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Venture Maidens Campaign Guide
Venture Maidens Campaign Guide
Venture Maidens Campaign Guide
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©Venture Maidens, LLC. All Rights Reserved. Venture Maidens Campaign Guide v1.0 printed October 2022 by 2CGaming, LLC.
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Any reproduction or unauthorized use of material contained herein is prohibited without the express written permission of
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Printed in China.
STORY CREATOR AND LEAD WRITER
Celeste Conowitch
WRITING
Willy Abeel, Katie Budabin, Celeste Conowitch, Ady Veisz Draghia, Naseem Etemad,
Kat Kruger, J.B. Little, Gwendolyn Marshall, Ryan Servis, Sage Stafford
STORY CONSULTANTS
Katie Budabin, Naseem Etemad, Brittany Quintero, Sage Stafford
EDITING
Misty Bourne
PROJECT MANAGEMENT
Misty Bourne, Celeste Conowitch, Jon Kelly
ART
Juan Arrabal (Illustration), Katie Budabin (Illustration), Ambrose Hoilman (Illustration),
Adrián Ibarra Lugo (Illustration), Aleta Perez (Illustration), Brittany Quintero (Map), Jason Strutz (Illustration),
Johanna Taylor (Illustration), Kii Weatherton (Cover, Illustration), BNE Design (Graphic Design, Typesetting)
SPECIAL THANKS
Joseph Dye, Mike Evans, Paul Harpring, Ben Joah, Carlee Johnson, SketchMRE, Mark Turner,
and all the other Venturers who have made this magic possible
This book is dedicated to the Venture Maidens community. Without your support, this book wouldn’t be in
your hands today. Venture Maidens has become so much more than a show. It is a family of kind-hearted
dreamers who make all things possible. Venturers, we are so lucky to have you in our party.
OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”).
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2
TABLE OF CONTENTS
Welcome to the Planes.......................................................................... 4 Heavenly Court....................................................................................... 114
How to Use This Book................................................................................... 5 Sleeping Court......................................................................................... 114
World in Flux................................................................................................. 6 Slithering Court...................................................................................... 116
History of the Planes.................................................................................... 7 Withered Court.......................................................................................118
Heroic Roleplaying........................................................................................8
Chapter 4: Building Adventures in the Planes......................120
Chapter 1: Character Creation ......................................................... 10 Adventure Themes..................................................................................... 121
Races............................................................................................................... 11 Faction-Based Adventures...................................................................... 122
New Playable Race: Eldrin..................................................................... 11 Carillon Order........................................................................................ 122
Race Variant: Grove Elf...........................................................................12 Eldrin Empire......................................................................................... 123
Other Races...............................................................................................13 Gods......................................................................................................... 126
Backgrounds.................................................................................................15 Sovereign Courts................................................................................... 128
Dabbler.......................................................................................................15 Traveling the Realms................................................................................130
Farrier.........................................................................................................17 General Wisdom........................................................................................ 132
Fortune-Teller........................................................................................... 18
Harlequin.................................................................................................. 19 Chapter 5: Treasures........................................................................... 146
Herbalist.................................................................................................. 20 Buying and Selling Magic Items............................................................. 146
Judge...........................................................................................................21 Magic Items................................................................................................ 148
Reluctant Successor...............................................................................22 Storied Treasures.................................................................................. 148
Wildes Survivor.......................................................................................24 Sample Magic Items.................................................................................. 148
Subclasses....................................................................................................25 Relics of Faerie............................................................................................157
Barbarian: Path of Legacy....................................................................25 Sample Relics of Faerie............................................................................ 158
Bard: College of Bells.............................................................................. 27 Magical Rewards........................................................................................ 164
Cleric: Fate Domain................................................................................28 Blessings ................................................................................................. 164
Druid: Circle of the Grove.....................................................................29 Marks of the Sisters of Sorrow.......................................................... 164
Fighter: Legionnaire Archetype............................................................31 Boons....................................................................................................... 165
Monk: Way of the Chronicle.................................................................32 Charms.................................................................................................... 165
Paladin: Oath of Blood..........................................................................33
Ranger: Fringe Warden Archetype......................................................35 Chapter 6: Friends and Foes............................................................ 166
Rogue: Covert Operative Archetype...................................................36 Sovereign Court Monster Templates.................................................... 167
Sorcerer: Wildeheart Sorcerous Origin..............................................38 Blossom Court Templates.................................................................... 167
Warlock: Titan Otherworldly Patron.................................................39 Court of the Winds Templates............................................................ 171
Wizard: School of Kinetomancy.......................................................... 41 Forest Court Templates.........................................................................174
Heroic Destinies..........................................................................................42 Heavenly Court Templates...................................................................177
Avenger.....................................................................................................44 Sleeping Court Templates....................................................................180
Celebrity....................................................................................................46 Slithering Court Templates ................................................................ 184
Explorer.....................................................................................................47 Withered Court Templates.................................................................. 187
Fortune-Seeker........................................................................................49 Native Bestiary........................................................................................... 191
Immortal....................................................................................................51 Arnaki....................................................................................................... 191
Scholar.......................................................................................................52 Deathless................................................................................................. 193
Symbiosis..................................................................................................54 Empire soldiers (legionnaire, warmage)......................................... 194
Teacher...................................................................................................... 57 Faerie guardian..................................................................................... 195
Virtuoso.....................................................................................................59 Fancy........................................................................................................ 196
Wielder..................................................................................................... 60 Feather witch......................................................................................... 197
Spells.............................................................................................................62 Figment................................................................................................... 198
Sound Spells.................................................................................................68 Living spellbook..................................................................................... 199
Magnophyta (caster, warrior)..........................................................200
Chapter 2: Mortal Realm .................................................................... 73 Marionettist.......................................................................................... 202
History of the Eldrin Empire.................................................................... 73 Mindsie (mindsie, mender mindsie, master mindsie).................204
Life in the Empire........................................................................................ 75 Nogog...................................................................................................... 206
Exploring the Eldrin Empire.................................................................... 80 Nuska (nuska, nuska swarm)........................................................... 207
Faelyn....................................................................................................... 80 Passenger................................................................................................210
Jade Isles....................................................................................................82 Phocidae................................................................................................... 211
Kronos Desert..........................................................................................84 Tachinid................................................................................................... 212
The Mother’s Delta..................................................................................87 Wickerbeast........................................................................................... 213
Plateau of Andorra.................................................................................89 NPC Wanted List....................................................................................... 214
Shifting Plains.......................................................................................... 91 Demigods����������������������������������������������������������������������������������������������� 214
Exploring the Independent Lands...........................................................93 Chess................................................................................................... 214
Borderlands..............................................................................................93 Stat block....................................................................................... 215
Valley of Yalanthanil..............................................................................95 Rem����������������������������������������������������������������������������������������������������� 214
Lands Beyond...............................................................................................97 Stat block�������������������������������������������������������������������������������������� 216
Venture Maidens....................................................................................217
Chapter 3: Faerie Realm......................................................................98 Arrnodel Ithil......................................................................................217
Nature of the Wildes..................................................................................99 Stat block....................................................................................... 219
Creatures of the Wildes............................................................................101 Fera Velen............................................................................................217
Life in the Faerie Realm...........................................................................103 Stat block...................................................................................... 220
Exploring Neutral Ground.......................................................................105 Kara Brynehilde................................................................................ 218
Exploring the Sovereign Courts.............................................................109 Stat block....................................................................................... 221
Court Hierarchy......................................................................................110 Sawyeh Noor..................................................................................... 218
Blossom Court.........................................................................................110 Stat block.......................................................................................222
Court of the Winds................................................................................ 112
Forest Court............................................................................................. 113 Index..........................................................................................................223
3
Arrnodel, Kara, Sawyeh, and Fera are ready for a fight.
INTRODUCTION
WELCOME
TO THE PLANES
Torrents of water crash down as the elemental raises one arm skyward, its unlocked shackle crashing to the floor.
The creature surges to incredible size, conjuring stretches of foam-capped waves to shatter windows and crumble
walls. Screams of panic echo as the primordial god’s wrath swallows the populace that dared to keep it bound.
Our heroes flee as the being they unleashed proceeds to drown an entire city—just another day in the Planes.
5
Welcome to the Planes
global panic that drives a population to war against Rise of the Gods
or flee to neighboring realities. An expanding realm
will likely experience a golden age, where peace and Before the Planes of today existed, the world was
prosperity allow all its denizens to flourish. split between two realms. One was the Wildes, a
chaotic realm of imagination ruled by the fey. The
Present Day Most people spend their whole lives unaware they
are fulfilling a destiny already dictated by their
Though the gods no longer live in the Mortal Realm, place in the web of fate. However, the tapestry isn’t
they still need mortalkind to worship them from afar entirely fixed. Uniquely gifted individuals can force
to sustain their own realms. Diverting willpower to fate to shift around their actions, weaving original
the celestial dimensions weakens the position of the destinies for themselves. Adventurers are almost
Mortal Realm, which is rapidly losing ground to the always such individuals.
ever-growing faerie Wildes. Even worse, the ongoing
struggle to survive while appeasing gods and fighting
off fey has divided mortalkind into factions that
disagree on how to make the best world. Destiny has always been a thing of convenience
This campaign guide focuses on the most
for me. Yesterday my destiny was to drink all
successful of these mortal factions, an empire under
the stewardship of fey-descendants called eldrin.
night in a dusty corner of Caer Leona. Last month
Dynasties of eldrin rulers have built prosperous it was my destiny to quit my job and travel. The
cities, discovered ways to combat the encroaching month before that, it was my destiny to blow all
Wildes, and improved the quality of life for its my money on expensive leather pants and a new
citizens. At present, there is a tenuous peace ring, thus making me need the job in the first place .
between the empire and the independent states Everything was written, and out of my control,
that border it, but such peace is built on the back
so all I needed to do was roll with the punches.
of centuries of war and political strife. The empire’s
rulers struggle daily to quell resistance from threats It was easy. So simple, and ultimately why I
through bureaucracy and strict control, which chafes started following the Sisters of Sorrow years ago.
the nature of many creatures who also call the Mortal However, today, I find myself tits deep in mortal
Realm their home. danger for the first time. To my right, little hungry
brains with legs. To my left, ghouls and so many
Heroic bugs. Don’t even get me started on this creepy
celestial. This is not my destiny, I think to myself.
Roleplaying It couldn’t be. But then I look down and there
they are, the Pins of Fate burnt into my hand,
The Planes is a world rife with peril, where powerful and I know that for better or worse, this is where
forces seek to manipulate those born with innate I’m supposed to be. Sweet Sisters, what have you
talent and where adventurers who don’t forge their gotten me into now?
own paths will invariably be swept up in the machi-
nations of others. There is rarely a right or wrong
choice in this world, but even so, choices must be
made. Whether you’re a DM building adventures in
the Planes or a player preparing to explore it, keep
the following elements in mind.
Everyone
Everyone Wants Control
Is Bound by Fate
Little stays the same as realms clash and reshape the
Fate is an active force that binds the lives of all Planes with each victory. Heroes are pivotal figures in
creatures that live in the Planes. Creatures of each deciding the outcome of these struggles, and every
realm depend on one another for survival, and it is side hopes to use such adventurers to further their
impossible to maintain a reality without collective agendas. The world notices heroes, and everywhere
will. Whether that willpower is bought, borrowed, they go, there is someone ready to coerce or convince
or freely given, it must be generated somehow. The them to join their cause.
web of fate demands that another must die for one When developing your character, think about
realm to flourish. A population is only as strong as the beings who have historically tried to influence
its weakest link, and the actions of most individu- them. Even if a character is unaware of their own
als have no hope of changing the fate of a realm. importance, the creatures around them have likely
Each creature is born a thread in this tapestry of instinctually tried to shape the character’s future in a
destiny, with no choice where they are born into it. way that benefits others.
8
Welcome to the Planes
Everyone Everything
Wants to Survive Is on the Table
There is no objective morality in the Planes. A realm The changeable nature of the Planes makes all
may have strict definitions of what “good” and things possible, and it does not insist on limiting
“evil” mean, but those definitions mean little to the the setting lore to one point of view. If a player
millions of other beings in the world. Regardless of gets excited about a god, creature, plane, race, or
their inherent power, every creature in the Planes is any other component from a different campaign
at risk of fading into nothingness. Every creature in setting, there is no reason why it shouldn’t appear
the Planes must advocate for itself to survive. When in the Planes. Realms are summoned into reality by
everyone is fighting equally hard to exist, there are willpower, and the players’ collective will should
rarely right or wrong choices to be made. Instead, influence the shape of the world as much as their
every problem is a matter of choosing sides or taking characters’ desires do.
a personal moral stance.
9
A carillon commands a faerie tree to take root.
CHAPTER ONE
CHARACTER
CREATION
T his chapter presents an array of new
options to create characters shaped by the
ever-shifting influence of the Planes. While
the Venture Maidens setting inspires these options,
they work seamlessly in any campaign setting. Here
New Playable Race: Eldrin
Eldrin are a mortal race with fey ancestry, gifted with
an innate affinity for arcane magic.
14
Chapter 1: Character Creation
15
Chapter 1: Character Creation
Background Feature: 2
I bottle up my emotions and pour that
energy into hobbies.
Peculiar Interests
Every dabbler has a remarkable talent or two—a 3 Nothing holds my attention for long.
weird infatuation, a rare skill, or a niche area of
expertise. Choose one or two interests or roll on the In a fight, I seldom know what I should be
4
doing.
following table to define what draws your attention
the most. I want to share my wealth of experiences
5
with the world.
8 Brewing wild-sourced beer or mead Structure. When things are tidy and in their
2 proper place, the world is much improved.
9 Crafting soap or flower oil (Lawful)
16
Chapter 1: Character Creation
1 I am horrible at keeping secrets of any kind. 1 The scent of horses often accompanies me.
I’m convinced that everyone I know thinks Everything I need to know about a person
2
I’m inept. 2 can be determined by the way they treat
animals.
If I cannot afford to buy a trinket or stop to
3 collect a bauble, it will sour my mood for 3 I always greet horses before their riders.
days.
Those closest to me are treated like we’re part
4 As long as I try, there is nothing I cannot do. 4
of a team of horses.
I cannot trust the skills of others, not when 5 I carry a lucky horseshoe with me.
5
I could have done it better.
17
Chapter 1: Character Creation
Background Feature:
d6 Flaw
Second Sight
I become restless if I’m away from horses Having unlocked a natural talent for premonition,
1
for too long. you have gained an uncanny ability of extrasensory
If I witness mistreatment toward a horse, perception. Through fleeting and oftentimes hazy
2
I answer it in kind. visions, you can catch glimpses of things to come.
As a result, you have advantage on all Wisdom
3 I always see flaws in the items I forge.
(Insight) checks.
I can hold better conversations with horses
4
than people. Suggested Characteristics
5 I lose my temper quickly with people. Your powers of foresight are inseparable from your
everyday life. They have shaped who you are and
6 I’d rather be at my forge or tending to horses.
how your interact with the world around you.
Skill Proficiencies: Insight, plus your choice of Fate doesn't care if you're rich or poor, and
5
either Arcana or Religion neither do I.
2 Cartomancy: playing cards or tarot cards Duty. To see the future is a responsibility
4
that I cannot take lightly. (Lawful)
3 Palmistry: lines and mounds on the hand
Neutrality. No matter the nature of my
4 Cleromancy: casting of bones or stones 5 predictions, the future is not for me to
5 Crystallomancy: crystal ball change. (Lawful)
18
Chapter 1: Character Creation
d6 Bond
Behind Your Mask
You might have a better idea of where you come
One of my visions foretold of me bringing from compared to anyone else. In truth, many greater
1 tragedy to those I care for most, so I never get powers use harlequins to learn more about modern
attached.
civilizations. Some even reincarnate themselves as
My forebears granted these gifts to me, and harlequins to experience life firsthand. But what
2
I will do what I must to honor their legacy. about you?
Tool Proficiencies: Disguise kit, painter’s supplies 6 You will know it’s me from a mile away.
7 Each morning I take on a new persona.
Equipment: A costume, a wooden sword or baton,
a mask depicting a face reminiscent of someone you I don’t care what people think about me as
8
knew or idolize, and a pouch containing 15 gp long as they are thinking about me.
