claws attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or take 3 (1d6) poison damage and have the poisoned condition until the end of its next turn.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Wanted
Caustic Bronco
Large Monstrosity, Unaligned
- AC 11
- HP 19 (3d10 + 3)
- Speed 50 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2)
- Senses blindsight 10 ft., passive Perception 11
- Languages —
- Challenge Rating 1/2 (100 XP)
- Proficiency Bonus +2
- Reward serpent venom (see Crafting and Harvesting Poison in the Player's Handbook)
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature and the bronco moved at least 20 feet straight toward the target before the hit, the target must succeed on a DC 14 Strength saving throw or have the prone condition.
Bonus Actions
Trample. The bronco makes a Hooves attack against a creature that has the prone condition.
Caustic Bronco
The caustic bronco is a kind of centaur, with a horse's frame from shoulders to tail; but instead of a humanoid shape atop its shoulders, the bronco has the neck and head of a poisonous snake. Dark scales cover the bronco's entire body. These dangerous mounts are difficult to tame.
Caustic Bronco Steeds
With the DM's permission, a Paladin can summon a spirit in the form of a caustic bronco with the find greater steed spell, which appears in Xanathar's Guide to Everything.
Felidar
Standing fully ten feet high at the shoulder, the great cats called felidars are noble, fierce beasts charged with white mana. They can be found on Zendikar, Ravnica, and Ikoria. Despite their feline appearance, they are intelligent creatures capable of speech and magic. Felidars consent to be ridden only by knights they consider virtuous.
Felidar Steeds
With the DM's permission, a Paladin can summon a spirit in the form of a felidar with the find greater steed spell, which appears in Xanathar's Guide to Everything.
Wanted
Felidar
Large Celestial, Typically Lawful Neutral
- AC 17 (natural armor)
- HP 93 (11d10 + 33)
- Speed 40 ft.
STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 17 (+3) 10 (+0) 17 (+3) 14 (+2)
- Saving Throws Dex +6, Wis +6, Cha +5
- Skills Insight +6, Perception +6
- Senses truesight 120 ft., passive Perception 16
- Languages understands Celestial and Common but can't speak
- Challenge Rating 5 (1,800 XP)
- Proficiency Bonus +3
Keen Hearing and Sight. The felidar has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Multiattack. The felidar makes one Bite attack and one Claw attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) magical piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) magical slashing damage. If the target is a creature and the felidar moved at least 20 feet straight toward the target before the hit, the target must succeed on a DC 15 Strength saving throw or have the prone condition.
Healing Touch (3/Day). The felidar touches another creature with its horns. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes the poisoned condition and all diseases afflicting the target.
Bonus Actions
Pounce. The felidar makes a Claw attack against a target that has the prone condition.
Wanted
Giant Armadillo
Large Beast, Unaligned
- Armor Class 15 (natural armor)
- Hit Points 65 (10d8 + 20)
- Speed 30 ft., burrow 10 ft.
STR DEX CON INT WIS CHA 19 (+4) 11 (+0) 15 (+2) 2 (-4) 12 (+1) 5 (-3)
- Senses passive Perception 11
- Languages —
- Challenge 3 (700 XP)
- Proficiency Bonus +2
Actions
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Rolling Charge. The armadillo curls into a ball and rolls in a straight line, moving 60 ft. Each creature in the line must succeed on a DC 14 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and have the prone condition. If the armadillo strikes a Huge or larger object or structure as part of this movement, it has the prone condition.
Curl Defense. The armadillo curls into a ball. Until it uncurls, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While curled, the armadillo has the prone condition, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to uncurl.
Giant Armadillo
Armadillos are small mammals with thick shells used for defense. Giant armadillos make for excellent defensive mounts. Their plane of origin is unknown.
Giant Beaver
Beavers are small mammals that are notorious for cutting down trees with their large teeth and using the wood build dams in rivers. Giant beavers exhibit the same behavior; even the most well trained beavers must be reeled in when wood is nearby. Their plane of origin is unknown.
Beaver Shapes & Steeds
With the DM's permission, a Paladin can summon a spirit in the form of a giant beaver with the find steed spell.
A 2nd-level Druid with the Wild Shape feature can learn to transform into a giant beaver.
Wanted
Giant Beaver
Large Beast, Unaligned
- Armor Class 10
- Hit Points 13 (2d10 + 2)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 10 (+0) 13 (+1) 2 (-4) 12 (+1) 5 (-3)
- Senses darkvision 30 ft., passive Perception 11
- Languages —
- Challenge 1/4 (50 XP)
- Proficiency Bonus +2
Hold Breath. The beaver can hold its breath for 30 minutes.
Siege Monster. The beaver deals double damage to objects and structures.
Actions
Multiattack. The beaver makes one Bite and one Tail attack.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage.
Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 11 Strength saving throw or have the prone condition.
Wanted
Giant Newt
Large Beast, Unaligned
- AC 12 (natural armor)
- HP 19 (3d10 + 3)
- Speed 30 ft., climb 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 5 (-3)
- Senses darkvision 30 ft., passive Perception 10
- Languages —
- Challenge Rating 1/4 (50 XP)
- Proficiency Bonus +2
Amphibious. The newt can breathe air and water.
Regeneration. The newt regains 5 hit points at the start of its turn if it has at least 1 hit point. This regeneration closes all wounds and replaces damaged or missing organs and limbs.
Spider Climb. The newt can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Giant Newt
Newts have long been used as ingredients in witch's brews; but on Thunder Junction, wizards prefer these larger versions to be kept as mounts and bodyguards. Their plane of origin is unknown.
Newt Shapes & Steeds
With the DM's permission, a Paladin can summon a spirit in the form of a giant newt with the find steed spell.
A 2nd-level Druid with the Wild Shape feature can learn to transform into a giant newt.
Giant Porcupine
Porcupines are small rodents covered in sharp quills, which they use for self defense. Their giant cousins are able to shoot these spines from their tails at their would-be predators. This skill makes giant porcupines especially valued by outlaws who don't want to get up close and personal.
Porcupine Shapes & Steeds
With the DM's permission, a Paladin can summon a spirit in the form of a giant porcupine with the find greater steed spell, which appears in Xanathar's Guide to Everything.
A 2nd-level Druid with the Wild Shape feature can learn to transform into a giant porcupine.
Wanted
Giant Porcupine
Large Beast, Unaligned
- Armor Class 13 (natural armor)
- Hit Points 26 (4d10 + 4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+2) 12 (+1) 2 (-4) 10 (+0) 6 (-2)
- Senses passive Perception 10
- Languages —
- Challenge 1/4 (50 XP)
- Proficiency Bonus +2
Spiny Body. A creature that hits the porcupine with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage. At the start of each of its turns, the porcupine deals 2 (1d4) piercing damage to any creature grappling or grappled by it.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d10) piercing damage.
Tail Spine. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Wanted
Giant Possum
Large Beast, Unaligned
- Armor Class 11
- Hit Points 22 (4d10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 10 (+0) 2 (-4) 12 (+1) 4 (-3)
- Skills Stealth +3
- Damage Resistances poison
- Senses darkvision 60 ft., passive Perception 11
- Languages —
- Challenge 1/4 (50 XP)
- Proficiency Bonus +2
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Reactions
Feign Death. The possum casts the feign death spell on itself, without requiring components.