19
Chapter 1: Character Creation
d6 Ideal Herbalist
Reflection. My every action should make my Herbalists dedicate their lives to working with
1
audience reflect on theirs. (Any) medicinal plants. You use plants for healing by
creating teas, tinctures, and creams to help treat a
Composure. I see things through to their
2 wide range of ailments. Your vocational calling has
conclusion, logical or otherwise. (Any)
provided you with training in diagnostic skills as
Curiosity. I never hesitate to step into the well as the ability to create botanicals from leaves,
3
unknown. (Chaotic) flowers, roots, and plant bark.
As an adventurer, you can provide natural first aid
Fun. There’s always a way to introduce play
4 remedies like rubbing dock leaves onto nettle stings
into a situation. (Chaotic)
or using lavender oil to treat burns. Likewise, your
Drama. Keep your emotions high and knowledge of poisons comes in handy for harmful
5 your audience’s emotions even higher. intent.
(Chaotic)
20
Chapter 1: Character Creation
d6 Ideal Judge
Redemption. There is good in everyone. You are a judge, a close student of the law and arbiter
1
(Good) of fair, measured justice. At any time, you may be
called upon to bear witness to testimony and pass
Adversity. One rotten apple spoils the
2 down sentences that range from a fine to jail time
bunch. (Evil)
to public execution. You came from a priesthood,
Tradition. The knowledge of the past must scholarly appointment, or law enforcement role in
3
be preserved. (Lawful) a region that offers “common law” practices upheld
as fair and acceptable by most of the civilized world.
Neutrality. Never meddle in the affairs of
4 Years of training and diligent preparation have given
others. (Neutral)
you a position of control far beyond the common
Change. Life is like the seasons: it’s in citizenry. You may have a history of impartial and
5
constant flux, and we must adapt. (Chaotic) warranted judgments or brutal and malicious
punishments. Regardless, both criminals and
Nature. The natural world is far more
6 innocents may find their lives in your hands.
important than civilization. (Any)
For more information about the role and
responsibilities of judges in the Eldrin Empire, see
chapter 2.
d6 Bond
3 Like a wildflower, I have flourished on my own. Equipment: A book of law from your homeland,
a writ of appointment, an hourglass, a bottle
I aim to prove my worth to my family of
4 of ink, an ink pen, three sheets of parchment,
magical healers.
official’s robes, sealing wax, and a belt pouch
Nothing is more important than preserving containing 12 gp
5
nature’s bounty.
Background Feature:
I seek to discover a cure for life’s greatest
6
ailment: death.
Presiding Authority
As a judge, you are afforded great respect and rever-
ence from constabulary and law-abiding citizens,
such as militia members, tax collectors, or military
d6 Flaw
veterans. You and your adventuring companions can
1 My personality is as thorny as a rose. make inconsequential demands or modest requests
of such people without fear of dismissal or need for
Uncovering the cure for an ailment is worth
2 bribery. Houses of justice, such as courts or city halls,
any price.
are lawfully open to you at all times, and staff in
I have more chemistry with plants than with such locations will supply you with food, lodging, or
3
people. documents if requested.
Should you or one of your companions be accused
I follow directions precisely, regardless of
4 of a crime, every possible courtesy and benefit of
how long it takes.
doubt is afforded to you. However, if you are found
5 Sometimes poison is the only solution. guilty of a crime, your position as a judge can be
revoked by the ruling body of whatever land you find
I’ll do anything to possess a rare plant with yourself in.
6
medicinal properties.
In addition, you have the power and authority
to immediately stay or overrule a sentence handed
out by any lawful appointee that is not a fellow
judge or a local ruler. Judges who abuse this power
become known for disrupting justice or draw the
ire of their fellow judges. In these cases, you may
find yourself sketched onto a bounty poster or
locked in a cell.
21
Chapter 1: Character Creation
Suggested Characteristics
d6 Bond
Judges forgo a great a deal of their personal and
professional lives to see to the needs of the many I am a bulwark of the common people
1
and to mediate justice. They experience a rigidly against those who would oppress them.
structured life full of paperwork, writs, and letters
My promises to a fellow judge must never
of bounty and execution. The title of judge comes 2
be broken.
with a variety of responsibilities and bonds—to
other judges, to the law, to the downtrodden or The sovereign ruler’s word is law, wherever
3
privileged, or even to the criminals who deserve a I may be.
fair and impartial ear.
The only criminal I ever set free is the love of
4
my life.
d8 Personality Trait
Noble houses command limitless respect.
5
I’m unbending in my strict adherence to Without them, civilization falls to chaos.
1
right and wrong.
Only by understanding criminals can I pass
6
I cite past judgments as cautionary tales to judgment on them.
2
friend and foe alike.
23
Chapter 1: Character Creation
6
I cannot return to take my place until I find Background Feature:
my missing love. Survival Instincts
Fear of once again becoming lost has honed your
survival instincts to a razor’s edge. You have advan-
d6 Flaw tage on Wisdom (Insight) checks made to determine
if a creature is lying or somehow concealing its true
1 My people and I have made many enemies.
nature. Additionally, you cannot be surprised by fey
2 No one is reliable. creatures.
24
Chapter 1: Character Creation
I learn everything I can about the fey, just in 1 I am terrified of the wilderness.
1
case.
I shut down whenever anyone asks about
2
2 I relate more to fey than to mortals. what happened to me in the Wildes.
3 I hide my past to avoid answering questions. I sometimes find myself screaming for
3
reasons I don’t understand.
I feel compelled to do something important
4 with my life since I was given a second 4 I talk to myself when I am afraid or stressed.
chance.
5 I always feel like someone is watching me.
I sometimes catch myself thinking about
5
memories that aren’t mine. I see fey everywhere, and I don’t know if they
6
are real.
6 I need to know why I survived.
7
I am determined to use what I’ve learned to
keep others safe. Subclasses
I feel most in control when hunting the
8 This section includes new subclass options for each
creatures that once made me feel like prey.
core class presented in the PHB.
d6 Ideal
5
Understanding. The best defense is Barbarian:
intelligence. (Lawful) Path of Legacy
Freedom. If the worst has already happened,
6 All barbarians carry a part of their forebears with
there is nothing left to fear. (Neutral)
them, be it blood, teachings, or ideals. However,
some people revel in their heritage, intent on carrying
their ancestors’ might through the generations. These
d6 Bond
barbarians speak of the dead as close companions
A mortal creature followed me into the whose trust must be earned and maintained. They
1
Wildes to rescue me. I owe that being my life. speak of each victory and defeat as another sunrise,
to be expected and celebrated. When such barbarians
My life was spared, so I must fight to save
2 wage war, their own experiences and those of their
others.
ancestors fill them with skill, resilience, and power far
My experiences in the faerie realm beyond their ordinary capabilities.
3
transformed me entirely. Though many barbarian communities, from vast
cities to wandering tribes, may speak of ancestry
I wasn’t alone when I was lost, and I have to
4 and heritage, those who walk the path of legacy
find out what happened to my companion.
are shaped by it, and may shape it in return. A
A part of me died in the Wildes, and I’m forebear, ancestor, or lineage may come from a
5
learning to survive without that piece. common familial relation, a bond, an ideal, or even
a watchful spirit. Some who choose this path may
A faerie creature helped me escape from the
6 have no history at all, save for the one they forge
Wildes. I owe that being my life.
themselves.
25
Chapter 1: Character Creation
power. Choose the same aspect you chose at either This instrument can be any of your choosing and it
3rd or 6th level and gain the following additional can serve as a spellcasting focus for your bard spells.
associated benefits. If a creature other than you attempts to play this
Blood. The howl of violence beckons you. When you instrument, it must succeed on a DC 15 Wisdom
reduce a creature to 0 hit points with a melee weapon saving throw or take 2d4 psychic damage.
or score a critical hit with one, you gain a number
of temporary hit points equal to your Constitution College of Bells Features
modifier which last for 1 minute. While the temporary
hit points remain, your melee weapon attacks deal an Bard Level Features
additional weapon die of damage, and your movement
3rd Enchanted Instrument, Baleful Chord
does not provoke opportunity attacks.
Name. Strength of purpose is strength of flesh. 6th Reverberating Dirge
As a bonus action on your turn, you can expend
one of your Hit Dice to regain hit points equal 14th Harbinger’s Requiem
to twice the number you roll, and your AC is
increased by the number rolled until the end of The instrument allows you to cast certain spells
your next turn. that you gain at the bard levels noted on the
Deed. You are unshakable, vigilant, and unbending Instrument Spells table. You can use an action to
in the face of opposition. You cannot be frightened, play the instrument to cast one of its spells without
and attacks you make are never made at disadvan- expending a spell slot or any material components.
tage. In addition, whenever you are subject to a Once the instrument has been used to cast a spell,
spell or magical effect that forces you to attempt an it can’t be used to cast that spell again until the
Intelligence-based check or saving throw, you may next dawn. Once you’ve used the instrument to
attempt a Constitution check or Constitution saving cast a number of instrument spells equal to your
throw instead. proficiency bonus, you can’t use it to cast any more
instrument spells until the following dawn. The
instrument spells use your spellcasting ability and
spell save DC.
Instrument Spells
Bard Level Spells
3rd bane
5th suggestion
7th fear
see within 60 feet of you. That creature becomes To these deities, the fate of mortals is of utmost
mystically marked for 1 minute or until it fails a sav- interest, and they exert their influence in the
ing throw versus your spell save DC. You cannot have Mortal Realm by sharing their power with oracles,
more than one target marked in this way. seers, fortune-tellers, sibyls, and others gifted with
When a marked creature attempts a saving throw precognitive powers.
versus your spell save DC, it must use its Charisma Clerics who answer the call of the Fate domain
modifier instead of the modifier listed in the spell are a prophetic force who take a keen interest in the
description. patterns that determine things that were, the things
that are, and the things yet to be. Driven by a desire
Reverberating Dirge to make sense of destiny’s twists and turns, clerics of
At 6th level, your command over your power grows. the Fate domain divine answers from the tapestry
Creatures have disadvantage on saving throws made of fate that blankets all of existence. Although most
to resist being charmed or frightened by you. This mortals obediently live their lives as fate has already
effect applies only to spells or bard class features that decreed, extraordinary circumstances can cause
use your instrument as a focus. creatures or events to deviate from their set course in
Starting at 10th level, this feature increases in catastrophic ways. At such times, clerics of the Fate
power. If a creature would normally be immune to domain are called upon to ensure destiny is set back
the charmed or frightened condition, it can still be on its correct course.
charmed or frightened by you. Such creatures roll
with advantage on saving throws to resist or end Fate Domain Features
either condition.
Cleric Level Features
Harbinger’s Requiem
Domain Spells, Soldier of Fortune,
Starting at 14th level, when you cast a spell or use a 1st
Twist of Fate
bard class feature using your instrument as a focus,
you can spend your reaction to choose any number of 2nd Channel Divinity: Destiny Bond
creatures (up to a number equal to your proficiency bo-
nus) within 60 feet of you who can see and hear you. 6th Channel Divinity: Gift of Foresight
Each target must succeed on a Charisma saving throw
8th Divine Strike
against your spell save DC or be frightened of you for
1 minute. A creature can repeat the saving throw at the 17th Sibylline Sight
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 your Domain Spells
Harbinger’s Requiem for the next 24 hours. When you choose this domain at 1st level, you gain
domain spells at the cleric levels listed in the Fate
Domain Spells table.
called “seals” to defend themselves as they brave saving throws against being charmed, frightened, or
the dangers of the world. These specialized monks possessed by them.
are the ones tasked with recovering lost texts and At the end of your next long rest, you can choose
transcribing the stories of people in distant lands. to research the same creature type or a different
option from the list.
Way of the Chronicle Features
Warding Seal
Monk Level Features At 11th level, you can create a new kind of seal. As a
3rd Scribe’s Tools, Sealing Strike bonus action, you can spend 2 ki points to touch a crea-
ture and mystically mark them with a warding seal for
6th Informed Defense
1 minute. (You can target yourself with this feature.)
11th Warding Seal Warding seals delivered in this way count against
17th Perfect Knowledge the total number of seals you can have active at one
time (equal to your proficiency bonus).
When a marked creature you can see within 60
Scribe’s Tools feet of you would take damage, you can use your
When you choose this tradition at 3rd level, you gain reaction to expend 1 ki point to halve the damage the
proficiency in the Arcana skill and with calligrapher’s marked creature takes.
supplies. You also gain a special book or other reposi- If a creature marked with a warding seal would
tory in which to chronicle your experiences. drop to 0 hit points as a result of taking damage,
the target instead drops to 1 hit point and the seal is
Sealing Strike destroyed. Alternatively, if the target is subjected to
Beginning at 3rd level, when you hit a creature with an effect that would kill it instantaneously without
an unarmed strike, you can spend 1 ki point to stamp dealing damage, that effect is instead negated against
the target with a mystical seal that lasts for 1 minute the target, and the seal is destroyed.
or until the target drops to 0 hit points.
You can have a number of seals active equal to your Perfect Knowledge
proficiency bonus at any one time. At 17th level, you can spend 5 ki points to target
When you hit a creature bearing a seal with a melee one creature marked by your Sealing Strike. When
weapon attack, you can expend ki points to deal you do, you are momentarily imbued with all the
force damage to the target in addition to the attack’s knowledge ever recorded about that creature. You
normal damage. The extra damage is equal to your have resistance to all damage dealt by the target for 1
Martial Arts die, plus an additional roll of your Martial minute, or until you become incapacitated.
Arts die for each ki point spent beyond the 1st, to a
maximum of 5 Martial Arts dice.
As an action, you can break a seal on a marked
creature you can see within 60 feet of you. When you
do so, the seal is destroyed and the marked creature
takes force damage. Roll a number of d8s equal to
your proficiency bonus to determine the amount of
force damage. Additionally, all creatures within 20
feet of the marked creature must attempt a Dexterity
saving throw against your ki save DC, taking the
same amount of damage on a failed save, or half as
much damage on a successful one.
Paladin:
Informed Defense Oath of Blood
At 6th level, as part of a long rest, you can spend
time reviewing your chronicle and meditating on all The Oath of Blood binds paladins to protect the
the information you have accrued about a specific creatures they serve, siphoning their own life force to
creature type. safeguard their charges. Mystically dedicating their
Choose a type of enemy: aberration, beast, celes- own lives to others allows these guardians to push
tial, construct, dragon, elemental, fey, fiend, giant, their bodies beyond normal limitations and expend
humanoid, monstrosity, ooze, plant, or undead. For life force to enhance their allies.
24 hours, creatures of that type have disadvantage on Paladins who follow this oath are often destined to do
attack rolls against you. You also have advantage on so from birth, coming from a line of ancestors who have
33
Chapter 1: Character Creation
served each generation of an influential family. Whether first activate this ability, and at the beginning of each
trained from infancy or not, these paladins dedicate turn you take in the next minute, you can choose to
their lives to a particular person or group of people, expend one of your Hit Dice (no action required by
drawing power from their deep commitment to others. you) to gain one of the following benefits:
• Roll the expended Hit Die and recover a
number of hit points equal to the result plus
your Constitution modifier.
TENETS OF BLOOD • End one condition currently affecting you.
A paladin who assumes the Oath of Blood When the blood song ends, you gain one level of
swears to protect those they serve, no exhaustion.
matter the cost to themselves. Turn the Bloodless. You can use your Channel
Fidelity. Your loyalty is always to your Divinity to amplify the power of your life blood,
charge, coming first before the bonds of driving bloodless creatures away from its pulsing
family or law. heat. As an action, you present your holy symbol,
Preservation. Life is a precious force and every construct, elemental, ooze, and undead
that should never be given or taken lightly. creature within 30 feet of you must attempt a
Sacrifice. If a creature suffers under Wisdom saving throw. On a failed save, a creature is
a burden that can be shared, offer your turned for 1 minute or until it takes damage.
shoulder to lighten the load. A turned creature must spend its turns trying to
Service. The needs of others come move as far away from you as it can, and it can’t
before your own. willingly move to a space within 30 feet of you. It
also can’t take reactions. For its action, it can use
only the Dash action or try to escape from an effect
that prevents it from moving. If there’s nowhere to
move, the creature can use the Dodge action.
Oath of Blood Features
Paladin Level Features Life Link
Starting at 7th level, as an action you can give a
3rd Channel Divinity, Oath Spells portion of your vitality to one willing creature you
can touch, creating a mystical link between you.
7th Life Link
When you do so, you reduce your current hit points
15th Scarlet Symphony and your hit point maximum by 10. If you have fewer
than 10 hit points or your hit point maximum is less
20th Font of Vitality than 10, you cannot use this feature. This reduction
lasts until the life link ends.
Oath Spells While you remain linked, you gain the following
You gain oath spells at the paladin levels listed. benefits:
• You can focus on a linked creature (no
action required) and immediately learn
Oath of Blood Spells
its current physical and emotional state,
Paladin Level Spells including any conditions or spells currently
affecting it. You also learn the exact distance
3rd false life, inflict wounds and direction of the creature. If the creature
is on another plane of existence, you learn
5th gentle repose, lesser restoration
that, though you cannot discern which
9th revivify, vampiric touch plane it is on.
• As long as the linked creature is within 30
13th death ward, locate creature feet of you, you can use a bonus action to
expend points from your Lay on Hands pool
17th antilife shell, greater restoration
to restore an equal number of hit points to
that creature.
Channel Divinity A life link lasts for 24 hours, until you choose to
When you take this oath at 3rd level, you gain the end it (no action required), or until you or the linked
following two Channel Divinity options. creature dies. You can maintain life links with a
Blood Song. As a bonus action, you cause the blood number of creatures equal to half your proficiency
within you to surge at a hyperactive rate. When you bonus (rounded down) at one time.
34
Chapter 1: Character Creation
Scarlet Symphony
Starting at 15th level, your mastery of the blood song Fringe Warden Features
allows you to awaken its power in others. Whenever Ranger Level Features
you expend a Hit Die to gain a benefit of your Blood
Song, all creatures life-linked with you can also Fringe Warden Magic,
3rd
choose to expend one of their Hit Dice to recover hit Guerilla Tactics, Sharpened Senses
points or end one condition currently affecting them
7th Moving Target
(depending on which option you picked).
11th Cover of Night
Font of Vitality 15th Escape Artist
At 20th level, as an action, you can cause the life
within you to radiate outward as a magical force.
For 1 minute, you gain the following benefits:
Fringe Warden Magic
• You have advantage on Constitution saving throws Starting at 3rd level, you learn an additional spell
and have resistance to nonmagical damage. when you reach certain levels in this class, as shown
• The first time an enemy creature comes within in the Fringe Warden Spells table. Each spell counts
30 feet of you or starts its turn there, the as a ranger spell for you, but it doesn’t count against
creature must succeed on a Constitution saving the number of ranger spells you know.
throw or lose a number of hit points equal to half
your Constitution ability score (rounded down). Fringe Warden Spells
Damage suffered in this way cannot be healed by
Ranger Level Spells
spells or any other magical abilities.
• Whenever an allied creature (including you) ends 3rd find familiar
its turn within 30 feet of you, it regains a number
5th invisibility
of hit points equal to half its Constitution ability
score (rounded down). 9th phantom steed
Once you use this feature, you can’t use it again 13th faithful hound
until you finish a long rest.
17th seeming
Guerilla Tactics
When you choose this archetype at 3rd level, you
know how to use mobility to your benefit. Once
per turn, you can deal an extra 1d6 damage to one
creature you hit with a weapon attack if you have
moved at least 10 feet on the same turn.
The extra damage increases to 2d6 at 7th level, 3d6
at 11th level, and 4d6 at 15th level.
Sharpened Senses
Starting at 3rd level, while in your favored terrain, as
Ranger: Fringe long as you can hear and smell, you can treat lightly
Warden Archetype obscured areas as if they were not obscured, and heav-
ily obscured areas as if they were lightly obscured.
Fringe wardens patrol distant frontiers, keeping
watch for mundane or magical threats attempting Moving Target
to cross the borders they are sworn to protect. Starting at 7th level, as long as there are no creatures
These rangers are trained to survive alone in the within 5 feet of you, you can take the Dodge action as
wilderness for months at a time, stalking potential a bonus action.
threats and gathering information to send back to
civilization. Cover of Night
Since fringe wardens primarily work alone, they Starting at 11th level, whenever you roll initiative while
rarely engage in direct combat, preferring stealth in dim light or darkness, you are automatically hidden
and sabotage. If a warden does come upon a serious from all creatures at least 10 feet away from you. You
threat, their primary mission is to survive long remain hidden until the end of your next turn or until
enough to carry warning back to civilization. you attack or cast a spell.
35
Chapter 1: Character Creation
Gadget Blueprints
Covert Operative Features
The gadget blueprints available to covert operatives
Rogue Level Features are detailed here. Whenever a gadget specifies it
takes an action to use, you can do so with the Use
3rd Always Prepared, Create Gadget (2) an Object action. Each gadget counts as magical and
ceases to function while in an antimagic field or
9th Surprise Inside, Create Gadget (3)
when exposed to similar magical effects.
Advanced Blueprints,
13th
Create Gadget (4) ALL-SEEING EYEGLASSES
You create a pair of glass lenses capable of seeing
17th Contingency Plan
beyond the normal color spectrum. As an action, you
can activate the eyeglasses to enhance your percep-
Always Prepared tion. When you activate the eyeglasses, choose one of
Starting at 3rd level, you treat all initiative rolls of 9 the following effects:
or lower as if you had rolled a 10. Additionally, you Darkvision. You gain darkvision out to a range
can use the bonus action granted by your Cunning of 30 feet. If you already have darkvision, your
Action to take the Use an Object action. darkvision radius is doubled.
36
Chapter 1: Character Creation
Heat Vision. You can see invisible creatures and as your action each round the cuff remains activated,
objects as if they were visible. You are also aware you can target one metal object that you can see
of any creatures within 30 feet of you or if any within 30 feet of you. You can affect the same target
creatures come within 30 feet of you, regardless of round after round or choose a new one at any time.
lighting conditions. If you switch targets, the prior target is no longer
Magic Vision. You gain the benefits of the detect affected by the cuff.
magic spell. You can try to move a metal object that weighs up to
X-ray Vision. You gain the ability to see through 250 pounds. If the object isn’t being worn or carried,
solid matter. To you, solid objects within that radius you automatically move it in a straight line up to 15
appear transparent and don’t prevent light from feet toward or away from you, but not beyond 30 feet.
passing through them. The vision can penetrate 1 foot If the object is worn or carried by an unwilling
of stone, 1 inch of common metal, or up to 3 feet of creature, you must make an ability check with
wood or dirt. Thicker substances block your vision, as your Intelligence modifier + your proficiency bonus
does a thin sheet of lead. contested by the creature’s Strength check. If you
While the eyeglasses are activated, you can use an succeed, you pull the object away from that creature
action to deactivate them or switch the type of vision and can move it in a straight line up to 15 feet
the lenses bestow. toward or away from you, but not beyond 30 feet.
You can keep the eyeglasses activated for up to 1 If the object is a worn object that cannot easily be
minute, all at once or in several shorter spans, each removed (such as armor), if you win the contest, the
one using a minimum of 6 seconds (1 round) from the targeted creature also moves with the metal object.
duration. The eyeglasses fully recharge each day at On subsequent rounds, you can use your action to
dawn. attempt to maintain your grip on the creature by
Advanced Blueprint. The advanced blueprint of repeating the contest. If the combined weight of
the all-seeing eyeglasses increases the amount of the object and the creature exceed 250 pounds, the
time the eyeglasses can be activated. You can keep target cannot be moved.
the eyeglasses activated for up to 10 minutes, all You can keep the cuff activated for up to 1 minute,
at once or in several shorter spans, each one using all at once or in several shorter spans, each one using
a minimum of 1 minute from the duration. The a minimum of 6 seconds (1 round) from the duration.
eyeglasses fully recharge each day at dawn. The magnet cuff fully recharges each day at dawn.
Advanced Blueprint. The advanced blueprint of
GRAPPLE BELT the magnet cuff allows you to affect a target you can
You create a utility belt that contains a suction-based see within 60 feet of you and increases the range
grappling hook. As an action you can activate the you can push or pull objects to 60 feet. Additionally,
belt, launching a rope toward a solid surface that you you can now affect objects that weigh up to 500
can see within 30 feet of you (this surface cannot be pounds or a creature and object with a combined
part of a creature). The suction cup at the end of the weight of up to 500 pounds.
rope adheres to that surface, and you are immedi-
ately pulled to that location. On subsequent rounds, NERVE CLIP
you can use your action to maintain the belt’s grip on You create an ornamental clip that conducts a
the targeted surface. If you are tethered to a location stimulating charge. As an action, you can activate
above ground and the belt’s charge runs out or is not the clip, shocking your nervous system with a
maintained with an action, you fall as normal. jolt of electricity. Immediately upon activating
You can keep the belt activated for up to 1 minute, the clip, you can repeat a Wisdom-, Charisma-, or
all at once or in several shorter spans, each one using Intelligence-based saving throw to end an ongo-
a minimum of 6 seconds (1 round) from the duration. ing effect currently affecting you. On subsequent
The grapple belt fully recharges each day at dawn. rounds, you can use your action to maintain the
Advanced Blueprint. The advanced blueprint of clip’s charge. While the charge is active, you have
the grapple belt increases its range to 60 feet and advantage on Wisdom-, Charisma-, and Intelligence-
there is no longer a limit to how long you can keep it based saving throws.
activated. You can keep the clip activated for up to 1 minute,
all at once or in several shorter spans, each one using
MAGNET CUFF a minimum of 6 seconds (1 round) from the duration.
You create a metal cuff that transforms into a power- The nerve clip fully recharges each day at dawn.
ful magnet. As an action, you can activate the cuff, Advanced Blueprint. The advanced blueprint of
creating a magnetic field that allows you to push or the clip includes a fail-safe mechanism. If you fail a
pull metal objects. When you activate the cuff, and Wisdom-, Charisma-, or Intelligence-based saving
37
Chapter 1: Character Creation
SMOKE CLOAK
You create a heavy cloak lined with vials of hazy Sorcerer: Wildeheart
smoke. As an action, you can activate the cloak, Sorcerous Origin
enveloping yourself in a cloud of obscuring smoke.
While the cloak is active, you and all creatures You are a fey-touched creature, for your innate magic
within 5 feet of you gain the benefits of half cover comes from the Wildes itself. Perhaps you were born
while in bright light and three-quarters cover in in a moonlit glade near a fey crossing, or you might
dim light or darkness. On subsequent rounds, trace your lineage to a dryad. Whatever your ances-
you can use your action to maintain the smoke. try, the source of your magic comes from a realm of
Otherwise, it dissipates at the beginning of your primal magic run amok. It ebbs and flows between
next turn. capriciously severe and whimsically benign.
You can keep the cloak activated for up to 1 The sway of Wildeheart magic bestows an
minute, all at once or in several shorter spans, each enchanted characteristic to your physical appearance.
one using a minimum of 6 seconds (1 round) from Your otherworldly mystique is unmistakable as it
the duration. The smoke cloak fully recharges each suffuses everything about you. At your discretion, you
day at dawn. may pick from or roll on the Wildeheart Attributes
Advanced Blueprint. The advanced blueprint of table to create an attribute for your character.
the cloak allows you more control of the smoke.
When you activate the cloak, you can choose to Wildeheart Attributes
just grant the benefits of cover to yourself, expand
the smoke to affect all creatures within 5 feet of d6 Attribute
you, or expand it to affect all creatures within 10
1 You always smell like wildflowers.
feet of you.
2 Your nails are made of tree bark.
SONIC BLADE
You create a spring-loaded mechanism easily con- 3 The wind is always in your hair, even in calm air.
cealed in the cuff of a sleeve or the sole of a shoe. As
4 When you bleed, you bleed sap.
an action, you can activate the mechanism, causing it
to emit compressed sonic energy shaped like a blade 5 Your shadow has a mind of its own.
for 1 minute.
As part of the action to activate the blade, you can 6 Your eyes look like the night sky, filled with stars.
choose to make a single melee weapon attack against
a target you can see within 5 feet of you. If the target
has not been hit with your sonic blade before, you Wildeheart Features
have advantage on this attack roll. Sorcerer
Once the mechanism has been activated, it cannot Features
Level
be activated again until the following dawn.
The blade is identical in size and shape to a 1st Wildeheart Magic, Gift of Glamour
dagger, but it deals 1d4 magical thunder damage 6th Wilde Manifestation
instead of piercing damage and it cannot be
thrown. The sonic blade is invisible, but it emits 14th Twilight Shroud
a high-pitched, nearly inaudible sound while it is
18th Touch of Sovereignty
active. Proficiency with a dagger allows you to add
your proficiency bonus to the attack roll for any
attack you make with it. You do not need to have Wildeheart Magic Spells
your hands free to use the sonic blade. You learn additional spells when you reach certain
Advanced Blueprint. The advanced blueprint levels in this class, as shown on the Wildeheart Magic
of the sonic blade causes it to deal 1d8 magical Spells table. Each of these spells counts as a sorcerer
thunder damage instead of 1d4 magical thunder spell for you, but it doesn’t count against the number
damage. of sorcerer spells you know.
38
Chapter 1: Character Creation
Touch of Sovereignty
Wildeheart Magic Spells Beginning at 18th level, you realize the full potential
Sorcerer of the faerie magic within you. You can no longer be
Spells charmed or frightened.
Level
Additionally, you can now spend 6 sorcery points
1st entangle, faerie fire to take one of the following actions. Once you have
3rd barkskin, spike growth used one of these actions, you cannot use either until
you complete a long rest.
5th conjure animals, hypnotic pattern Summer’s Kiss. You touch a willing creature
(not coerced by magic) and designate them as your
7th blight, conjure woodland beings vassal for the next 8 hours. Your vassal gains all your
9th insect plague, tree stride resistances and immunities while in your service.
While your vassal is within 60 feet of you, anytime
you would take damage, your vassal takes the
Gift of Glamour damage instead. If this damage drops your vassal to
At 1st level, you gain the ability to cast disguise self 0 hit points, your connection is broken, and you take
a number of times equal to your proficiency bonus, the remainder of the damage not absorbed by your
and you regain all expended uses when you finish a vassal.
long rest. Winter’s Bite. Make a ranged spell attack against a
Additionally, starting at 2nd level, whenever you hostile creature that you can see. On a successful hit,
cast a spell of 1st level or higher that forces creatures you mystically mark them as your prey for the next
that can see you to attempt a saving throw, you can 8 hours. While your prey is within 60 feet of you,
expend sorcery points to impose disadvantage on when you deal damage to them, you heal a number of
the roll. Doing so requires you to expend a number of hit points equal to the damage you deal. If your prey
sorcery points equal to the level of the spell slot used drops to 0 hit points before the duration is up, your
to cast the spell. You must declare your use of this connection is broken.
feature as you are casting the spell and before the
target attempts the saving throw.
Wilde Manifestation
At 6th level, you can manifest the magic within you
to transform your physiology. As a bonus action you
can spend 3 sorcery points to gain one of the follow-
ing benefits for 1 minute.
Bargain of Vitality. When you cast a spell of 1st
level or higher, you gain temporary hit points equal to
the spell slot level plus your Charisma modifier.
Unearthly Resistance. You have advantage on
saving throws against spells and other magical effects. Warlock: Titan
Veil of Misdirection. You project illusory magic Otherworldly Patron
that makes you difficult to target. Attack rolls against
you have disadvantage. If you are hit by an attack, Your patron is a titan, one of the mighty beings who
this trait ceases to function until the beginning of forged the world out of primal chaos. The titans were
your next turn. This trait also ceases to function slaughtered en masse by their children, the rebellious
while you are incapacitated. gods, and the few who remain seek to return to their
Creatures with truesight can see through your veil full power. By accepting their powers of creation, you
and do not have disadvantage on attacks against you. become their agent in the Mortal Realm.
Those who forge a pact with a titan must be inter-
Twilight Shroud ested in how things are put together. To walk the path
Starting at 14th level, when you would be hit by an of the titan is to open the backing of the universe and
attack that targets only you (not an area of effect), you observe its moving parts. Warlocks who adopt these
can use a reaction to teleport up to 60 feet to an unoc- abilities are often tinkerers, architects, and inventors
cupied space you can see. The triggering attack misses. before they turn their lives toward adventuring. The
You can use this feature a number of times equal to few remaining titans sequester themselves in pocket
your proficiency bonus, and you regain all expended dimensions, waiting for a time when the gods have
uses of it when you finish a long rest. lost the power and influence to hunt them. Because
39
your titan patron cannot move freely in the world,
you are expected to act on their behalf. A titan may Titan Expanded Spells
call upon their warlock to retrieve a legendary item to
Spell Level Spells
help their cause, ask them to orchestrate doubt amid
a religious population, or construct monuments to 1st detect magic, grease
remind the world of its forgotten creators. Whatever
the specific quest, your patron provides you with the 2nd enlarge/reduce, magic weapon
tools to make and unmake matter so you may rebuild
3rd create food and water, tiny hut
reality in their image.