Giant Possum
Possums are tiny marsupials with an unwarranted reputation for uncleanliness. They are known to have a defense mechanism wherein they "play dead" in hopes that predators will leave them alone. Giant possums grow big enough to ridden, and their special trait can help them survive longer than other mounts. Their plane of origin is unknown.
Possum Shapes & Steeds
With the DM's permission, a Paladin can summon a spirit in the form of a giant porcupine with the find steed spell.
A 2nd-level Druid with the Wild Shape feature can learn to transform into a giant possum.
Gila Courser
The gila courser is a gila, a kind of lizard, that has been imbued with the natural magic of Thunder Junction. Like the Hellspurs, it glows and crackles with lava and heat. Hellspurs pay high price for these mounts.
Courser Shapes & Steeds
With the DM's permission, a Paladin can summon a spirit in the form of a gila courser with the find greater steed spell, which appears in Xanathar's Guide to Everything.
A 4th-level Druid with the Wild Shape feature can learn to transform into a gila courser.
Wanted
Gila Courser
Large Beast, Unaligned
- Armor Class 13 (natural armor)
- Hit Points 22 (3d10 + 6)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 14 (+2) 2 (-4) 10 (+0) 5 (-3)
- Damage Immunities fire
- Senses darkvision 30 ft., passive Perception 10
- Languages —
- Challenge 1/2 (100 XP)
- Proficiency Bonus +2
Heated Body. A creature that touches the courser or hits it with a melee attack while within 5 feet of it takes 2 (1d4) fire damage.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 2 (1d4) fire damage.
Wanted
Gryff
Large Monstrosity, Unaligned
- Armor Class 11
- Hit Points 19 (3d10 + 3)
- Speed 40 ft., fly 60 ft.
STR DEX CON INT WIS CHA 17 (+3) 13 (+1) 13 (+1) 2 (-4) 12 (+1) 8 (-1)
- Damage Resistances necrotic
- Skills Acrobatics +3, Perception +5
- Senses passive Perception 15
- Languages —
- Challenge 1 (200 XP)
- Proficiency Bonus +2
Keen Sight. The gryff has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The hippogriff makes one Beak attack and one Hooves attack.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Celestial Presence (Recharge 6). Each Undead creature that can see or hear the gryff within 30 feet of it must succed on a Wisdom saving throw or have the frightened condition for 1 minute or until it takes any damage.
Gryff
Gryffs are an elegant, heron-headed subspecies of hippogriffs native to the plane of Innistrad. They are longer and leaner than the traditional Innistrad griffin, with flexible necks, sleek hindquarters, lance-like beaks, and equine hooves.
Gryffs are swift and nimble flyers, natural enemies of dark creatures, and a powerful force for the side of Avacyn and her angels. They are used by human knights of Innistrad as flying steeds.
Gryff Steeds
With the DM's permission, a Paladin can summon a spirit in the form of a gryff with the find greater steed spell, which appears in Xanathar's Guide to Everything.
Holy Cow
Cows and oxen on Thunder Junction are abundant, though no one is sure precisely which plane these bovine creatures come from. Rumors swirl around cows enough that most inhabitants of Thunder Junction avoid trying to tame or harm them; if the rumors are to be believed, these cows are connected to white mana and divine magic of a celestial nature, not unlike angels.
Wanted
Holy Cow
Large Celestial (Cattle), Typically Chaotic Good
- AC 12
- HP 67 (9d10 + 18)
- Speed 30 ft., fly 90 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 15 (+2) 11 (+0) 17 (+3) 16 (+3)
- Damage Immunities poison
- Condition Immunities charmed, paralyzed, poisoned
- Senses darkvision 60 ft., passive Perception 13
- Languages telepathy 60 ft.
- Challenge Rating 5 (1,800 XP)
- Proficiency Bonus +3
Magic Resistance. The cow has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The cow makes two Gore attacks.
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) magical piercing damage. If the target is a creature and the cow moved at least 20 feet straight toward the target before the hit, the target takes an extra 3 (1d6) radiant damage and must succeed on a DC 15 Strength saving throw or have the prone condition.
Spellcasting. The cow casts one of the following spells, without requiring material components and using Charisma as the spellcasting ability (spell save DC 14):
At will: detect evil and good, protection from evil and good
1/day each: dispel evil and goodHealing Touch (3/Day). The cow touches another creature with its horns. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes the poisoned condition and all diseases afflicting the target.
Teleport (1/Day). The cow magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the cow is familiar with, up to 1 mile away.
Legendary Actions
The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.
- Gore. The cow makes one Gore attack.
- Shimmering Shield (Costs 2 Actions). The cow creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the cow's next turn.
- Heal Self (Costs 3 Actions). The cow magically regains 11 (2d8 + 2) hit points.
Wanted
Ox
Large Beast (Cattle), Unaligned
- Armor Class 10
- Hit Points 15 (2d10 + 4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 14 (+2) 2 (-4) 10 (+0) 4 (-3)
- Senses passive Perception 10
- Languages —
- Challenge 1/4 (50 XP)
- Proficiency Bonus +2
Beast of Burden. The ox is considered to be one size larger for the purpose of determining its carrying capacity.
Actions
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the ox moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 7 (2d6) piercing damage.
Ox
Oxen and cows are herd animals that are quite common on Thunder Junction. Despite their valuable resources, many Thunder Junction inhabitants refrain from harming cows due to rumors of their hidden divine nature.
Ox Shapes & Steeds
With the DM's permission, a Paladin can summon a spirit in the form of an ox with the find steed spell.
A 2nd-level Druid with the Wild Shape feature can learn to transform into an ox.
Desert Environment
Adventuring in the desert wilderness of Thunder Junction presents a host of dangers. The following section expands on the guidelines presented in the Dungeon Master's Guide for wilderness survival.
Weather
Thunder Junction is arid almost all year round. As a desert, days are typically subject to the Extreme Heat weather detailed in the Dungeon Master's Guide, and there is no chance of precipitation. Winter on Thunder Junction brings thunderstorm season, though there is typically only heavy precipitation, and it lasts for only a few minutes.
Hazards
This section describes a few examples of hazards that adventurers might encounter in the desert.
Cactus
Cacti are plants found all throughout the desert that bear long, sharp spines to deter animals that would feed on them. A cactus plant that occupies a 5-foot square space has AC 13, 20 hit points, and immunity to psychic and poison damage.
When a creature touches a cactus or moves into its space for the first time on a turn, the creature must succeed on a DC 10 Dexterity saving throw or take 5 (1d10) piercing damage from the cactus's spines.
Earthquake
Earthquakes can occur randomly and naturally, or they might be caused by something like a Giant mining for a gold. The earthquake has the effects of the earthquake spell (spell save DC 20), though it isn't magic in nature and can't be dispelled.