4th fabricate, stone shape
The Titan Features
5th animate objects, creation
Warlock
Features
Level
Shard of Creation
Expanded Spell List, Shard of Creation,
1st Starting at 1st level, your patron gives you a shard of
Eyes of the Maker
creation, which is a Tiny magical object that mysteri-
6th Artificial Apprentice ously appears on your person. While you hold the
object, you may use it as a spellcasting focus when
10th Mend the Broken casting your warlock spells. The shard’s appearance is
a fluid, constantly shifting bundle of plasma.
14th Curse of Unmaking
The shard’s AC equals your spell save DC. Its hit
point maximum equals your warlock level plus your
Expanded Spell List proficiency bonus, and it is immune to poison and
The Titan lets you choose from an expanded list of psychic damage. The shard vanishes instantly if you
spells when you learn a warlock spell. The following are slain or if it is not in your possession for more
spells are added to the warlock spell list for you. than 24 consecutive hours.
40
Chapter 1: Character Creation
If the shard is destroyed or you lose it, you can Mend the Broken
perform a 1-hour ritual entreating your patron’s aid to At 10th level, your innate understanding of the
receive a replacement at the end of the duration. architecture of matter allows you to repair damage
While you are touching the shard, you can use it in with ease. As an action you can touch a creature or
the following ways: object within reach and cause it to magically regain a
Demolition. Once during each of your turns when number of hit points equal to five times your warlock
you hit an object or structure with a melee or spell level.
attack, you can double your damage. This effect also repairs any catastrophic damage
Scale Model. As an action, you can transform suffered by the target, such as lost limbs, missing
the shard into a Tiny model of a mundane object parts, or other damage that would ordinarily be
or structure. When you spend time creating a irreparable. If the object you affect does not have
full-scale version of the model or interacting with a hit point total, your touch restores the object to
the recreated object, you are proficient in any tools working order as best as it can using the pieces
required to craft or interact with the object or available. This feature cannot restore expended
structure, and you add 1d8 to the result of any ability charges on magic items or restore magical properties
check required to craft or interact with the object or to objects that were once magical.
structure. Once you have used this feature, you must finish a
long rest before you can use it again.
Eyes of the Maker
Beginning at 1st level, when you touch a magic item Curse of Unmaking
or some other magic-imbued object, you learn its Starting at 14th level, you can unravel the threads
properties and how to use it, whether it requires that give matter its shape. As an action, you can make
attunement to use, and how many charges it has (if a spell attack against a creature, object, or structure
any). You learn whether any spells are affecting the within reach. On a successful hit, the target becomes
item and what they are. If the item was created by a cursed. While so cursed, the target is vulnerable to
spell, you learn which spell created it. all damage. If the target is a creature, it can attempt
a Charisma saving throw against your spell save DC
Artificial Apprentice at the end of each of its turns, ending the curse on a
At 6th level, as an action, you can present your success.
shard of creation and transform it into an artificial Once you have used this feature, you must finish a
duplicate of yourself. The duplicate appears in an long rest before you can use it again.
unoccupied space you can see within 30 feet of
you. Despite its appearance, the duplicate is an
object that is capable of acting independently of
you but always obeys your commands (no action
required). The duplicate can move and perform
actions as though it were you, though it cannot cast
spells, make attacks, or harm other creatures in any
way. In combat, it rolls its own initiative and acts on
its own turn.
While your apprentice is within 60 feet of you,
anytime you would take damage, you can choose
for the duplicate to take the damage instead. If this
damage drops your duplicate to 0 hit points, your Wizard:
duplicate (and the shard) is destroyed, and you take School of
the remainder of the damage not absorbed by your Kinetomancy
duplicate.
When you cast spells, you can cast them as though Kinetomancers are a branch of wizards that focus
you were in the duplicate’s space, but you must use on the dynamics of magic when it is pulled into
your own senses when doing so. existence. They study its physical consequences,
The shard can remain in this state for up to 1 hour how it pushes and pulls the area around it, and
before reverting to its original state. The shard also how to account for the sudden influx of forces
reverts to its original state if you choose to end the upon casting it. Kinetic-focused magic comes with
effect, or if it is destroyed. Once you have used this the potential to push reality beyond what’s writ-
feature, you must finish a long rest before you can ten in any spellbook, given the right calculations
use it again. and timing.
41
Chapter 1: Character Creation
specific to each destiny. The DM should start by When you advance your destiny tier, you gain
familiarizing themselves with each destiny, then access to all features of the new tier in addition to
think of ways to incorporate specific milestones the features of previous tiers.
into the campaign. There are several strategies for
incorporating heroic destinies: Suggested Class Level
• You can choose to build your whole campaign to Heroic Destiny Tier
around achieving destiny milestones. While heroic destinies are milestone achievements
• You can build multi-session adventure arcs to and not tied to experience points, heroic destinies
achieve milestones. These arcs occur during grant powerful rewards that can skew the balance
breaks from pursuing the main plot. of standard gameplay. Because of this, it is recom-
• You can figure out a way to weave heroic mended that you use the following table as a guide
destiny milestones into your main plot. for when players should unlock new destiny tiers
• You could agree that these milestone events over the course of a long-term campaign.
happen during “off-screen” downtime. Perhaps
you start a session asking each player to Recommend
Heroic Destiny Tier
Class Level Range
describe achieving a milestone as a flashback.
1 1–4
Leveling Up 2 5–10
Heroic destinies can begin at any point in a campaign,
3 11–16
though specific conditions must be met to begin each
destiny. These rules are completely optional, though it 4 17–20
is recommended that if one player chooses to pursue a
destiny, all other players should choose a destiny as well. Replacing a Heroic Destiny
Characters who have successfully begun a heroic Sometimes players change their minds and no longer
destiny can continue furthering their connection want to pursue a particular heroic destiny for their
to it by increasing their destiny tier through characters. This is completely fine. At any point, a
achieving milestones. Each type of heroic destiny player can discard a chosen heroic destiny and work
has an example list of possible milestones that are with their DM to choose a new destiny path. A player
thematically unique. There are no rigid rules about who ends a particular destiny loses all the previous
what these meaningful events must be. For example, a destiny benefits and immediately starts at the 1st tier
character learning to be a dragon rider is likely to have of a new heroic destiny.
very different milestones than a character conducting
a naturalist study of ettercaps. There is lots of creative Heroic Destinies Options
flexibility in what these milestone events may look There are ten heroic destinies from which a player can
like, but they should always feel impactful. Talk with choose. If you would like to make a heroic destiny
your DM to come up with applicable milestones for that better suits your character, use the structure of
your campaign and how you can achieve them. the provided destinies as a guide to craft your own.
Heroic Destinies
Destiny Description
Avenger Enact revenge to punish those who have wronged you.
Celebrity Make a name for yourself so even strangers know who you are.
Symbiosis Forge a lasting bond between yourself and a type of creature different from you.
43
Heroic Destiny:
Avenger SAFELY ROLEPLAYING
No one is a stranger to tragedy. You’ve experienced
TRAGEDY
it firsthand, a feeling of helplessness in the wake of Whenever themes of tragedy or suffering
misfortune. Your focus has narrowed; what you’ve are introduced during gameplay, it is
lost and whom you lost it to are seared into your critical for the DM and player to work
soul. You won’t know peace until you’ve gotten your together to ensure a safe experience. For
revenge. the avenger destiny in particular (though
The destiny of avengers is to seek retribution. this is true for the others as well), the
Whenever they are wronged, their payback is swift player, not the DM, should decide the exact
and fierce. No injustice can be left to linger like the nature of the triggering event that sets
tragedies that put them on this path. But as they them on the path of the avenger.
grow stronger, avengers encounter others like them It is never okay for a DM to force
unable to know peace. characters to suffer by robbing them of
Vengeance can never give back everything taken their agency. Do not force players onto
by tragedy, and characters who undertake this this path by killing loved NPCs, attacking a
destiny must learn to grow their world or be left helpless character, or any other triggering
with nothing but violence. Pieces of themselves events unless you have express consent to
can be found in the people they avenge, and do so from the player. Even with consent,
everyone with whom they empathize expands it is critical that you establish boundaries
their focus bit by bit. By the time they’ve avenged and other protective measures using safety
their own tragedy, the only way forward is through tools beforehand like those discussed in
a world of their own making. Maybe then, you chapter 4.
might know peace.
44
Chapter 1: Character Creation
49
Chapter 1: Character Creation
entrepreneur makes connections with all kinds of If the object is nonmagical, you immediately learn
people, leveraging unique skill sets to create profit. its approximate gp value. You also learn if the object is
Though the temptation to thieve your way to the top fake or if it is concealing other objects inside it (though
may always exist for you, choosing this path means you don’t learn what the concealed objects are).
you are ready to be something more than whatever If the object is magical, you can spend 1 minute
cruel hand fate dealt you. Whatever the reason, you examining the item to learn its item type, rarity,
are ready to climb to the top of the capitalist ladder whether it is cursed, and if it requires attunement
and seize the freedom that riches can bring. (and any specific attunement requirements it has).
The character who chooses this destiny isn’t looking
to get rich quick—they are committing to securing Heroic Destiny Benefit: Art of the Bargain
enough wealth to keep themselves (and perhaps those Whether haggling for a lower price, for your life, or fair
closest to them) in comfort for the rest of their lives. contractual terms, you have a talent for getting the
Picking the occasional pocket is never going to be best bargain possible. You have advantage on Wisdom
enough. You are dedicating your life to using your cun- (Perception) and Charisma (Persuasion) ability checks
ning wit to build an economic empire out of nothing. made to broker deals. Successful checks do not always
guarantee you get exactly what you want, but they do
Fortune-Seeker Features guarantee you get the best possible outcome.
A character who has chosen the fortune-seeker
heroic destiny gains the following features. TIER 2 FEATURES
When you reach tier 2 of your heroic destiny, you
PREREQUISITES gain the following benefits.
To embark on this heroic destiny, you must experience
an event that forces you into poverty or motivates Heroic Destiny Benefit: Return on Investment
you to dramatically improve your own economic You begin to reap regular rewards from your various
status. Perhaps you were a wealthy merchant before entrepreneurial endeavors. At the beginning of each
a rival stole everything you owned, or your family week, you gain 1 wealth point. Wealth points are
fortune was lost when they were unjustly disgraced. an abstraction of your economic assets beyond the
Maybe someone close to you died because you material wealth on your person.
couldn’t afford treatment, or the latest beating at As long as you are in a location or situation where
the hands of another street urchin was the final it makes sense to do so, you can spend any number of
push you needed to change your life. your accrued wealth points to receive one or more of
Discuss with your DM how you can achieve this the following benefits:
event in your backstory or in game. • You can spend 1 wealth point as if it was 25 gp.
• You can choose to invest earnings back into
TIER MILESTONES your business affairs. You can expend up to 3
The following are examples of possible tier mile- wealth points in 1 week and gain double that
stones for the fortune-seeker heroic destiny: number of points at the start of the next week
• Forging a lasting, mutually beneficial relationship (in addition to your weekly point).
with an investor or business partner. • For each wealth point you spend, you can pay
• Successfully tracking down a lost or buried a week’s rent for a fashionable city townhouse,
treasure. rooms at a luxury inn, or a countryside manor
• Purchasing a business or estate that requires (your choice). This also covers the costs of a chef
regular upkeep costs. to provide you with meals, a stable hand to care
• Putting yourself in grave danger to strike a for your mounts, servants to maintain your resi-
masterful bargain with a powerful being like a dence, and a personal attendant to run mundane
god, ancient dragon, or other extraplanar being. errands for you (like mailing packages, delivering
messages, or shopping for nonmagical goods).
TIER 1 FEATURES • You can spend 2 wealth points to gain a
When you successfully embark on your heroic common magic item of your choice (this item
destiny, you gain the following benefits. must be approved by your DM). Once you use
this feature, you cannot do so again until you
Heroic Destiny Benefit: Appraising Eye reach the next tier of this heroic destiny.
Your preoccupation with wealth has developed your • You can spend 5 wealth points to gain an
eye for quality. As an action, you can inspect any uncommon magic item of your choice (this item
object you can see within 10 feet and learn whether must be approved by your DM). Once you use
it is nonmagical or magical. this feature, you cannot do so again for one year.
50
Chapter 1: Character Creation
• Working for an immortal to learn some of Heroic Destiny Benefit: Advanced Karyokinesis
their secrets. You have discovered a means to magically manipu-
• Conducting research and identifying either late your own biology, accelerating your body’s ability
magical or medical means to prolong life. to respond to harmful stimuli and combat physical
decay. You no longer need to sleep and your natural
TIER 1 FEATURES aging process slows significantly, as if the effects of
When you successfully embark on your heroic aging 1 year happen over 2 years instead.
destiny, you gain the following benefits. Additionally, at the start of your turn all of the
following conditions currently affecting you end:
Heroic Destiny Benefit: Acuity blinded, deafened, exhaustion, incapacitated,
Your razorlike focus on obtaining knowledge paralyzed, petrified, poisoned, or stunned.
about the secrets to longevity has hardened your
resolve. Mentally you are prepared to set off on TIER 4 FEATURES
this journey. As a result, your memory and mental When you reach tier 4 of your heroic destiny, you
sharpness are primed for the challenge ahead of gain the following benefits.
you. You gain proficiency with alchemist’s supplies
and herbalism kits, and you have advantage on any Heroic Destiny Benefit: Rejuvenation
Intelligence-based ability checks concerning your Achieving this heroic destiny means you have suc-
research. ceeded in your quest for immortality where many
others have failed. Having achieved your dream of
Heroic Destiny Benefit: Transmutation eternity is a culmination of tireless research and
Through study and hard work, you have achieved a experiments. You cease to age entirely, you cannot be
base understanding of mundane and magical biologi- aged by magical means, and you cannot die of old age.
cal knowledge. You have begun to explore the pos- In an act of defiance against your mortal form,
sibilities of creating youthful elixirs, and panaceas to your magnum opus is the ability to regenerate when
cure disease. you suffer from physical trauma. At the start of your
With this newfound information you can cast the turn, you regain a number of hit points equal to your
following spells once per day, without the need for Constitution score if you have at least 1 hit point. If
components or expending spell slots: feign death, you are maimed or a limb is severed, the missing part
gentle repose, lesser restoration, protection from regrows and returns to full over the course of 1 minute.
poison, and purify food and drink. Any effect that would outright kill you or disintegrate
your body instead reduces you to 1 hit point.
TIER 2 FEATURES
When you reach tier 2 of your heroic destiny, you Heroic Destiny Benefit: Evolution
gain the following benefits. With no limit to the time you have yet to live, the
world is yours to explore at your leisure. However,
Heroic Destiny Benefit: Stasis Serum as the centuries roll on and the world you knew
You have made great progress on bridging the gap withers, it becomes clear that you have become a
between life and death through the creation of a being entirely different from the self you once froze
potent tonic capable of incredible things. in time. You must find a new purpose to give your
During a long rest, you can brew a single dose of eternal life meaning, or perhaps find a way to reverse
stasis serum which lasts for 24 hours. As an action, what you have done. Work with your DM to decide
you can drink the acrid tonic. When you do, you gain what happens when you ultimately come to terms
temporary hit points equal to your character level with the new being you have become.
which last for 8 hours. For the duration, you have
advantage on death saving throws, and if you die, you Heroic Destiny:
are under the effects of the gentle repose spell for 1 Scholar
year and 1 day.
Alternatively, as an action, you can feed the tonic Erudition calls out to many—the young and old, the
to a creature that has died in the past minute. That good and questionable, the physically, mentally, and
creature is restored to life as with the revivify spell. spiritually inclined alike. One of the primary reasons
new adventurers leave home is to answer the call
TIER 3 FEATURES of curiosity, hoping to learn more about the world.
When you reach tier 3 of your heroic destiny, you A character who chooses the scholar heroic destiny
gain the following benefits. possesses a boundless hunger for knowledge and the
growth that comes with it.
52
Chapter 1: Character Creation
just to do one good deed for a creature; building a Heroic Destiny Benefit: Camaraderie
connection takes time and effort. Getting to know a Your connection gives you a deep understanding of
creature, learning its ways, and forming a foundation how best to work with creatures of your selected
of mutual trust can garner you a powerful ally to type. All creatures of your chosen species that would
help you during your adventures. As you advance in regard you as neutral instead regard you as friendly.
the symbiosis destiny, you will learn to communicate Additionally, you have advantage on ability checks
effectively with your creatures without barriers, call when socially interacting with creatures of your
on them for help, learn to mirror their capabilities, chosen type.
and forge an alliance that can be invoked even in the
most dangerous circumstances. TIER 2 FEATURES
When you reach tier 2 of your heroic destiny, you
Symbiosis Features gain the following benefits.
A character who has chosen the symbiosis heroic
destiny gains the following features. Heroic Destiny Benefit: Call a Friend
You have established enough trust with your
PREREQUISITES chosen creature type that you can call on them for
To embark on this heroic destiny, you must have aid. During a long rest, you can attempt to contact
a meaningful positive interaction with a type of creatures of your type to travel to you. The way you
creature different from yourself. Perhaps you nurse contact said creature is up to you—it might be a
a sick owlbear back to health, earn the gratitude of a mystical connection, you may have left trail signs
dragon, or free a gelatinous cube forced to clean the to follow, perhaps the creature senses your need,
floors of a wizard’s dungeon. You might imagine this or maybe you send a physical message to a nearby
connection as a mystical one or as purely practical. settlement. Whatever the specific circumstances, at
Perhaps you have trained your whole life to work the end of a long rest, one creature or a small group
with a certain type of creature, or maybe you never of creatures (at your DM’s discretion) arrive if they
expected to forge such a connection. Discuss with are physically capable of doing so. The called creature
your DM how you can achieve this in your backstory is friendly toward you, though it is not magically
or in game. Maintaining an open dialogue about your compelled to follow your commands. The creature
advancing destiny is crucial to building a successful does not fight for you but remains with you until
story. they choose to depart.
The extent and type of assistance a creature is
TIER MILESTONES willing to provide is intentionally not defined,
The following are examples of possible tier mile- but it should be a reasonable favor that doesn’t
stones for the symbiosis heroic destiny: endanger the creature. The DM has final say on the
• Liberating or rescuing the creature(s) to which extent of this assistance, but here are some helpful
you are connected. guidelines:
• Winning rights or resources for the creature(s) • If the creature can cast spells, it can
to which you are connected. potentially cast them on your behalf. The
• Spending time living with and learning from creature is not willing to cast taxing spells,
the creature(s) to which you are connected. however, so it will not cast any spell above
• Conducting research or uncovering secrets 4th level.
concerning the creature(s) to which you are • A creature can perform basic tasks for you
connected. like fetching a person or item. If the person
or item is sealed inside a dangerous area (like
TIER 1 FEATURES a dungeon or guarded keep), however, the
When you successfully embark on your heroic creature is not willing to risk itself for the
destiny, you gain the following benefits. favor.
• A Large or larger creature is willing to carry
Heroic Destiny Benefit: Understanding you and your companions so you may reach
You understand how to communicate with your your destination more quickly. However,
bonded creature, regardless of language. If your creatures are not willing to travel into
bonded creature speaks a language, you learn how to dangerous terrain or into enemy territory.
speak, read, and write that language. If your bonded • A creature will decline to perform any favor
creature does not speak a language, you gain the that obviously goes against its alignment or
ability to understand it and communicate with it in a nature.
way it is most comfortable.
55
Chapter 1: Character Creation
Heroic Destiny Benefit: Part of Your World Heroic Destiny Benefit: Friend like Me
Your increasing knowledge of your chosen creature Your time spent in relationship with your chosen
type allows you imitate their abilities. You gain the creature type has tested your capabilities and taught
following sense according to the category of creature you how to better adapt to their world. Your ability
you chose when selecting your heroic destiny. score and ability score maximum each increase by 2
Symbiosis Sense
Creature Type Sense
You gain a special sense called mindsense out to a range of 60 ft. This sense allows you to detect
Aberration
the presence of creatures with an Intelligence score of 10 or greater within the affected area.
You gain a special sense called tracksense. This sense allows you to follow the trail (if there is
Beast
one) of a specific creature whose scent you have smelled in the last 24 hours.
You gain a special sense called truthsense out to a range of 60 ft. This sense allows you to
Celestial
instantly know if a creature within range speaks a lie.
You gain a special sense called formsense out to a range of 60 ft. This sense allows you to
Construct instantly recognize if a creature is in a shapeshifted form or otherwise altering their true
appearance by magical means.
You gain a special sense called wealthsense out to a range of 60 ft. This sense allows you to
Dragon
instantly determine the monetary value of any object you can see.
You gain a special sense called weathersense out to a range of 1 mile. This sense allows you to
determine if a shift in the environment will occur in the next 24 hours in your affected area.
Elemental
These shifts include storms, earthquakes, mudslides, blizzards, floods, or any other natural
weather event.
You gain a special sense called ensorcellsense. This sense allows you to instantly learn if a
Fey creature or object you can see is currently under the effects of a spell. If they are under the
effects of a spell, you learn which one.
You gain a special sense called heartsense. This sense allows you to instantly learn the
Fiend
alignment of any creature you can see.
You gain a special sense called gargantusense out to a range of 300 ft. This sense allows you to
Giant
detect the presence of any Large or larger creatures within the affected area.
You gain a special sense called sociosense. While observing or interacting with a group of
Humanoid creatures, this sense allows you to understand which creature or creatures are authority figures.
This sense also allows you to estimate the population of any settlement you can see.
You gain a special sense called powersense. This sense allows you to instantly learn the power
level of any creature you can see. You learn if the creature is weaker than you (of a CR rating
more than 2 below your level), if the creature is an even match for you (of a CR rating within
Monstrosity
2 points of your level), if the creature is more powerful than you (of a CR rating more than 2
points above your level), or if the creature is deadly (of a CR rating more than 10 points above
your level).
You gain a special sense called foodsense out to a range of 60 ft. This sense allows you to
Ooze
detect the presence of substances or creatures digestible by you within the affected area.
You gain a special sense called lightsense. This sense allows you to inherently know the
Plant distance and direction to the closest source of natural light. You also instinctively know
exactly how long it will be until the sun sets or rises.
You gain a special sense called lifesense out to a range of 60 ft. This sense allows you to detect
Undead
the presence of living creatures within the affected area.
56
Chapter 1: Character Creation
for the highest ability score of the creature to which foundation on which to grow is paramount for
you are bonded. If your bonded creature has two or success in this heroic destiny. As you advance as a
more ability scores that are tied for the highest, you teacher, you will improve your own skills through
may choose which score to increase. your lessons, understand your student’s needs,
wants, or desires effortlessly, become a master in the
Heroic Destiny Benefit: By Your Side application of your various crafts, take on additional
Completing this heroic destiny means that you and perhaps frightening students, and even develop
have formed a bond with your chosen creature that such a bond that it leaves you and your pupils
transcends time and space. You gain the ability unshakable in the face of even unthinkable horrors.
to telepathically communicate with your bonded
creature regardless of distance and even on other Teacher Features
planes of existence. A character who has chosen the teacher heroic
In addition, you can use an action to attempt to destiny gains the following features.
teleport your bonded creature to you (or multiple
creatures whose total combined CR is equal to or less PREREQUISITES
than your level). When you do so and the creature This heroic destiny can only begin when you have a
consents to the teleportation, it appears in an profound, emotional moment with another human-
unoccupied space you can see within 60 feet of you. oid that has a lower character level than you or a chal-
In combat, the creature shares your initiative count, lenge rating no higher than your proficiency bonus.
but it takes its turn immediately after yours. It obeys The humanoid must be willing to learn from you
your verbal commands (no action required by you). through example, instruction, or training, regardless
If you don’t issue any commands, it acts according to of what form that may take. You may have saved a
its nature. A creature summoned in this way remains child from the deadly whims of bandits. Perhaps you
for 1 hour or until it or you choose to end the effect, promised to go on a dangerous quest with a fledgling
whichever comes first. At the end of the summoning, adventurer. You could begin traveling with a small
the creature instantly returns to the exact point it group of followers that already see you as a mentor,
was before it was summoned. or you may accompany a family member you fear is
Your bonded creature can use this ability to traveling down a dark path. In rare instances, teach-
telepathically communicate with you and summon ers may reach out to previous enemies and attempt
you in the same fashion. to reform them through personal instruction.
Some adventurers are driven by perfection and a Heroic Destiny Benefit: Focus
desire to possess ultimate mastery over a particular As long as you have at least 1 minute of uninterrupt-
skill. These people devote their lives and time to ed time to focus on the task at hand, you can treat
pursuing a passion, often to the exclusion of every- any ability check dice roll of 9 or lower as if you had
thing else. A character who walks the path of the rolled a 10 (adding modifiers as normal to determine
virtuoso regards adventuring as a means to sharpen the total).
their talent to a razor’s edge. Normal activity such as moving doesn’t interfere
Becoming a virtuoso takes immense focus, with focus, but attacking or taking damage make it
resources, and, above all, practice. Virtuosos are the impossible to focus.
best in the world at their chosen skill only because
of their supreme dedication. Whether becoming Heroic Destiny Benefit: Inspired Work
a master smith or a master chef, a virtuoso feels Your dedication to your craft is nothing short of
an intense desire to redirect all aspects of their inspirational. Once per day you can grant a point of
lives back into their true passion. Virtuosos must inspiration to yourself or one other creature inter-
prioritize their goals before everything else, often acting with your creations (such as watching you
trading personal comfort or convenience to advance perform, eating food you made, or wielding a weapon
their talent. you forged).
The character who chooses this destiny is
committing to a constant balancing act. Deciding TIER 2 FEATURES
between the passion you love and the people When you reach tier 2 of your heroic destiny, you
who need you is a constant struggle the virtuoso gain the following benefits.
must face. The story of how adventuring factors
into your goals is something a virtuoso must Heroic Destiny Benefit: Patronage
decide and re-decide often as their talents Your skills have attracted enough attention to at-
unfold. tract patrons. Patrons are wealthy individuals who
invest money and other resources in you so you can
Virtuoso Features more freely pursue your craft. You gain a number
A character who has chosen the virtuoso heroic of patrons equal to your current proficiency bonus,
destiny gains the following features. and you gain an additional patron each time your
bonus increases. At the start of each week, you
PREREQUISITES gain 15 gp per patron (or materials of your choosing
To embark on this heroic destiny, you must gain worth 15 gp).
regular access to a venue in a settlement or city These patrons typically live in the settlement or
where you can perform your talent for other people. city wherever your regular creative venue is. At your
This might be a lecture hall if you’re a mathematician, DM’s discretion, if you are unexpectedly absent from
a restaurant if you’re a chef, or a gallery if you’re an this location for more than 30 days at any one time,
artist. you stop receiving this benefit until you appear once
Discuss with your DM how you can achieve this again to ply your trade.
in your backstory or in game. Maintaining an open
dialogue about your advancing destiny is crucial to
building a successful story.
59
Chapter 1: Character Creation
TIER 1 FEATURES a vestige of its power has taken root inside of you.
When you successfully embark on your heroic Consult the Artifact Boon table to determine what
destiny, you gain the following benefits. benefit it has granted you. While the artifact exists
and another creature is not attuned to it, the benefit
Heroic Destiny Benefit: Fates Intertwined persists even if it is not in your possession. If the
You can instinctively gauge the direction and dis- artifact falls into multiple artifact type categories,
tance of your chosen artifact, so long as you are on select only one.
the same plane of existence. Otherwise, you inher- Each time there is conflict between you and your
ently know on which plane of existence the artifact chosen artifact or when you finish a short or long rest
currently resides. If your chosen artifact is broken while not attuned it, there is a cumulative 10 percent
into multiple pieces but not destroyed completely, chance that your Synchronous Harmony ends. In
you can discern the distance and direction to the order to restore it, you must undertake a task that
nearest piece not currently in your possession. In furthers your chosen artifact’s goals (at your DM’s
addition, if your chosen artifact is used by a creature discretion).
other than you, unclear visions of the event may
come to you while you sleep or meditate. You may TIER 3 FEATURES
hear cries of pain if it is used to kill or see warm light When you reach tier 3 of your heroic destiny, you
if it is used to protect or heal. gain the following benefits.
Heroic Destiny Benefit: Inherent Aptitude Heroic Destiny Benefit: Soul Bearer
The bond forged with your chosen artifact borders on Your chosen artifact becomes an extension of
instinctual. You have proficiency in its use, and you you, and you are an extension of it. Your hit
can attune to the item even if you do not meet the point maximum is reduced by 2 for as long as
requirements to do so. Attunement to your chosen the artifact exists, a tithe to physically bind
artifact does not count against the number of items you together. As an action, you can speak your
you can be attuned to at one time. artifact’s name and summon it from anywhere in
the multiverse. It appears in your empty hand or
TIER 2 FEATURES within 5 feet of you.
When you reach tier 2 of your heroic destiny, you A creature holding or otherwise controlling
gain the following benefits. your chosen artifact when you summon it must
succeed on a DC 18 Charisma saving throw to
Heroic Destiny Benefit: Synchronous Harmony keep the item in its possession. A creature that
You have spent enough time in pursuit of your succeeds on this saving throw is immune to this
chosen artifact’s past, present, or future goals that effect for 24 hours.
Artifact Boon
Artifact
Benefit
Type
Your armor class cannot be lower than 16 while you are attuned to your chosen artifact. While
Armor within 30 feet of your chosen artifact and while it is not being worn or carried, you can magically
summon it to you and don it as an action.
Rod, staff, You learn one spell of 3rd level or lower that your artifact can cast. You can cast that spell once per
or wand short or long rest without expending a charge or spell slot as though you cast it from the artifact.
You have advantage on the first attack roll you make on a turn with your chosen weapon. In
Melee
addition, while you are conscious, your chosen artifact cannot be taken from you by any means
weapon
unless you allow it.
Your chosen artifact no longer requires ammunition and instead fires projectiles of force or
Ranged conjured ammunition. Weapons that have the loading property still must be loaded as normal.
weapon Thrown weapons return to your hand after each attack and can be thrown at long range without
disadvantage on the attack roll.
As an action, you can turn your chosen artifact invisible. It remains invisible until you use
Wondrous
an action to make it visible again. Over the course of a long rest, you can subtly change your
item
artifact’s appearance so long as it is willing.
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Chapter 1: Character Creation
TIER 4 FEATURES
When you reach tier 4 of your heroic destiny, you
Bard Spells
gain the following benefits.
Cantrips (0 Level)
Oleander’s kiss (evocation)
Heroic Destiny Benefit: Infuse Power
Sanguine forge (transmutation)
The divide between you and your artifact has grown
so thin that your lifeblood and its power are indistin- 1st Level
guishable. If your chosen artifact has charges, you can Assess creature (divination)
expend one of your Hit Dice in place of expending a Presumed affliction (illusion)
charge when activating its properties or spells.
In addition, you can choose to take necrotic 2nd Level
damage equal to half your hit point maximum to Hither/thither (transmutation)
recharge one of the artifact’s properties that can Illusory passage (illusion)
only be used once before the next dawn. This damage
cannot be reduced or avoided. 3rd Level
Arresting caress (enchantment)
Heroic Destiny Benefit: Two Minds
Your chosen artifact is forever changed by your prox- 4th Level
imity, compassion, and unshakable companionship. Recast form (transmutation)
If it is not already, your chosen artifact becomes a
sentient item of your alignment with an Intelligence, 5th Level
Wisdom, and Charisma score. Roll 4d6 to determine Mingling guile (illusion)
each ability score. It has hearing and darkvision out
to a range of 120 feet. The item can also communicate
6th Level
Thunderburst (evocation)
telepathically with its wielder and can speak, read,
and understand every language that you do.
7th Level
If the artifact is already a sentient item, its
Sovereign’s leash (enchantment)
alignment, senses, and languages change as
previously listed at your discretion.