Geyser
Geysers are natural vents that periodically expel hot water from beneath the earth's surface. A geyser typically appears as a rock formation with a small hole at the top, and occupies a 5-foot square. Characters who are traveling at a normal or slow pace can spot hidden geysers with a successful DC 11 Wisdom (Perception) check.
On initiative count 20 (losing initiative ties), roll a d6 for each geyser in a given area. On a roll of 1–2, the geyser erupts. A creature in the geyser's space must make a DC 20 Dexterity saving throw, taking 2d10 fire damage on a failed save, or half as much on a successful one. Each other creature within 5 feet of the geyser must make a DC 15 Dexterity saving throw to avoid falling hot water, taking 1d10 fire damage on a failed save, or half as much on a successful one.
At your discretion, when a gesyer erupts, there's a 20% chance a spring splasher (see Chapter 9) is carried by the eruption, landing in an unoccupied space within 5 feet of the geyser.
Mirage
A mirage is a kind of illusion that occurs as the result of Thunder Junction's wild Thunder magic. Most often, travelers who are lost or thirsty will see a mirage of a stream or oasis, only to be sorely disappointed upon reaching the illusion.
A mirage has the effects of the hallucinatory terrain spell (spell save DC 20), though it isn't magic in nature and can't be dispelled.
Mirages tend to attract shadowy spirits that use the false terrain like a trap, drawing in wanderers to be drained of life energy. At your discretion, a mirage can have any number (usually 1d6) of shadows lurking within it.
Quicksand
The Quicksand hazard from the Dungeon Master's Guide is a common hazard in the desert of Thunder Junction.
Sandstorm
The sandstorms of Thunder Junction are powerful wind storms that kick up huge amounts of sand and dust. A sandstorm on Thunder Junction typically lasts 2d4 hours, and whenever the characters are caught in one, the following rules apply until it ends.
A sandstorm's howling wind limits hearing to a range of 100 feet and imposes disadvantage on ranged weapon attack rolls. It also imposes disadvantage on Wisdom (Perception) checks that rely on hearing. The wind extinguishes open flames, disperses fog, erases tracks in the sand, and makes flying by nonmagical means nearly impossible. A creature falls at the end of its turn if it is flying by nonmagical means and can't hover.
Visibility in a sandstorm is reduced to 30 feet. Creatures without goggles or other eye protection have disadvantage on Wisdom (Perception) checks that rely on sight due to blowing sand.
Any creature that is concentrating on a spell in a sandstorm must succeed on a DC 10 Constitution saving throw at the end of its turn or lose its concentration on the spell unless the creature is sheltered against the elements (for example, in an cave).
Veering Off Course. It's easy to veer off course while traveling through a sandstorm, and it's also easy for party members to become separated from one another, which is why the wisest course of action is to stay put and wait for the blizzard to pass.
If the characters travel during a sandstorm, have the players designate one party member as the navigator. At the end of each hour of travel through the sandstorm, the navigator makes a DC 15 Wisdom (Survival) check. On a successful check, the party stays on course. On a failed check, the party wanders off course, putting its members no closer to their destination than they were at the start of that hour. If the check fails by 5 or more and the party members aren't tied together, one randomly determined party member becomes lost in the sandstorm and separated from the others. If the group tries to reunite with its missing member, have the party members (including the missing one) make a DC 15 Wisdom (Survival) group check at the end of each hour. If this group check succeeds, the missing party member is found, but no progress is made toward reaching the group's intended destination that hour. The group check can be repeated after each hour spent searching for the missing party member.
Twister
Twisters, or tornadoes, are natural wind cyclones that often occur during Thunder Junction's rain season. They often occur naturally, but powerful air elementals can also summon twisters.
A twister has the effects of the twister spell (spell save DC 20, see Chapter 3), though it isn't magical in nature and can't be dispelled.
Foraging & Becoming Lost
The Dungeon Master's Guide has guidelines and rules for foraging and becoming lost in the wilderness. Most of Thunder Junction's desert has limited food and water (DC 15), and is a desert environment for navigation (DC 10).
Random Desert Encounters
The following random encounters expand on those presented in the Dungeon Master's Guide, providing unique encounters for traveling in Thunder Junction's desert wilderness.
Random Desert Encounters
d10 | Encounter |
---|---|
1 | Bandits |
2 | Bovine Intervention |
3 | Elemental Eruption |
4 | From the Vault |
5 | 500gp |
6 | Lost Traveler |
7 | Prospector |
8 | Omenpath |
9 | The Eversaloon |
10 | Wild Animals |
Bandits
The characters are set upon by 1 bandit captain and 2d4 bandits, who seek to rob the characters of all their valuables. The bandits flee if their captain falls in battle.
Bovine Intervention
A holy cow (see Chapter 6) descends gracefull from the sky. Good-aligned characters, or characters who are predominantly altrusitic, might receive a boon from the cow in the form of a Supernatural Charm (see Other Rewards in Chapter 7: Treasure of the Dungeon Master's Guide). Evil-aligned characters, or characters who are outlaws or criminals, might have to face the cow in combat.
Elemental Eruption
A nearby mountaintop erupts like a volcano, but instead of normal lava, a fire elemental appears from the rock. The elemental has the appearance of a dragon, and has a flying speed of 30 feet. It is wild with Thunder magic and will attack anyone in sight.
From the Vault
The characters stumble upon 1d4 uncommon magic items that have been scattered by the fall of Maag Taranau (see Tarnation in Chapter 1). The area might already be occupied by looters, such as 1d4 bandits or 2 thugs. It might instead be occupied by 2d4 magebane lizards (see Chapter 9) who are attempting to feed off the items' magic.
Lost Traveler
A lost Humanoid traveler of any race has been lost in the desert and is looking for food and water. As a twist, the traveler might be a thug attempting to rob the characters, or have a bounty on his head upwards of 100gp.
Prospector
A Humanoid gold panner or miner is looking to strike gold in the area. The prospector might ask for help, offering to split the take (which might be 1d10 × 10 gp). Instead, the prospector might assume the characters are trying to steal his prospect and attack them, using the statistics of a commoner.
Omenpath
An omenpath appears that leads to a random plane from the Magic: the Gathering multiverse. The omenpath functions similarly to the gate spell. When the omenpath appears, creatures from the other plane; they might be travelers new to Thunder Junction, or they might be hostile beasts.
To get inspiration for what kind of creatures might emerge from different planes, consult that plane's resource book, such as Mythic Odysseys of Theros, Guildmaster's Guide to Ravnica, Strixhaven: A Curriculum of Chaos, the original Plane Shift books, and my own assortment of Planeshifted Guides.
The Eversaloon
Weary travelers trade stories of the Eversaloon, an extraplanar respite that appears at the moment it is most needed. The eversaloon appears as a pair of swinging saloon doors that lead to an omenpath or gate-like portal, which characters can enter.
The Eversaloon itself is like any other saloon on Thunder Junction, except it exists between planes and is often full of travelers who got lost on Thunder Junction. The saloon does not have any rooms besides the main room, and does not appear to be managed by anyone; the bar shelves magically restock themselves when no one is looking, and messes seem to clean themselves up.
Once the characters have rested at the Eversaloon and leave through the doors, they appear in a completely different area of Thunder Junction than the place they left; typically in the desert outside of a town or settlement.