The artifact’s personality should reflect the time
you have spent together. If your bond has been Cleric Spells
fruitful and implacable, the item will be caring
and compassionate. If your time together has been 1st Level
tumultuous and fraught with peril, it may be cold Presumed affliction (illusion)
and cautious. Regardless, the item considers you its
one true wielder and closest companion. 3rd Level
Arresting caress (enchantment)
4th Level
Recast form (transmutation)
6th Level
Thunderburst (evocation)
7th Level
Sovereign’s leash (enchantment)
9th Level
Amauritic witness (evocation)
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Chapter 1: Character Creation
6th Level
Thunderburst (evocation)
7th Level
Father’s embrace (evocation)
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Chapter 1: Character Creation
Ambient Drift
Sound Spells 3rd-level abjuration
Casting Time: 1 action
Range: Touch
This section presents a sampling of spells developed
Components: V, M (a pair of beets that have been
through the manipulation of sound. These spells are
shaken)
available to the College of Bells bard subclass as well
Duration: 1 hour
as other spellcasting classes with the DM’s consent.
For the duration, ambient noise fills your mind
or the mind of one willing creature you can see
Sound Spell List within range, blocking out distractions. Until
the spell ends, the target gains the following
Cantrips (0 Level) benefits:
Hush (enchantment) • The creature automatically succeeds on
saving throws against being charmed,
1st Level deafened, frightened, or stunned.
Bestial roar (transmutation) • The creature has advantage on saving throws
Round (enchantment) made to maintain concentration.
Whispers to words (divination) • The target has disadvantage on any ability
Words to daggers (transmutation) check that requires hearing.
At Higher Levels. When you cast this spell
2nd Level using a spell slot of 4th level or higher, you can
Babble (illusion) target one additional creature for each slot level
Battle Cry (enchantment) above 3rd. The creatures must be within 30 feet
Borrow voice (necromancy) of each other when you target them.
Feedback (illusion)
Piercing pitch (evocation)
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Chapter 1: Character Creation
Battle Cry
2nd-level enchantment
Casting Time: 1 bonus action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 1 minute
You let loose a rallying cry that boils the blood of
creatures you choose that can hear you within range.
For the duration, each affected creature has advantage
on their next ability check, attack roll, or saving throw.
Bestial Roar
1st-level transmutation
Casting Time: 1 action
Range: Self (20-foot radius)
Components: V
Duration: Instantaneous
You unleash a powerful roar. Creatures of your choice
that can hear you within range must succeed on a
Wisdom saving throw or become frightened of you
until the end of your next turn. You have advantage
on the next attack roll you make against a creature
frightened by this spell.
Borrow Voice
2nd-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a silk ribbon tied into a bow)
Duration: Concentration, up to 1 hour
You attempt to take the voice of one creature you
can see within range. An unwilling target must
succeed on a Constitution saving throw or lose
their voice. A creature whose voice is stolen can-
not speak or cast spells with verbal components
for the duration.
Babble While you possess the target’s voice, you can
2nd-level illusion choose whether to use your own voice or the voice of
Casting Time: 1 action the target creature.
Range: 60 feet The creature’s voice is returned to them when the
Components: V, S, M (a pair of fish lips) spell ends.
Duration: Concentration, up to 10 minutes
For the duration, you twist the perception of verbal Call the Sun
language inside a 20-foot-radius sphere centered on 9th-level transmutation
a point you choose within range. Choose one of the Casting Time: 1 action
following effects when you first create the sphere: Range: Self (300-foot sphere)
• Any creature entirely inside the sphere Components: V, S, M (any type of beetle)
can only speak nonsensical babble, Duration: Instantaneous (24 hours outside
understandable by no one. Casting a spell that the range)
includes a verbal component is impossible You sing a song that rapidly speeds up time for
there. everything within a 300-foot sphere centered on
• Any creatures entirely inside the sphere can you. In the span of 6 seconds, the sun appears to race
speak to one another as normal, but creatures through the sky and everything inside the sphere
outside the sphere perceive their speech ages as if 24 hours have passed. Nothing outside the
as nonsensical babble. Casting a spell that sphere can affect anything inside the sphere while
includes a verbal component is possible there. this acceleration occurs.
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Chapter 1: Character Creation
At the end of the spell, any abilities, magic items, or Duration: Concentration, up to 1 minute
other mechanical features that have daily use limits You amplify the sounds within a 20-foot-radius
recover expended charges as if a true day has passed sphere centered on a point you choose within
(though this time is not considered a long rest). range. Once during its turn, whenever a creature
Creatures friendly to you can contribute their inside the sphere makes noise by casting a spell
voices to the casting of this spell without using an with a verbal component or by making a weapon
action. attack, all creatures in the sphere must succeed on
Creatures within the sphere who do not contribute a Constitution saving throw or take 4d4 thunder
their voices to the casting of the spell must attempt a damage from the feedback it creates.
Constitution saving throw at the end of the duration, At Higher Levels. When you cast this spell
gaining three levels of exhaustion on a failure, or one using a spell slot of 3rd level or higher, the
level of exhaustion on a success. feedback damage increases by 2d4 for each slot
level above 2nd.
Death Rattle
3rd-level enchantment Harmonize
Casting Time: 1 action 4th-level divination
Range: 60 feet Casting Time: 1 action
Components: V, M (a rattlesnake’s tail) Range: Self
Duration: Concentration, up to 1 minute Components: V, S, M (a tuning fork)
You implant a rattling noise that takes root in Duration: Concentration, up to 1 minute
the mind of a creature you can see that can hear You ring out a tone that can be heard up to 100 feet
you within range. The target must succeed on an away. Until the end of your next turn, you know the
Intelligence saving throw or its mind fills with a location of any creature within 100 feet of you that
thunderous rattling sound that no one else can hear. is not behind total cover. You learn the size and shape
While a target is affected by the spell, it is of any being whose presence you sense, but not
vulnerable to all damage, and if it drops to 0 hit its exact nature (as if you were handling a three-
points, its body is destroyed as it crumbles to pieces. dimensional model you cannot see).
At the end of each of its turns, an affected creature For the duration of the spell, you can perceive
can attempt to repeat the saving throw, ending the your surroundings using hearing alone as if you had
effect on a success. blindsight out to a range of 60 feet.
This spell has no effect on undead or constructs. This spell ends if you become deafened.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, you can target one Hush
additional creature for each slot level above 3rd. Enchantment cantrip
Casting Time: 1 action
Echo Range: 20 feet
5th-level evocation Components: V, M (a pinch of cinnamon)
Casting Time: 1 reaction Duration: Concentration, up to 1 round
Range: 60 feet You supress a creature’s voice for a fleeting moment.
Components: V, S Choose one creature within range. The target must
Duration: Instantaneous succeed on a Wisdom saving throw or be rendered
When a creature you can hear within range casts a incapable of speech until the end of its next turn, at
spell that has a verbal component and a casting time which point the spell ends.
of 1 action or 1 bonus action, you can use your reac-
tion to repeat what you hear. As long as the spell was Music of the Spheres
cast using a 5th-level slot or lower, you can replicate 8th-level enchantment
the spell effects as a part of your reaction without Casting Time: 1 action
needing any other components. When you replicate Range: 120 feet
the spell, you can choose new targets as if the spell Components: V, S, M (a diamond conductor’s baton
had originated from you. worth at least 1,000 gp)
Duration: Concentration, up to 1 minute
Feedback You open a creature’s mind to the cosmic music that
2nd-level illusion (ritual) drives all universal motion. Each creature of your
Casting Time: 1 action choice within 120 feet of you must succeed on a
Range: 120 feet Wisdom saving throw or be stunned for the duration
Components: V, S of the spell. Creatures who are deafened roll this save
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Chapter 1: Character Creation
with disadvantage. A stunned creature can repeat the failure. Any creature that can’t be charmed succeeds
saving throw at the end of each of its turns, ending on this saving throw automatically, and if you or your
the effect on itself on a success. companions are fighting a creature, it has advantage
on the save.
Piercing Pitch On a failed save, a target is incapacitated, and if it is
2nd-level evocation more than 5 feet away from you, it must move on its
Casting Time: 1 bonus action turn toward you by the most direct route, trying to
Range: 60 feet get within 5 feet of you. A charmed target can repeat
Components: V the saving throw at the end of each of its turns and
Duration: 1 minute whenever it takes damage, ending the charmed effect
You emit a piercing note that causes objects to on a success.
vibrate at a dangerous frequency. When you cast the You must take a bonus action on subsequent turns
spell, you can make a spell attack against a creature to continue singing, but you can stop singing at any
within range. On a hit, nonmagical armor worn by the time. If you stop singing, become incapacitated, or
target is partly destroyed and takes a permanent and can no longer speak, the spell ends.
cumulative −1 penalty to the AC it offers. The armor is
destroyed if this penalty reduces its AC to 10. Sonic Boom
As a bonus action on your turn, you can repeat this 7th-level evocation
attack against the same target or a different target Casting Time: 1 action
within range. Range: 100 feet (50-foot cylinder)
Components: V, S, M (a diamond conductor’s baton
Round worth at least 1,000 gp)
1st-level enchantment Duration: Concentration, up to 1 minute
Casting Time: 1 action You create a shockwave that tears through the air in
Range: 30 feet a 50-foot-radius, 100-foot-high cylinder centered on
Components: V, M (a silk glove) a point you can see within range. Each creature in
Duration: Concentration, up to 1 minute the area must attempt a Constitution saving throw,
A wave of resonance speeds toward a creature that taking 7d10 thunder damage and becoming deafened
you can see and that can hear you within range. Make on a failed save. On a successful save, a creature
a ranged spell attack against that creature. On a hit, takes half as much damaged and is not deafened. A
the target takes 1d6 thunder damage as thunderous creature made of inorganic material such as stone,
applause rings in its ears. On each of your turns for crystal, or metal has disadvantage on this saving
the duration, you can use your action to repeat the throw.
sound, magnifying the effect. When you do so, the
target must succeed on a Constitution saving throw Spectral Symphony
or take 2d6 thunder damage. On each subsequent 6th-level necromancy
round for the duration, when you can use your action Casting Time: 1 action
in this way, the damage increases by 1d6. The spell Range: 90 feet
ends if you use your action to do anything else, or if Components: V, S, M (a diamond conductor’s baton
the target succeeds on a Constitution saving throw. worth at least 1,000 gp)
The spell also ends if the target is ever outside the Duration: Concentration, up to 1 minute
spell’s range or if it can no longer hear you. You summon the souls of one hundred deceased
At Higher Levels. When you cast this spell using a musicians to form a symphony orchestra. The sym-
spell slot of 2nd level or higher, the starting damage phony manifests in an unoccupied space that you can
increases by 1d6 for each slot level above 1st. see within range. The members of the symphony are
incorporeal and cannot be directly interacted with in
Siren Song any way. Each soul appears as a ghostly imitation of
3rd-level enchantment how it appeared in life. Music played by the orchestra
Casting Time: 1 action can be heard up to 300 feet away.
Range: 60 feet Each round you maintain concentration on this
Components: V spell, the song grows in power, producing additional
Duration: 1 minute effects at the beginning of each of your turns. These
You sing a captivating tune, causing creatures of effects accumulate.
your choice that you can see and that can hear you Round 1, First Movement. When the musicians
within range to attempt a Wisdom saving throw, first appear, they begin their song with a lively
becoming charmed by you for the duration on a opening tune. All allied creatures (including you) that
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Chapter 1: Character Creation
can hear the symphony have advantage on the first barrier or at an angle. It can be free floating or resting
attack roll they make on their turn. on a solid surface. You can form it into a hemispheri-
Round 2, Second Movement. The orchestra’s song cal dome or a sphere with a radius of up to 10 feet,
shifts to a slower and more thoughtful pace. Any or as a flat wall up to 50 feet long, 15 feet high, and 1
hostile creatures that can hear the symphony have foot thick. Space occupied by the wall is considered
disadvantage on the first attack roll they make on difficult terrain.
their turn. When the wall appears, each creature in its area
Round 3, Third Movement. The orchestra’s song must make a Constitution saving throw. On a failed
evolves into an energetic minuet. All allied creatures save, a creature takes 3d8 thunder damage and is
(including you) that can hear the symphony have deafened for 1 minute. On a successful save, it takes
advantage on the first saving throw they make on half as much damage and isn’t deafened. A deafened
their turn. creature can attempt a Constitution saving throw at
Round 4, Fourth Movement. The orchestra’s song the end of each of its turns, ending the effect on itself
races toward a dramatic finale. Hostile creatures that on a success.
can hear the symphony have disadvantage on the first A creature that enters the wall for the first time on
attack roll and saving throw they make on their turn. a turn or ends its turn within 10 feet of the wall takes
Rounds 5–10, Finale. The orchestra’s song 3d8 thunder damage and then becomes vulnerable to
explodes into a final crescendo. All allied creatures thunder damage until the end of its next turn.
(including you) that can hear the symphony gain
5 temporary hit points at the start of each of Whispers to Words
their turns. All hostile creatures that can hear the 1st-level divination (ritual)
symphony take 5 thunder damage at the start of each Casting Time: 1 action
of their turns. Range: 60 feet
Components: V, M (a blank roll of parchment)
Tarantella Duration: 24 hours
4th-level enchantment When you cast this spell, you enchant a blank roll
Casting Time: 1 action of parchment. For the next 24 hours, any words
Range: Self (30-foot radius) spoken aloud within 60 feet of the parchment are
Components: V, M (the discarded legs of a tarantula) transcribed onto its surface (in the language they
Duration: Concentration, up to 1 minute are spoken in), regardless of how audible the words
A haunting, fast-paced melody begins to repeat are from its position. Once the spell ends, the roll of
around you. Creatures of your choice within 30 feet parchment ceases to be magical.
of you who can hear your song must succeed on a The spell ends early if the roll of parchment is
Wisdom saving throw or be affected for the duration. destroyed or dispelled.
An affected creature must spend at least half its
movement on its turn to move to a different space Words to Daggers
than where it began their its or take 4d6 necrotic 1st-level transmutation
damage at the end of its turn. As an action, an Casting Time: 1 bonus action
affected creature can attempt to repeat the saving Range: Self
throw to end the effect. Otherwise, the effect ends Components: V, S
only when the song stops. Duration: 1 minute
At Higher Levels. When you cast this spell using a Your words transform into silver shards that float
spell slot of 5th level or higher, the damage increases around you for the duration. When you cast the spell,
by 2d6, and an affected creature must move an you can make a melee spell attack against a creature
additional 5 feet for each slot level above 4th. within 5 feet of you. On a hit, the target takes magi-
cal piercing damage equal to 1d4 + your spellcasting
Wall of Noise ability modifier.
3rd-level evocation As a bonus action on your turn, you can repeat the
Casting Time: 1 action attack against a creature within 5 feet of you.
Range: 120 feet At Higher Levels. When you cast this spell using a
Components: V, S, M (a container of dry beans spell slot of 2nd level or higher, the damage increases
or lentils) by 1d4 for every slot level above 1st.
Duration: Concentration, up to 10 minutes
You create a wall of visibly pulsing noise pollution
at a point you choose within range. You can make
the wall in any orientation, as a horizontal or vertical
72
CHAPTER TWO
MORTAL REALM
M ost characters in the Planes begin their
adventures in the Mortal Realm, specifi-
cally in the Eldrin Empire. Although the
empire encompasses much of the continent, the
Birth of the Eldrin
Eldrin stories speak of a time when the Mortal Realm
was empty. Beautiful landscapes stretched across
various regions are home to many different peoples the world, but no one was there to admire them, so
and cultures. This chapter provides an overview of they stood silent. Until, of course, the Mother and the
the continent and details locations in which to set Father paid a visit. Two faerie beings stepped onto
your adventures. the empty earth from a portal and saw how beautiful
the lonely land was.
These two fey, who were so great in power they
History of were more akin to gods, decided to create children
the Eldrin Empire to populate the realm. There was so much work to
be done. The beings started their labors by creating
four daughters to help lead their efforts. These
Every culture tells different tales of how the Mor- daughters—Mindaris, Tavir, Ferelen, and Olyana—
tal Realm came to be, but since history is so often were the first four eldrin.
decided by the victors, the eldrin telling is the most With the help of their daughters, the Mother and
widely accepted across the empire. Father created the initial generation of eldrin and
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Chapter 2: Mortal Realm
taught them to use the magic that flowed through the Northward expansion led to first contact with the
land. As they mastered magic, these eldrin began to elves, who were horrified by the empire’s widespread
build a city that would eventually be named Faelyn. urbanization. Hostilities between elves and eldrin
One day, the Mother and the Father gathered their eventually escalated into a vicious territory war.
four daughters to share grave news. Their time in the With war raging to the north and the inhospitable
Mortal Realm was growing short, and they had to Kronos Desert to the west, the empire continued to
return home to aid others of their kind. While the expand south until the first wave of settlers reached
daughters wept for a world without their parents, the Feywalk Jungles. Suddenly, golden opportunity
they promised to guide their younger siblings and turned to terror as waves of fey emerged from the
ensure each generation would pass on the story of jungles to slaughter settlers en masse. Settlers died
their creation. by the hundreds as faerie creatures slew entire
populations of newly established towns, then lay in
Age of Expansion wait to destroy the next wave of settler caravans.
Few survivors escaped the carnage, and tales of
A few hundred years after the founding of Faelyn, the the horror unfolding in the far south were slow to
city experienced a massive population boom. Faelyn’s reach Faelyn and the newly founded city of Chasiana.
promise of safety and infrastructure attracted so Thousands of empire citizens died before the reigning
many immigrants from across the continent, the city tsarina established formal borders to the Eldrin
could no longer produce food quickly enough to feed Empire, bringing a sudden halt to further expansion.
its people. The empire sponsored exploration south-
ward to stave off a crisis, paying laborers and nobles Age of Allies
alike to leave the city and settle elsewhere.
These settler expeditions ushered in an age of With a new threat to the south and the delta’s
rapid expansion. The empire quickly established resources secured, the empire ceased its efforts to
settlements across the agriculturally rich lands to conquer the elven lands to the north. After a year
the south (the area now called the Mother’s Delta). of fraught negotiation, the elves and eldrin signed a
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Chapter 2: Mortal Realm
peace treaty establishing the sovereignty of the elves Mindaris II’s execution and the secession of the
in the Valley of Yalanthanil. Borderlands from the empire. Just six years later, the
With the northern war settled and the discovery current reigning Tsarina (Sariel Mindaris II) inherited
of hostile fey threatening the continent, the Eldrin a plummeting trade industry plagued by piracy and a
Empire faced a new challenge. Mages, soldiers, heroes, population terrified by growing reports of fey activity
and nobility from across the land were called together along the Feywalk for the first time in centuries. It
to discuss the fey threat in the empire’s first Great is in this tumultuous time that campaigns set in the
Council. For weeks, the factions argued over how to Planes begin. Old wounds between the elves and
best deal with the menace before deciding to build the eldrin still haven’t healed. Fresh wounds—like
an empire stronghold atop the soaring Plateau of the Borderlands coup—highlight ongoing economic
Andorra. This stronghold eventually became the city of stratification dividing the empire. And the faerie of
Ashtar, but how to fight the fey was left unanswered. the Wildes are stirring once again, after centuries of
Around this time, a young woman, a traveler from gathering their strength.
a far-off land, stepped forward to address the council.
She spoke of powerful binding magic used by her
people to fight creatures from other dimensions, and Life in the Empire
she offered to teach this magic to those brave enough
to learn it. Details about this woman have been lost Generally, mortals who live within or near the
(or kept secret), but her teachings lead to the creation empire’s cities enjoy plentiful comforts and protec-
of the fey-hunting Carillon Order. tions provided by a well-ordered society. The farther
With expansion halted, Ashtar established, and the one gets from these cities, the scarcer government-
carillons’ devasting powers, the faerie hordes that sponsored resources become, and distant corners of
emerged from the Feywalk were pushed back until the empire enjoy none of these protections. Villages
the attacks ceased altogether. Rather than pursuing situated close to the borders of the Wildes are akin to
the fey into their alien realm, the empire decided to frontier towns that rarely receive visits from govern-
let them retreat and settled to maintain the border. mental officials. Some regions, like the Kronos Desert
While Ashtar and the Carillon Order were left to and the Shifting Plains, are so suffused with magic
safeguard against future faerie attacks, the empire they are inhospitable to most mortal creatures.
turned its attention to strengthening infrastructure Little civilization exists beyond the borders of the
and the rest of its borders. empire, with the exception of the few independent
lands that have seceded from eldrin control. The
Age of Innovation barren wastes to the north are populated by those
who openly reject eldrin rule, and elves rule the green
With the borders secured, the empire enjoyed centu- valleys of Yalanthanil to the northeast.
ries of rapid growth and prosperity. Faelyn, Chasiana,
and Ashtar flourished into thriving cultural centers. People
Population in the empire doubled as new roads and
seafaring technology allowed the eldrin to access While large populations of eldrin do exist in the
faraway lands. The economy flourished, giving rise to empire, equally large populations of the other mortal
advances in science, medicine, culture, and weaponry. races exist as well. To enjoy some of the specific
Military defenses like the Veil and North Point were protections and benefits of the government, a person
established to safeguard against future threats. The must apply to be a citizen, a process that is open to
University of Faelyn opened its doors to the people all creatures. However, many people who live in the
of the continent. Caer Leona became a healing haven empire’s borders never pursue the process of citizen-
that spread mundane and magical healers across ship, preferring to live outside the watchful eyes of
the empire. With wealth abundant and survival the state. This open application policy has made the
guaranteed, the rich set their sights on getting richer, empire a cultural melting pot of religion, art, and
and existing gaps between the economic classes magical traditions.
became ever wider. Growing dissatisfaction with
eldrin status and wealth stirred through the empire, Languages
culminating in a violent end of the age.
Due to frequent traffic between realms, nearly every
Present Day language in existence is spoken somewhere in the
Mortal Realm. Citizens of the empire are taught
A wave of troubles has marked the past century, to read and write Common in school, and it is not
starting with the coup that resulted in Tsar Arranis uncommon to learn Sylvan as a second language.
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Chapter 2: Mortal Realm
Draconic
Dragons, empire-taught mages; Calendar
the written language of magic
In the common calendar of the Eldrin Empire, days
Dwarvish Dwarves from the Teeth are 24 hours long, divided into day and night. Seven
days make up a week. Four weeks make up a month
Elves; official language of the
Elvish and eight months a year. The months correspond
Valley of Yalanthanil
with the year’s solstices and equinoxes.
Gnomish Gnomes from the Teeth The seven days of the week, in order, are Solis,
Luna, Nerell, Nabu, Maruk, Ishar, and Cronus.
Halfling merchant families of The common empire calendar tracks the years
Halfling
Chasiana since the purported creation date of the eldrin
people, and each year is noted alongside the name
Sylvan Eldrin, fey, the carillons of Ashtar
of the eldrin dynasty that held the throne when
the year began. The throne most recently came into
possession of the Mindaris dynasty when Tsarina
Non-Standard Languages
Sariel Mindaris I was crowned in Auxesia 1406 Tavir.
of the Mortal Realm
By default, a new campaign set in the Planes begins
Language Main Speakers on 1 Eunomia 1716 Mindaris.
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Chapter 2: Mortal Realm
Government
and Politics
MATRIARCHAL SOCIETY
The Eldrin Empire is ruled by a two-party system with
While the tsar and tsarina are technically
the royal tsar and tsarina serving as the heads of state
equal in power, eldrin society has always
alongside a legislative council of appointed dukes and
regarded the tsarina as the more important
duchesses. Authoritarian power is balanced between
of the joint monarchy. This process started
the monarchs (the tsar and tsarina) and the council,
with the creation myth of the eldrin people.
which divides the empire into seven duchies. Each
The first children to whom the Mother and
duchy is ruled by a duke or duchess who oversees
Father gave life were their four daughters.
taxation and the administrative needs of its citizens.
The new parents relied heavily on these four
Politics play a major role in everyday life. Whether
daughters to help them create the eldrin
living within the protection of eldrin society or outside
and shape the empire for all their mortal de-
it, there are always greater forces vying for control.
scendants. They were named Mindaris, Tavir,
Empire nobles are obsessed with increasing their
Ferelen, and Olyana. These names are the
status and spend most of their time scheming to
family names of the four most influential
further their ambitions. Who rises to what positions
lineages in the empire, with each member
of power for what reasons are in the forefront of
of the line claiming a direct genetic link to
every politician’s mind. This continual cycle of
one of these progenitor eldrin.
posturing is a thorn in the side of progress, and
Since noble status is determined by
problems facing a province are often forgotten amid
relation to one of these four women, the
political infighting.
tsarina’s (not the tsar’s) family name dic-
tates who controls the throne. Similarly,
Magic eldrin children adopt the family name of
their mother when born.
Magic suffuses the Mortal Realm, and its use is a com-
mon part of daily life across the empire. While not
every mortal is born with the aptitude for spellcast-
ing, most manage to learn at least a cantrip or two in allowed to worship whatever gods they wish as long
their lifetime. Because magic is embraced in cultures as their rites and practices don’t cause harm to others.
across the empire, there is a considerable breadth Most eldrin and many other citizens in the empire
of spellcasting expression and tradition. State- do prescribe to the official state religion which
sanctioned magic taught in the colleges of Faelyn worships the two gods responsible for creating the
looks different from the heritage magic invented by eldrin people and the empire. For more information
the elves of Yalanthanil. Magicians from the city of about the Mother and the Father, see the Birth of the
Ashtar exclusively use the manipulation of sound Eldrin section earlier in this chapter.
to cast their spells, while the sisters of Caer Leona
heal through silent prayer. The study of magic and
its constructive use is celebrated, and many casters
develop personalized artistic relationships with their
practice of it.
Religion
Religion is an active force in the lives of most mortal
creatures. Gods in the Planes are physical beings who
require worship to maintain the celestial realms that
in turn fuel their power. Though few mortals fully
grasp the implication of this arrangement, the gods
encourage deeply personal relationships between The Mother
themselves and their worshippers, freely performing Typical Alignment: Chaotic good, chaotic neutral
miracles and granting power to divine casters who Suggested Domains: Life, Light, Nature, Tempest, War
act in their name. Symbols: A golden flame, a sword
Since many different creatures and cultures exist in The Mother is the god of force. She is the spark that
the empire, temples and shrines to almost every god instigates and drives all action. She is the patron of
can be found somewhere. Mortals in the empire are inspiration and strength in all its forms. The Mother
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Chapter 2: Mortal Realm
considered absolute truth in the official A network of mages, scientists, and politicians works
religion of the empire, with the Father and tirelessly to improve quality of life throughout the
the Mother represented as the sole gods empire, including maintaining advanced infrastruc-
of the eldrin people. However, a growing ture such as paved roads, sewer systems, and law
religious trend poses that more than just enforcement.
two fey originally stepped forth from the
Wildes. This subculture believes three Education and Research
beings—or more—came forth: the Mother, Education is readily available in the empire. Children
the Father, and a trickster being referred raised in its settlements are encouraged to attend
to as the Bastard. This third being may not school, which is paid for by the government. The
have had a direct hand in the birthing of University of Faelyn has an incredible amount of
the eldrin, but it is believed the trickster colleges and trade schools where prospective students
subtly subverted the efforts of the Mother can enroll for years of coursework or train for a few
and Father, imbuing their eldrin children weeks in a particular skill. Chasiana has several
with the mortal penchant for chaos. The art schools that similarly offer long- or short-term
Bastard’s popularity has only grown over programs, and it is home to every type of bard college.
the long centuries of eldrin rule, and they Both these cities also have vast libraries that are open
have been adopted as a symbol of rebellion, to the public, but magic and rare tomes are kept in
freedom of thought, and chaos. private wings that require permission to enter. For
The free people of the Borderlands named more details about empire schooling and libraries,
their settlement after the Bastard god as a read about the Great Library in the Faelyn section.
public declaration of anti-eldrin authority.
1 This section details pricing and availability for any services that
deviate from those found in the PHB.
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Chapter 2: Mortal Realm
Exploring
the Eldrin Empire
The following sections focus on what you need to
know about the regions of the Eldrin Empire and
gives suggestions for creating adventures tied to
each location.
Faelyn
Capital: Faelyn is the capital of the Eldrin Empire
Leadership: Tsarina Sariel Mindaris II, Tsar Riardan
Tavir, Duchess Melwen Tavir
Known For: Royalty, education, maritime trade
Faelyn is the capital of the Eldrin Empire and
boasts the largest population of any city in the
Mortal Realm. It is home to a diverse immigrant
population attracted by the capital’s universities,
gardens, museums, trading centers, and other
urban innovations.
Faelyn is a thriving port city built on the shores of
the Edorian Ocean, allowing travelers from distant
lands to deliver knowledge and exotic goods. Well-
established trade relationships, a large navy, and
strict legislative regulation of the ports allow vast
wealth to flow through Faelyn into the empire.
History
At the heart of Faelyn rests the exact spot where
the Mother and Father (the primary eldrin gods) are
said to have first stepped foot in the Mortal Realm.
The Rainbow Palace where the tsar and tsarina live is
built around this spot, and visitors to the palace can
step into the open-air courtyard to trace the same
steps as these creators.
Regardless of whether the story is true, Faelyn is
the first recorded eldrin settlement. The area had
become a full-fledged city long before eldrin settlers
moved south into the Mother’s Delta and west
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Chapter 2: Mortal Realm
Major Locations
toward the Plateau of Andorra. This religious and
The sprawling city of Faelyn is home to many archi-
historical legacy has secured Faelyn as the enduring
tectural marvels and cultural institutions.
capital of the empire.
THE GREAT LIBRARY
Ecology
The Great Library of Faelyn is not one building but
Faelyn and its surrounding lands enjoy a temperate
rather an entire district with dozens of structures.
climate. Its position between the Edorian Ocean and
Some of these buildings are open to the public, but
the Meriel River makes its open expanses of land rich
many more, including a subterranean maze of ar-
for farming. The province does experience the chal-
chives, are enterable only with the proper credentials.
lenges of all four seasons, but even the cold of winter
It is fondly said that the Great Library of Faelyn holds
and the summer heat are relatively mild.
the answer to every question for those lucky enough
to comb its depths. To obtain permission to enter the
People
private areas of the library, an individual must petition
People travel from all over the realm to study and
the university deans who routinely meet to review
work in the capital, creating a diverse cultural
such requests. Unless an individual presents ample
climate. Faelyn has numerous universities and
proof of need, their application is denied. If a petition
trade schools open to all creatures, which has given
is accepted, the individual receives a magical mark
rise to a robust middle class of educated workers.
to bypass the arcane defenses that guard the private
Creatures who don’t pursue schooling can easily
wings. Stories of death, incineration, transformation,
find work in the bustling agriculture or maritime
and worse at the hands of such protective measures
trade industries, and they typically enjoy a comfort-
are enough to keep most unapproved visitors from
able lifestyle.
breaking into these secure areas.
While the university deans would never admit it,
Culture and Politics
some sections of the Great Library have never been
Faelyn is home to the palace of the tsar and tsarina,
mapped. Vaults of ancient knowledge hidden deep
factoring heavily into the city’s continued prosperity.
underground have been carved out and warded long
People who live in Faelyn are generally happy with
before modern memory. Extreme security measures
the rule of Tsarina Sariel II, despite her colorful per-
in portions of the library are meant to keep intruders
sonal life. During her relatively short reign, she has
out as much as keep in whatever secrets wander in
already made significant advances toward keeping
the dark below.
the empire safe from myriad threats: the encroaching
Wildes, the growing population in the Borderlands,
UNIVERSITY OF FAELYN
and the uneasy peace with the elves of Yalanthanil.
Next to the library district is the massive campus of
the University of Faelyn. Sprawling branches and
Faelyn Characters
towers host hundreds of classes covering magic,
When creating characters from Faelyn, consider
science, creative arts, tactical warfare, and everything
asking the following questions.
in between. In addition to classrooms, laboratories,
workshops, and lecture halls, the campus has dormi-
What brought you to the city? Were you born and
tories available for nonlocal students.
raised in the capital? Did you come to Faelyn for work
The university is a major source of jobs for the
or study? Do you hold a government-sponsored job?
ever-growing population of the empire primarily
due to its government-sponsored study program.
Why have you decided to leave the city? What
Students hoping to attend the university can pay
motivates you to give up your current life in favor of
directly for their tuition (which is a substantial
adventuring? Have you recently graduated and are
fee) or waive tuition fees by agreeing to a five-year
looking for your place in the world? Have you decided
governmental service contract upon graduation.
it’s time to leave and see the rest of the world?
Upon graduation, contracted students are placed
in a job relevant to their field and given a stipend
What is your relationship with the empire? Have
to continue living comfortably in the capital. Many
you been a loyal eldrin citizen all your life? Did you
students find this arrangement highly desirable, and
immigrate to the Eldrin Empire and adopt their cus-
it is not uncommon to continue work at assigned
toms as your own? Are you discontent with what you
jobs long after the five-year contract has expired. This
have seen of eldrin society so far?
combination of opportunity and careful regulation
of acceptance rates has blessed the capital with an
abundance of skilled workers.