Wild Animals
Thunder Junction is home to many wild animals that might cause trouble for the characters. Chapter 9 has monster stat blocks for creatures that might be encountered in the desert, which might be encountered by the characters in groups of 1d6. See Chapter 3: Creating Adventures of the Dungeon Master's Guide for more information on designing random encounters and encounter difficulty.
Bestiary
This chapter presents a number of unique monsters and NPCs who can be found throughout Thunder Junction. The creatures in this section are organized alphabetically. The Thunder Junction Creatures table lists every creature in this chapter, along with that creature's type and challenge rating (CR).
Using a Stat Block
This chapter is a companion to the Monster Manual and adopts a similar presentation. If you are unfamiliar with the monster stat block format, please read the introduction of the Monster Manual before proceeding further. That book explains stat block terminology and gives rules for various monster traits, information which isn't repeated here.
Unusual Attacks and Magic
In this chapter you will find some weapons and spellcasting that function in atypical ways. These exceptions are features of a stat block and represent how a particular creature uses weapons and casts spells; these exceptions have no effect for how weapons and spells function for someone else.
Meeting Prerequisites
Additionally, if a stat block contains the name of a class in the creature's name or in parentheses under the name, the creature is considered a member of that class for the purpose of meeting prerequisites for magic items.
Thunder Junction Creatures
Creature | Creature Type | CR |
---|---|---|
Brainstealer Dragon | Aberration | 22 |
Bristlepack Wolf | Plant | 1/4 |
Cactarantula | Plant | 7 |
Cactusfolk | Plant | 1/2 |
Dust Animus | Undead | 6 |
Geyser Drake | Dragon | 1 |
Goldvein Hydra | Monstrosity | 12 |
Harvester of Misery | Aberration | 9 |
Magebane Lizard | Beast | 1/8 |
Mystic Snake | Monstrosity | 10 |
Prairie Dog | Beast | 0 |
Rattlewurm | Monstrosity | 17 |
Rattlewurm, Young | Monstrosity | 11 |
Roadrunner | Beast | 1/4 |
Scorpion Dragon | Dragon | 10 |
Silver Deputy | Construct | 5 |
Spring Splasher | Beast | 1/4 |
Sterling Hound | Construct | 1/4 |
Thunder Coyote | Beast | 1 |
Thunderclap Drake | Dragon | 1/4 |
Tomb Trawler | Construct | 10 |
Tumbleweed | Plant | 1/8 |
Varmint, Swarm | Beast | 3 |
Brainstealer Dragon
Wanted
Brainstealer Dragon
Gargantuan Aberration, Typically Lawful Evil
- Armor Class 17 (natural armor)
- Hit Points 350 (20d20 + 140)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 27 (+8) 13 (+1) 25 (+7) 21 (+5) 19 (+4) 24 (+7)
- Saving Throws Con +14, Int +12, Wis +11, Cha +14
- Skills Arcana +12, Insight +18, Perception +18
- Damage Immunities psychic
- Condition Immunities charmed, frightened
- Senses blindsight 120 ft., passive Perception 28
- Languages Draconic, telepathy 5 miles
- Challenge 22 (41,000 XP)
- Proficiency Bonus +7
Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Unusual Nature. The dragon doesn't require air or sleep.
Actions
Multiattack. The dragon makes one Stinger attack, and three Claw attacks.
Stinger. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 11 (2d10) psychic damage.
Claws. Melee Weapon Attack: +15 to hit, reach 15 ft., one creature. Hit: 11 (1d6 + 8) bludgeoning damage. If the target is Huge or smaller, the dragon can give it the grappled condition (escape DC 18). The dragon can grapple up to two creatures this way.
Brainstealing Breath (Recharge 5–6). The dragon inhales psionic energy in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 55 (10d10) psychic damage on a failed save, or half as much damage on a successful one. On a success or failure, if the creature isn't a Construct or an Undead, the creature's Intelligence score is reduced by 1d4. If this reduces the creature's Intelligence to 1, the creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. The reduction lasts until the target finishes a short or long rest.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
- Tentacle. The dragon makes one Tentacle attack.
- Shatter Concentration (Costs 2 Actions). The dragon targets a creature it is grappling. The target's concentration on a spell it has cast or an ability it is maintaining ends, and the target takes 19 (3d12) psychic damage.
Wanted
Bristlepack Wolf
Medium Plant, Unaligned
- AC 13 (natural armor)
- HP 11 (2d8 + 2)
- Speed 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)
- Skills Perception +3, Stealth +4
- Senses passive Perception 13
- Languages —
- Challenge Rating 1/4 (50 XP)
- Proficiency Bonus +2
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the incapacitated condition.
Spiny Body. A creature that hits the wolf with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage. At the start of each of its turns, the wolf deals 2 (1d4) piercing damage to any creature grappling or grappled by it.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 11 Strength saving throw or have the grappled condition (escape DC 11). While grappled, the target also has the prone condition.
Bristlepack Wolf
When the omenpaths opened on Thunder Junction, the magic of Thunder was reawakened—as were the cactusfolk. Aside from the sentient cactusfolk, several other species of living cactus has appeared throughout the plane. Many of these plant creatures take the forms of living creatures extant on other planes.
The bristlepack wolf is a living cactus that resembles wolves found on other planes. These creatures will harvest seeds from other cacti and plant them in the ground, creating a den in a cactus forest that it defends until its pups are mature.
Cactarantula
Similar to the bristlepack wolf (see the previous page), the Cactarantula is a living cactus brought to life by the omenpaths that resembles a creature from another plane—in this case, an enormous spider. This creature doesn't spin webs like its Beast counterpart, instead lying in wait buried halfway into the desert sand. The top of its body resembles an ordinary cactus so much that other creatures often approach hoping to eat the cactus or drink its water, instead becoming the cactarantula's prey.
Wanted
Cactarantula
Large Plant, Unaligned
- AC 15 (natural armor)
- HP 135 (18d10 + 36)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 17 (+3) 14 (+2) 4 (-3) 12 (+1) 4 (-3)
- Skills Perception +4, Stealth +6
- Senses tremorsense 60 ft., passive Perception 14
- Languages —
- Challenge Rating 7 (2,900 XP)
- Proficiency Bonus +3
False Cactus. If the cactarantula is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the cactarantula move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the cactarantula is animate.
Spiny Body. A creature that hits the cactarantula with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage. At the start of each of its turns, the cactarantula deals 2 (1d4) piercing damage to any creature grappling or grappled by it.
Actions
Multiattack. The cactarantula makes one Bite attack and two Foreleg attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) piercing damage.
Foreleg. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Strength saving throw or have the grappled condition (escape DC 16). Until this grapple ends, the target has the restrained condition and takes 7 (2d6) piercing damage at the start of each of its turns. The cactarantula can have up to four creatures grappled this way.
Cactusfolk
Cactusfolk are a unique race native to Thunder Junction that awoke with the arrival of the omenpaths. You can learn more about cactusfolk in Chapter 2.
Cactusfolk can be encountered in all walks of life; merchants, outlaws, and even lawmen. A cactusfolk that has a specific job or task might have the stat block of another Humanoid, such as a bandit, commoner, or guard, except it has the cactusfolk's Spiny Body and Unusual Nature traits.
Wanted
Cactusfolk
Medium Plant, Any Alignment
- AC 15 (natural armor)
- HP 22 (4d8 + 4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 13 (+1) 7 (-2) 12 (+1) 7 (-2)
- Skills Perception +3, Stealth +4, Survival +5
- Senses passive Perception 13
- Languages any one language, typically Common (Thunder Junction)
- Challenge Rating 1/2 (100 XP)
- Proficiency Bonus +2
Spiny Body. A creature that hits the porcupine with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage. At the start of each of its turns, the porcupine deals 2 (1d4) piercing damage to any creature grappling or grappled by it.
Unusual Nature. The cactusfolk doesn't need to eat or sleep.
Actions
Multiattack. The cactusfolk makes two Slam attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) piercing damage.
Dust Animus
The dead on Thunder Junction tend to not stay dead. Aside from cursed skeletons and zombies that rise from cursed mines and Blacksnag Bog, outlaws who die in duels or heists can often return as ghosts. If the outlaw in question died in the desert, there's a chance it returns as a Dust Animus, a spirit capable of whipping up sand in its wake.
Wanted
Dust Animus
Medium Undead, Any Alignment
- AC 15 (natural armor)
- HP 105 (14d8 + 42)
- Speed 0 ft., burrow 30 ft., fly 90 ft. (hover)
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 17 (+3) 7 (-2) 12 (+1) 10 (+0)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities fire, poison
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses darkvision 60 ft., passive Perception 11
- Languages The languages it knew in life
- Challenge Rating 6 (2,300 XP)
- Proficiency Bonus +3
Sand Camouflage. The animus has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.
Sand Form. The animus can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. As it moves through a space, it extinguishes open flames, disperses fog, and erases tracks in the sand.
Unusual Nature. The animus doesn't require air, food, drink, or sleep.
Actions
Multiattack. The animus makes two Slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage.
Engulf. The animus engulfs a Medium or smaller creature in its space. The engulfed creature has the grappled condition. Until this grapple ends, the creature has the blinded, deafened, and restrained conditions, and takes 10 (3d6) bludgeoning damage at the start of each of the animus' turns. The animus can't use its Slam attack against an engulfed target.
Geyser Drake
Drakes that inhabit Thunder Junction can come from a number of planes, including Amonkhet, Dominaria, Innistrad, Kaladesh, Ravnica, Strixhaven, and Zendikar. These creatures are believed to be distantly related to dragons, though they are simple beasts without the intelligence of their elders.
Drakes on Thunder Junction get particularly dusty from flying above the desert. During mating season, drakes dive through scalding geysers, revealing their brilliant scales to attract mates. Under the desert sun, these freshly cleaned scales can be blindingly bright.
Gesyer Drake Scales
Geyser drake scales can be used to make a robe of scintillating colors. The scales are ground and added to the dye applied to the fabric. The powder is also a material component of the ritual that enchants the robe.
A drake corpse with all of its scales intact can sell for 1,000gp.
Geyser Drake Steeds
With the DM's permission, a Paladin can summon a spirit in the form of a geyser drake with the find greater steed spell, which appears in Xanathar's Guide to Everything.
Wanted
Geyser Drake
Large Beast, Unaligned
- Armor Class 13
- Hit Points 26 (4d10 + 4)
- Speed 10 ft., fly 80 ft.
STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 13 (+1) 2 (-4) 14 (+2) 5 (-3)
- Damage Resistances fire
- Skills Perception +4
- Senses passive Perception 14
- Languages —
- Challenge 1 (200 XP)
- Proficiency Bonus +2
Keen Sight. The drake has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The drake makes one Bite attack and one Talons attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Scintillating Scales (Recharge 6). The drake's brightly colored scales create a dazzling array of light. Each creature within 30 feet of the drake that can see it must succeed on a DC 13 Wisdom saving throw or have the blinded condition until the end of the drake's next turn. Until the drake's next turn, the drake sheds bright light in a 30 foot radius and dim light for an additional 30 feet, and creatures that can see the drake have disadvantage on attack rolls against it.
Goldvein Hydra
The hydras of Thunder Junction are enormous lizards with multiple heads, each one with a long neck and snake-like head. While their plane of origin is unknown, their resemblance to snakes leads many to believe they originate from Amonkhet or Ravnica. On Thunder Junction, hydras take on an appearance very similar to rattlesnakes, and some believe they may be related to the dreaded rattlewurms.
These hydras are often called "goldvein" hydras due to their preference for making their nests in gold mines, where they lay clutches of eggs.
Wanted
Goldvein Hydra
Gargantuan Monstrosity, Unaligned
- AC 17 (natural armor)
- HP 181 (11d20 + 66)
- Speed 40 ft., burrow 20 ft.
STR DEX CON INT WIS CHA 22 (+6) 10 (+0) 22 (+6) 2 (-4) 10 (+0) 7 (-2)
- Skills Perception +8
- Damage Immunities acid
- Senses darkvision 60 ft., passive Perception 18
- Languages —
- Challenge Rating 12 (8,400 XP)
- Proficiency Bonus +4
Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws it makes to avoid or end the blinded, charmed, deafened, frightened, stunned, or unconscious condition on itself.
Whenever the hydra takes 35 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its heads is awake.
Actions
Multiattack. The hydra makes as many Bite attacks as it has heads.
Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 11 (1d10 + 6) piercing damage plus 5 (1d10) poison damage.
Harvester of Misery
Thunder Junction legends speak of a terrifying horror that lurks in the gullies and marshes of the plane at night. Glowing with ethereal energy, the creature known as the Harvester of Misery is said to feed on the desperation of travelers who get lost or stuck, feeding on their pain from a distance until they succumb to the elements. Due to its appearance and nature, some believe it has a connection to the mysterious brain-stealer dragon (see earlier in this chapter).
Wanted
Harvester of Misery
Medium Monstrosity, Typicallyneutral evil
- Armor Class 16 (natural armor)
- Hit Points 112 (15d8 + 45)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 17 (+3) 6 (-2) 11 (+0) 6 (-2)
- Damage Resistances bludgeoning, piercing, and slashing while in dim light or darkness
- Senses darkvision 60 ft., passive Perception 10
- Languages Common
- Challenge 9 (5,000 XP)
- Proficiency Bonus +4
Psychic Leech. At the start of each of the sorrowsworn's turns, each creature within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage.
Thrives on Company. The sorrowsworn has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls.
Actions
Multiattack. The sorrowsworn makes one Harpoon Arm attack, and it uses Sorrowful Embrace.
Harpoon Arm. Melee Weapon Attack: +7 to hit, reach 60 ft., one target. Hit: 21 (4d8 + 3) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. The sorrowsworn has two harpoon arms and can grapple up to two creatures at once.
Sorrowful Embrace. Each creature grappled by the sorrowsworn must make a DC 15 Wisdom saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. In either case, the sorrowsworn pulls each of those creatures up to 30 feet straight toward it.
Magebane Lizard
These small red are named for their ability to feed on magic and spells. These lizards thrive off of hunting Tiny magical creatures, especially faeries.
Companions & Shapes
A Beast Master with the Ranger's Companion feature can choose a magebane lizard as their companion.
With the DM's permission, a warlock with the Pact of the Chain feature can choose a magebane lizard as a special form for their familiar.
A 2nd-level Druid with the Wild Shape feature can learn to transform into a magebane lizard.
Wanted
Magebane Lizard
Tiny Beast, Unaligned
- AC 12 (natural armor)
- HP 10 (4d4)
- Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA 2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 3 (-4)
- Senses darkvision 30 ft., passive Perception 9
- Languages —
- Challenge 1/8 (10 XP)
- Proficiency Bonus +2
Magic Sense. The lizard knows the location of every spellcaster, active spell, and magic item within 60 feet of itself.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. If the target is affected by a spell of 3rd level or lower, the spell ends, and the lizard gains 5 temporary hit points. If the target is a magic item, its magical properties are suppressed for 1 minute, or until the lizard has the incapacitated condition or dies, and the lizard gains 5 temporary hit points.
Reactions
Consume Spell. When the lizard is hit by a spell of 3rd level or lower, the lizard suffers no effects from the spell and gains 5 temporary hit points.
Wanted
Mystic Snake
Large Monstrosity, Typically Neutral
- Armor Class 18 (natural armor)
- Hit Points 127 (15d10 + 45)
- Speed 40 ft.
STR DEX CON INT WIS CHA 19 (+4) 18 (+4) 16 (+3) 16 (+3) 19 (+4) 18 (+4)
- Saving Throws Dex +8, Con +7, Int +7, Wis +8, Cha +8
- Damage Immunities poison
- Condition Immunities charmed, poisoned
- Senses darkvision 60 ft., passive Perception 14
- Languages Celestial, Common, Draconic
- Challenge 10 (5,900 XP)
- Proficiency Bonus +4
Rejuvenation. If it dies, the snake returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) magical poison damage on a failed save, or half as much damage on a successful one.
Arcane Poison. Ranged Spell Attack: +8 to hit, range 60 ft., one creature. Hit: 25 (5d8 + 3) magical poison damage, and the target has the blinded condition until the start of the snake's next turn.
Spellcasting. The snake casts one of the following spells, only requiring verbal components and using Wisdom as the spellcasting ability (spell save DC 16):
At will: mending, thaumaturgy
3/day each: bestow curse, command, banishment 1/day each: modify memory, true seeing
Mystic Snake
Fool's Fall is a mystic waterfall found that feeds one of Thunder Junction's rivers. According to some legends, it is found in the Eroded Canyon. TTravelers who have reached the headwaters of Fool’s Fall say that strange serpents dwell in the waters there, though none can recall any more than that, and often cannot remember exactly where the headwaters are located. According to rumors, a powerful Djinn from Tarkir guards the falls, though none know if the waterfall is a natural wonder or if the Djinn conjured it to hide something even greater.
Fool's Fall Adventure
This monster is featured in the Fool's Fall adventure, coming soon to this guide!
Prairie Dog
Prairie dogs are Tiny pack rodents that live in the desert wilderness, making their homes in underground burrows safe from the harsh desert sun. They subsist on cactus plants, whose thorns they have a natural resistance to. They are considered dangerous pests by cactusfolk communities.
Companions & Shapes
A Beast Master with the Ranger's Companion feature can choose a prairie dog as their companion.
With the DM's permission, the find familiar spell can summon a prairie dog.
A 2nd-level Druid with the Wild Shape feature can learn to transform into a prairie dog.
Wanted
Prairie Dog
Tiny Beast, Unaligned
- AC 13
- HP 2 (1d4)
- Speed 30 ft., burrow 5 ft.
STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 10 (+0) 2 (-4) 12 (+1) 3 (-4)
- Skills Perception +3, Stealth +5
- Senses darkvision 30 ft., passive Perception 13
- Languages —
- Challenge Rating 0 (0 XP)
- Proficiency Bonus +2
Keen Hearing and Smell. The prairie dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The prairie dog has advantage on an attack roll against a creature if at least one of the prairie dog's allies is within 5 feet of the creature and the ally doesn't have the incapacitated condition.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Call Pack (1/day). The prairie dog lets out a call audible within 300 feet of it, calling up to 1d6 other prairie dogs. The called creatures arrive in 1d4 rounds, acting as allies of the prairie dog.
Wanted
Rattlewurm
Gargantuan Monstrosity, Unaligned
- Armor Class 18 (natural armor)
- Hit Points 247 (15d20 + 90)
- Speed 50 ft., burrow 30 ft.
STR DEX CON INT WIS CHA 28 (+9) 7 (-2) 22 (+6) 1 (-5) 8 (-1) 4 (-3)
- Saving Throws Con +11, Wis +6
- Damage Immunities poison
- Condition Immunities poisoned
- Senses tremorsense 60 ft. (blind beyond this radius), passive Perception 11
- Languages —
- Challenge 17 (18,000 XP)
- Proficiency Bonus +5
Quicksand. The wurm loosens sand as it moves overland or underground in desert environments. When the wurm moves within 30 feet of another creature for the first time on its turn, that creature must succeed on a DC 19 Dexterity saving throw or sink 1d4 feet into the sand and have the restrained condition. Unsecured objects that aren't being worn or carried also sink into the sand. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach from the sand on a success.
Actions
Multiattack. The wurm makes one Bite attack and one Swallow attack.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) piercing damage. If the target is a creature, it must make a DC 19 Constitution saving throw, taking 58 (13d8) poison damage on a failed save, or half as much damage on a successful one.
Swallow. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature has the restrained condition, has total cover against attacks and other effects outside the wurm, and takes 21 (6d6) piercing damage at the start of each of the wurm's turns from thorns in the wurm's gullet. If the wurm takes 30 damage or more on a single turn from a creature inside it, the wurm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the wurm and has the prone condition. If the wurm dies, a swallowed creature is similarly regurgitated.
Tail Rattle. The wurm rattles its tail menacingly. Each creature within 120 feet of the wurm that doesn't have the deafened condition must succeed on a DC 19 Wisdom saving throw or have the frightened condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the wurm's Tail Rattle for the next 24 hours.
Rattlewurm
Rattlewurms are enormous, limbless reptiles that can burrow through desert sand at alarming speeds. They are named for the rattlesnake-like tails they possess that signal their approach. They have no eyes, hunting only by sensing vibrations in the ground. Their maws are filled with rows of sharp teeth, and they produce a deadly venom to quickly dispatch their prey. Their reptillian scales are akin to hardened plates of chitin.
Boons of the Wurm
Rattlewurms go through several stages of growth as they pass from Huge to Gargantuan size, and some rattlewurms continue to grow as the years pass. The wurm's scales don't grow with it, so at each stage of growth the rattlewurm sheds its skin and grows new scales. The shed skin of the rattlewurm can be used to craft a snakeskin veil (see Chapter 5), making the dangerous beasts sought after by brave hunters.
Wanted
Young Rattlewurm
Huge Monstrosity, Unaligned
- Armor Class 18 (natural armor)
- Hit Points 200 (16d12 + 96)
- Speed 50 ft., burrow 30 ft.
STR DEX CON INT WIS CHA 24 (+7) 7 (-2) 22 (+6) 1 (-5) 8 (-1) 4 (-3)
- Saving Throws Con +11, Wis +6
- Damage Immunities poison
- Condition Immunities poisoned
- Senses tremorsense 60 ft. (blind beyond this radius), passive Perception 11
- Languages —
- Challenge 11 (7,200 XP)
- Proficiency Bonus +5
Quicksand. The wurm loosens sand as it moves overland or underground in desert environments. When the wurm moves within 30 feet of another creature for the first time on its turn, that creature must succeed on a DC 19 Dexterity saving throw or sink 1d4 feet into the sand and have the restrained condition. Unsecured objects that aren't being worn or carried also sink into the sand. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach from the sand on a success.
Actions
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) piercing damage. If the target is a creature, it must make a DC 19 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.
Roadrunner
The roadrunner is a species of small bird that draws energy from the newly awakened Thunder magic of the plane, giving them lightning speed. They are most often found near omenpaths, but quickly flee if anything approaches. They are peacecful animals that hunt insects, prairie dogs, and other Tiny creatures. The roadrunners themselves are often hunted by thunder coyotes, whose only hope of catching the roadrunner is to surprise it.
Companions & Forms
A Beast Master with the Ranger's Companion feature can choose a roadrunner as their companion.
A 2nd-level Druid with the Wild Shape feature can learn to transform into a roadrunner.
Wanted
Roadrunner
Small Beast, Unaligned
- AC 16
- HP 10 (3d6)
- Speed 50 ft., fly 20 ft. (see Bad Flier below)
STR DEX CON INT WIS CHA 12 (+1) 22 (+6) 10 (+0) 4 (-3) 11 (+0) 4 (-3)
- Senses passive Perception 10
- Languages —
- Challenge Rating 1/4 (50 XP)
- Proficiency Bonus +2
Bad Flier. At the end of its turn, the roadrunner falls if it's in the air and the only thing holding it aloft is its flying speed.
Evasion. If the roadrunner is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the roadrunner instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) piercing damage.
Bonus Actions
Quickness. The roadrunner takes the Dash or Dodge action.
Wanted
Scorpion Dragon
Large Dragon, Unaligned
- AC 18 (natural armor)
- HP 180 (17d10 + 85)
- Speed 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)
- Saving Throws Dex +4, Con +9, Wis +4
- Skills Perception +8, Stealth +4
- Damage Immunities poison
- Condition Immunities poisoned
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
- Languages —
- Challenge Rating 10 (5,900 XP)
- Proficiency Bonus +4
Actions
Multiattack. The dragon makes two Claw attacks and one Sting attack.
Sting. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) poison damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or have the Poisoned condition until the end of its next turn.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it has the Grappled condition (escape DC 18). The dragon has two claws, each of which can grapple a creature.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
Scorpion Dragon
Scorpion dragons are native to plane called Gastal, and were brought to Thunder Junction by an ancient scorpion dragon known as Akul. Akul was the founder and leader of the Hellspurs gang (see Chapter 1).
During events that took place in 4565 AR, Akul was part of a plot that involved opening Maag Taranau, otherwise known as the Vault; an ancient vault full of secrets from another plane. The vault was flung into space before crashing back down to the plane's surface, scattering its contents across the desert; with Akul still inside. Most believe he perished in the vault, leaving the scorpion dragons to fend for themselves.
Most scorpion dragons continue to support the Hellspurs gang under either Jasper Flint or Twist Fandango; some scorpion dragons might even form their own units of Hellspurs and attempt to take control of the gang at large.
Silver Deputy
Silver Deputies are constructs manufactured by the Sterling Company through a combination of techniques from different planes, including Kaladesh aetherwork and Fiora clockwork.
These deputies are prized enforcers among the Sterling Company, and are often available for purchase to mayors and town leaders for defense of a settlement when the townsfolk cannot afford to enlist a Sterling Company sheriff full time.
Each Silver Deputy is manufactured alongside a magical contract, to which the deputy is bound. Whoever holds the deputy's contract controls it; the deputy is bound to protect the holder and follow its verbal commands. Unfortunately, these deputies are notorious for following only the "letter of law," or the precise nature of verbal commands, often leading to frustration from poorly worded requests.
Wanted
Silver Deupty
Medium Construct, Unaligned
- AC 16 (natural armor)
- HP 102 (12d8 + 48)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 18 (+4) 6 (-2) 10 (+0) 5 (-3)
- Damage Immunities lightning, poison
- Condition Immunities blinded, charmed, exhaustion, petrified, poisoned
- Senses blindsight 60 ft., passive Perception 10
- Languages Common
- Challenge Rating 5 (1,800 XP)
- Proficiency Bonus +3
Immutable Form. The deputy is immune to any spell or effect that would alter its form.
Actions
Multiattack. The deptuy makes two Blade attacks.
Thunder Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) magical slashing damage plus 3 (1d6) thunder damage.
Spring Splasher
Spring splashers are tiny, spiny amphibians that live in the natural hot springs and waterways found throughout Thunder Junction. They are fiercely territorial, and well-traveled outlaws in the wilderness know to check a water source for splashers before drinking or bathing.
Companions & Shapes
A Beast Master with the Ranger's Companion feature can choose a spring splasher as their companion.
With the DM's permission, a warlock with the Pact of the Chain feature can choose a spring splasher as a special form for their familiar.
A 2nd-level Druid with the Wild Shape feature can learn to transform into a spring splasher.
Wanted
Spring Splasher
Tiny Beast, Unaligned
- AC 11
- HP 17 (7d4)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 11 (+0) 2 (-4) 10 (+0) 3 (-4)
- Skills Perception +2, Stealth +3
- Damage Immunities fire
- Senses darkvision 30 ft., passive Perception 12
- Languages —
- Challenge Rating 1/4 (50 XP)
- Proficiency Bonus +2
Amphibious. The slasher can breathe air and water.
Spiny Body. A creature that hits the slasher with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage. At the start of each of its turns, the slasher deals 2 (1d4) piercing damage to any creature grappling or grappled by it.
Standing Leap. The slasher's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Sterling Hound
Sterling hounds are constructs manufactured by the Sterling Company through a combination of techniques from different planes, including Alaran etherium shaping and Strixhaven cogwork.
Sterling hounds function as guard dogs for the Sterling Company, often accompanying Sterling lawmen on bounty hunts. They also stand guard at many Sterling properties in Prosperity, especially the Sterling Company headquarters.
These hounds are flawlessly loyal to the Sterling Company and its members.
Wanted
Sterling Hound
Medium Construct, Unaligned
- Armor Class 13 (natural armor)
- Hit Points 11 (2d8 + 2)
- Speed 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
- Skills Perception +3, Stealth +4
- Senses passive Perception 13
- Languages —
- Challenge 1/4 (50 XP)
- Proficiency Bonus +2
Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally doesn't have the incapacitated condition.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or have the prone condition.
Thunder Coyote
Thunder coyotes are canines imbued with the Thunder magic of the plane, which gives them both speed and lightning-powered attacks. These coyotes are the natural predators of Thunder Junction's roadrunners, though they can only hope to catch roadrunners with surprise. Though they prey on roadrunners, these creatures are dangerous carnivores and will attack Humanoids that wander too close to their hunting grounds.
Thunder Coyote Shapes
An 8th-level Druid with the Wild Shape feature can learn to transform into a thunder coyote.
Wanted
Thunder Coyote
Small Beast, Unaligned
- AC 12
- HP 44 (8d6 + 16)
- Speed 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1)
- Skills Perception +3
- Senses passive Perception 13
- Languages —
- Challenge Rating 1 (200 XP)
- Proficiency Bonus +2
Keen Hearing and Smell. The coyote has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) thunder damage plus 3 (1d6) lightning damage.
Thunderclap Drake
Drakes that inhabit Thunder Junction can come from a number of planes, including Amonkhet, Dominaria, Innistrad, Kaladesh, Ravnica, Strixhaven, and Zendikar. These creatures are believed to be distantly related to dragons, though they are simple beasts without the intelligence of their elders.
Thunderclap drakes are unique in being transformed by the Thunder magic of Thunder Junction. This magic concentrates in the drake's tail, which it can then crack like a whip to produce a thunderous clap like a peal of thunder. It often uses this loud sound to draw out small creatures from burrows and hiding places before swooping in to hunt.
Companions & Shapes
A Beast Master with the Ranger's Companion feature can choose a thunderclap drake as their companion.
An 8th-level Druid with the Wild Shape feature can learn to transform into a thunderclap drake.
Wanted
Thunderclap Drake
Medium Beast, Unaligned
- Armor Class 13 (natural armor)
- Hit Points 13 (3d8)
- Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 10 (+0) 2 (-4) 9 (-1) 5 (-3)
- Skills Perception +1
- Senses passive Perception 11
- Languages —
- Challenge 1/4 (50 XP)
- Proficiency Bonus +2
Flyby. The drake doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Sight. The drake has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage.
Thunderclap. The drake whips its tail, producing a burst of thunderous sound that can be heard up to 100 feet away. Each creature within 10 feet of the drake must succeed on a DC 12 Constitution saving throw or take 3 (1d6) thunder damage.
Tomb Trawler
The origin of tomb trawlers is entirely unknown. They appear to be golems made of gravestones and mausoleum structures, and are always found carrying a grafdigger's shovel. Many believe they are the result of necromancers influencing the plane.
Tomb trawlers are found in graveyards, especially the necropolis of Thief's Folly. They seem to act as guardians of the graves, attacking graverobbers and would-be necromancers, but they themselves will animate the corpses and desecrate the dead to keep out the living. Their goals and purposes, if any, are a mystery.
Wanted
Tomb Trawler
Large Construct, Unaligned
- Armor Class 17 (natural armor)
- Hit Points 178 (17d10 + 85)
- Speed 30 ft.
STR DEX CON INT WIS CHA 22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)
- Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 120 ft., passive Perception 10
- Languages understands the languages of its creator but can't speak
- Challenge 10 (5,900 XP)
- Proficiency Bonus +4
Immutable Form. The trawler is immune to any spell or effect that would alter its form.
Magic Resistance. The trawler has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The trawler makes two Shovel attacks.
Shovel. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) magical bludgeoning damage.
Throw Dirt. Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage, and the target must succeed on a DC 18 Dexterity saving throw or have the blinded condition until the start of the trawler's next turn.
Trawl Grave. The trawler targets a pile of bones or a corpse of a Medium or Small Humanoid within 10 feet of it. The target rises as a skeleton if the trawler chose bones or zombie if the trawler chose a corpse. The Undead creature is under the trawler's control. The tralwer can have no more than seven Undead under its control at one time.
Tumbleweed
"When weeds tumble against the wind, run."
Normal tumbleweeds are plants that detach from their roots and are blown about the desert wind. But on Thunder Junction, some tumbleweeds have a kind of magical life, animating and hunting for Tiny prey. They use their finger-like branches to stuff insects, praire dogs, and desert mice into their structures to be digested. Despite being unable to eat larger prey, they will often try.
Tumblweed
Small Plant, Unaligned
- AC 13 (natural armor)
- HP 4 (1d6 + 1)
- Speed 30 ft.
STR DEX CON INT WIS CHA 6 (-2) 13 (+1) 12 (+1) 4 (-3) 8 (-1) 3 (-4)
- Skills Stealth +3
- Damage Vulnerabilities fire
- Damage Immunities poison, psychic
- Condition Immunities blinded, charmed, deafened, poisoned, stunned
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
- Languages —
- Challenge Rating 1/8 (25 XP)
- Proficiency Bonus +2
False Object. If the tumbleweed is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the tumbleweed move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the tumbleweed is animate.
Actions
Rake. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. Instead of dealing damage, the tumbleweed can give the target the grappled condition (escape DC 10).
Varmint
Varmints are a kind of gremlin, small voracious creatures that will chew through and eat anything they can get their hands on. They appear as small rodents, something like a cross between a lizard and a skunk.
Varmints are hated the plane over and considered pests, especially in settlements where they can chew through important infrastructure. Many mayors and sheriffs will pay for varmint skins, and the city of Prosperity has even gone so far as to construct experimental magic towers that can zap the critters automatically.
Wanted
Swarm of Varmints
Large swarm of Tiny Beasts, chaotic evil
- Armor Class 14 (natural armor)
- Hit Points 52 (8d10 + 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 9 (-1) 13 (+1) 12 (+1) 3 (-4) 10 (+0) 3 (-4)
- Damage Resistances bludgeoning, piercing, slashing
- Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses darkvision 120 ft., passive Perception 10
- Languages —
- Challenge 3 (700 XP)
- Proficiency Bonus +2
Siege Gremlins. The swarm deals double damage to objects and structures, and can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
Swarm. The swarm can occupy another creature's space and vice versa, and it can move through any opening large enough for a Tiny varmint. The swarm can't regain hit points or gain temporary hit points.
Actions
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. In addition, nonmagical armor worn by the target is partly eaten and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Reactions
Split. When the swarm takes damage that reduces it to half its hit points or fewer, it splits into two new swarms if it has at least 10 hit points. Each new swarm has hit points equal to half the original swarm's, rounded down. The new swarms are Medium, and their Bites attack deals 7 (2d6) piercing damage.
Appendix A: Handouts & Templates
Prosperity Post
Download Photoshop Template (.psd)
Wanted Poster
Download Photoshop Template (.psd)
Rustle Up
Some Trouble
Huge thank you to all of my supporters and my personal play group, and to James Wyatt for his work on the original Plane Shift supplements.
This supplement is 100% free fan content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
If you'd like to help support more Magic: the Gathering planes homebrewed into D&D, consider supporting me on Patreon, or buying me a coffee.
For use with the fifth edition Player's Handbook, Monster Manual, and Dungeon Master's Guide.