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Chapter 2: Mortal Realm
RAINBOW PALACE
The Rainbow Palace sits atop the
Jade Isles
highest point in Faelyn, and its Capital: Jane’s Town
colorful spires can be seen from Leadership: Duke Phinneus Albright (Jane’s Town)
miles outside the city. On sunny Known For: Ancient ruins, pirates, tropical species
days, the palace’s gemstone tiles The Jade Isles is the newest province in the El-
project an aurora of dazzling drin Empire. Before the empire claimed them, the
rainbow light. resource-rich collection of islands was a refuge for
Historically, the ruling pirate bands that plagued the Edorian Ocean. Dozens
tsar and tsarina live in the of islands, ranging from minuscule to large, make
palace, but it also functions up the archipelago, and all host tropical jungles, sea
as a legislative building for caves, and crumbling ruins.
nobility and government
officials. Visitors must History
have express permission Before the Eldrin Empire claimed the Jade Isles,
to enter its golden they served as a base for the most notorious pirate
walls, and the average crews of the Edorian Ocean. The isle’s bounty of
citizen never steps coves, caves, and beaches made it an ideal location
foot inside. to organize and hide from pursuit. As the empire’s
seafaring trade grew, so did the number of merchant
ships carrying holds of valuable goods. Thus began a
golden age of piracy, when dozens of pirate vessels
QUEST BOARD found easy prey attacking the fleets of trade ships en
route to Faelyn.
A portion of the archives underneath As trade losses grew to distressing heights, the
the Great Library is suddenly sealed off. empire poured its resources into building a naval
Rumors abound of a hostile creature that force of incredible power to combat the pirates.
somehow got in, and campus security is Even with increased military resources, the most
quietly looking for capable volunteers to notorious pirate vessels remained at large, so Tsarina
deal with the trouble. Sariel II hatched a plan. She offered Letters of Marque
to several pirate captains, pardoning them of past
The tsarina’s birthday approaches, crimes in exchange for their help hunting down the
and there is a city-wide call for novel rest.
entertainment acts. Auditions for Captain Phinneus Albright was one such pirate
performers are being held by Faelyn’s who accepted the tsarina’s deal, and he spearheaded
artistic elite, and anyone who catches a brilliant campaign to destroy the pirate ringleaders.
their attention is sure to win both gold With Albright’s assistance, the age of piracy came to
and status. an abrupt and bloody end. For his instrumental role
in the campaign, Sariel awarded Albright stewardship
of the Jade Isles, making him the first non-eldrin
A cohort of graduate students from to ever hold the title of Duke. Captain Phinneus
the University of Faelyn are paying
Albright (now Duke Phinneus Albright) retains
good coin to anyone who harvests
providence of the Isles to this day.
rare parts from monsters that dwell
outside the city.
Ecology
Long stretches of balmy days on the islands are
frequently interrupted by tropical storms that make
docking on the shores incredibly perilous but allow
the lush jungles to flourish. Due to hazardous coast-
lines, the majority of the islands remain unexplored.
However, routine expeditions continue to delight
empire naturalists with newly discovered flora and
fauna species.
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People
Most people living in the Jade Isles are retired
sailors and pirates who switched sides when Duke
Albright did. These hardy folk take great pride in
the community they have built amid the terrifying
wonders of the isles. In addition to the locals,
research teams from the empire regularly visit the
isles, staying for a season or two while they catalog
new species.
Major Locations
While the islands’ coastlines have been charted,
most inland features remain a mystery waiting to be
explored.
JANE’S TOWN
Jane’s Town is the only established settlement in the
Jade Isles. Once a burgeoning pirate port, Jane’s Town
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Chapter 2: Mortal Realm
has grown significantly since the isles were recog- TWILIGHT CAVERNS
nized as part of the Eldrin Empire. The town is built Mere miles from the settlement of Jane’s Town is
around a crescent-shaped bay that is one of the few the entrance to a maze of partially submerged caves
safe places for ships to dock. Because of its distance named the Twilight Caverns. These caverns are a
from the mainland and the untamed natural environ- series of naturally formed chambers filled with crum-
ment, the town’s population is expanding at a crawl. bling ruins of a yet-unidentified civilization lost to
The locals don’t seem to mind this predicament too time. Researchers regularly visit the caverns to study
terribly, but everyone looks forward to news and these ruins, since they are better preserved than the
goods from the mainland whenever a ship of adven- aboveground specimens dotted across the islands.
turous vacationers or scientists arrives at port. The twilight caverns are also a popular tourist desti-
Unlike the other eldrin provinces, government in nation due to the remarkable light-bending proper-
Jane’s Town relies on the same type of democracy ties of the ruins that fill their depths. During the twi-
used aboard pirate vessels. Whenever a decision light hours before sunset and sunrise, the stone used
needs to be made, citizens of the town gather and to construct the buildings glows with a breathtaking
vote on the best course of action. If there is no clear array of rainbow lights. Scholars are still researching
majority, the duke or his second in command (an elf what exactly causes this spectacular phenomenon.
named Valencia) step in to arbitrate. The Twilight Caverns are the most well-cataloged
ruin complex in the Jade Isles, but the stretches of
cavern that spiral down into the ocean depths have
yet to be explored. Until submersible technology is
more widely available, archeologists can only dream
of what lies at the bottom of the caverns.
Kronos Desert
Capital: North Point
Leadership: Duke Rivaan Varis (North Point)
Known For: Arcane anomalies, military training,
warped monsters
People
Violent arcane storms destroy permanent structures
built above ground. Creatures who live in the desert
travel nomadically or build settlements in the stone
ruins buried beneath the sand.
Few creatures can live in the desert’s heart, but the
Eldrin Empire maintains several defensive outposts
along its borders. Living so close to the desert guar-
antees a hard life, but eldrin who take up positions
there often do so out of a deep sense of patriotism.
Hazards
In the Kronos Desert, travelers must contend not
only with the standard survival perils of a desert but
the bizarre time storms that rage across the dunes.
These time storms do not follow any predictable
patterns, which makes avoiding them a matter of
luck rather than skill. Sometimes these anomalies
look like encroaching dust storms, but mostly they
manifest as invisible portals through which a traveler
might unwittingly step. A creature swept up in one
of these time storms could be propelled to any future
or past point in time, becoming stranded centuries
ago or only losing a couple hours. This frightening
prospect of forced time travel is enough to keep most
creatures from ever attempting to cross the sands.
Magical storms not only twist time in the desert, but
they also distort space, making it impossible to safely
teleport anywhere in the region. Both short- and long-
range conjuration magic catastrophically fails within
the confines of the desert. Lesser failures include, but
are not limited to, physical disfiguration, total memory
loss, and appearing thousands of miles away from
the intended destination. More fantastic failures have
seen creatures disappear from existence, explode, or
become permanently lost in alternate timelines.
What dangers have you experienced? Have you Chained to the back of a titanic earth elemental is
survived monster attacks? Have you ever been a magical bazaar that hosts a population of planar
stranded or injured by arcane storms? Have you ever misfits. In this marketplace dragged around by the
been in a position where exposure to the elements random whims of the elemental, travelers from the
almost killed you? different realms of existence live and trade with one
another fearlessly. Alien beings, creatures made of
Major Locations raw magic, and those considered too monstrous to
The vast expanse of the Kronos desert hides a pletho- live in “normal” society harmoniously exist with one
ra of arcane mysteries and serves as a natural defense another in this grand bazaar bound together by a
against invaders from the western mountains. series of free-trade guidelines.
Because passage through the heart of the desert is
nigh impossible for most mortal beings, the Planar
Bazaar continues to be the best-guarded secret in
the empire. Despite the bazaar’s random course,
creatures who visit the bazaar have instinctive
knowledge of how to find it again.
QUEST BOARD
One of the twelve Veil outposts has failed
NORTH POINT to send status reports to North Point for
North Point stands as the farthest major mark of the several weeks. With the bulk of the officers
empire. The fortress is located at the northernmost occupied elsewhere, a capable party must
point of the Kronos Desert and the westernmost
travel across the desert and investigate
what happened to the outpost mages.
edge of the Borderlands. Battalions of empire-trained
soldiers occupy the outpost, which is part border
defense and part training ground for elite empire A ferocious series of dust storms near
fighters called legionnaires. Soldiers stationed at the desert border have uncovered the tip
North Point stand ready to march on military threats of a gargantuan golden spire. Local
that may arise in the Borderlands, brave the desert to archaeologists seek brave adventurers
run supplies to the far-flung Veil outposts, and guard to keep them alive as they mount an
the continent against the hordes of monsters that expedition to investigate the structure.
regularly emerge from the Valerian Reach.
Because the environment is so brutal, North Point
A community experiences an outbreak
serves as a training ground for the legionnaires, a
of an ancient disease that slowly
specialized military force trained to fight in even the petrifies afflicted creatures. The
harshest conditions. Legionnaire hopefuls are sent condition is immune to magical
to North Point after graduating from basic training healing, but legends say a cabal of
to test their mettle. Approximately one in every ten stone giants in the Kronos Desert were
recruits makes it to the second year of legionnaire able to cure the disease when it last
training. appeared centuries ago.
North Point is under the command of Duke Rivaan
Varis, an eldrin not born of a noble bloodline but
awarded his title for exceptional military service. He
was recently sent (many whisper “banished”) from THE VEIL
the court of Faelyn to preside over matters in the The Veil is a magical barrier that wraps around the
fortress. He and the tsarina were exceptionally close northwestern border of the empire, protecting
until his abrupt reassignment followed shortly after it from dragons, bandits, and monstrosities that
her marriage to the new tsar. swarm the mountains just beyond. The Veil was
put in place by the first tsarina of the Mindaris
PLANAR BAZAAR dynasty, Aurelia I, a gifted mage. At the time of the
Gliding through the most inhospitable stretches of Veil’s invention, the empire was under assault by a
the Kronos Desert is an entire settlement utterly continuous series of raids from the lands just over
unknown to most creatures in the Mortal Realm. the western mountain range (called the Teeth).
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Chapter 2: Mortal Realm
History
During the age of expansion when the Eldrin Empire
funded exploration outside Faelyn, people began to
settle in the agriculturally rich lands to the south,
and the area was named the Mother’s Delta. The delta
seemed a rich paradise full of easy-won wealth, and
the city of Chasiana was built as its crown jewel.
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Chapter 2: Mortal Realm
WHO ARE
THE CARILLONS?
Ashtar is the home base for an order of
magic-users called carillons who use bells to
summon, banish, control, and harm fey crea-
tures. A carillon is easily recognized by the
bandolier of seven bells they always wear.
Carillons are influential figures in the em-
pire who track down and slay fey creatures
who enter the Mortal Realm. Members of
the order have permission from empire
monarchy to do whatever is necessary to
maintain national security, which makes
them as much feared as they are revered.
For more information on the Carillon
Order, see chapter 4.
battle a fey, and were they responsible for saving you FEYWALK JUNGLES
or your community? The Feywalk Jungles is a transitory place that marks
the ever-shifting border between the faerie realm
Why do you live here? Are you determined to honor (called the Wildes) and the Eldrin Empire.
your roots in Ashtar, despite the constant danger? Constant ebb and flow between the two realms
Are you an eldrin patriot who considers it an honor sporadically causes weird magical effects throughout
to defend the border? Do you value living in a place the jungle. Mutated creatures and plants randomly
removed from most of the day-to-day eldrin politics? appear in its depths, any structures built quickly fall
to ruin, and landmarks are prone to change location.
Major Locations No eldrin call the jungles home, but a few exceptional
Ashtar is the only major settlement on the plateau, communities have learned to live in harmony with
but scattered rural communities eke out a living from the ever-changing landscape. Ultimately, the empire
the lands at its base. Wide tracts of land adjacent to has given up on establishing a foothold in the jungle
the Wildes are inhabited only by abandoned build- in favor of maintaining its borders.
ings and the occasional empire patrol. Just beyond
lies the Feywalk Jungles, which is a dangerous
transitory zone between the Mortal Realm and the QUEST BOARD
faerie realm.
History
When settlers first expanded outward from Faelyn,
a portion headed west into the Shifting Plains. The
aggressive grasslands thwarted every attempt to
build structures or establish settlements. After so
many failures fighting back the magically infused
landscape, the tsarina stopped approving settler
petitions to the area altogether.
While the eldrin have no established
settlements in the plains, they have brokered
longstanding trade agreements with the nomadic
cultures that call the grasslands home. In
particular, the local orc tribes who capture and
breed horses have enjoyed a fruitful partnership
with the empire to this day.
Ecology
Conditions in the Shifting Plains are not as intense
as the Kronos Desert or the Borderlands, but hot
sun and scarcity of water have kept the eldrin from
developing the area. A variety of grass species unique
to the empire flourish here, and many possess latent
magical properties. This latent magic makes native
flora and fauna particularly resistant to the influence
of civilization. When cut, the grasses grow back
within days, more fibrous than they were before.
Beasts who wander the grasslands have innate magi-
cal abilities to help them hide, making the Shifting
Plains a hunting ground worthy of only the most
capable rangers.
People
Centaurs, orcs, and goblinoids make up the largest
percentage of the people who live in the grasslands.
These groups travel across the plains in large clusters,
erecting semipermanent structures as they track
migratory herds of the beasts they hunt for food.
Most cultures in this province have little interest in
interacting with the Eldrin Empire. Still, several orc
clans make a living by domesticating wild horses to
sell to the eldrin military.
How do you feel about city life? Have you ever vis-
ited a developed town or city? Does the prospect of
living in a city excite or frighten you? Do you resent
civilization’s effect on the natural environment?
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Chapter 2: Mortal Realm
QUEST BOARD The various people who live in the plains are all
familiar with this site and regard it as a mystical
place of power. Whenever these disparate
An eldrin noble seeks adventurers to societies decide to meet, they usually assemble
capture a rare breed of horse native to the
at Goldencrest.
grasslands. They are offering a huge
sum of money to whomever can capture
the elusive beast.
Exploring the
The Shifting Plains begin to burn, Independent Lands
causing poisonous clouds of magic
dust to affect adjacent provinces. The following sections detail independent regions
Rumors report that the sudden that border the Eldrin Empire and give suggestions
appearance of a fire-breathing beast is for creating adventures tied to each location.
causing the problem, and it needs to be
tracked down and stopped.
Borderlands
A wealthy merchant is trying to Capital: Bastard’s Breach
build a hunting lodge in the Shifting Leadership: Elected council of elders
Plains, but development is repeatedly (Bastard’s Breach)
sabotaged by magic. The merchant Known For: Rebellion, outlaws, airborne monsters
suspects a nearby druid circle is The Borderlands were once a province of the Eldrin
behind the interference, and they want Empire, until the region was granted its own
adventurers to talk (or bully) some sovereignty following a bloody coup. While the
sense into the druids. rocky wastes of the Borderlands are perilous, it is
one of the few places where humanoids can live
totally outside the influence of eldrin law.
Ecology
The Borderlands form the northernmost portion
of the continent, stretching from the Shifting
Plains into the glacial northern mountains of
the Teeth. Most of the land is unyielding tundra,
which renders farming infeasible. Conditions in
the Borderlands have only worsened as increased
numbers of flying monsters pour out of the
mountains and the roaming bands of outlaws
continue to grow in number.
People
Most mortals in the Borderlands live together in the
sole settlement of Bastard’s Breach. People in the
sprawling city come from a variety of backgrounds
and walks of life, but most are there in an effort to
leave their pasts behind. Former nobles live among
retired assassins, farmers driven to bankruptcy work
with convicted mages, and those who claim to be
better than anyone else swiftly find themselves on
the wrong end of a spear. Life in the Borderlands is
made difficult by the scarcity of resources, so the
people of the breach must support one another to
ensure everyone survives.
Borderlands Characters
When creating characters from the Borderlands,
consider asking the following questions.
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Chapter 2: Mortal Realm
Why do you live outside eldrin law? Did an an exchange requires a portion of the goods go to
encounter with the law drive you to live in the guild, but the trader is guaranteed the guild’s
the Borderlands? Do you consider yourself protection if the other party fails to hold up their
antiestablishment? Is your family tied to Bastard’s end of the bargain.
Breach or an outlaw faction? Because survival is a daily concern, cultural norms
are different in Bastard’s Breach than anywhere in the
What skills have you cultivated to survive? empire. Art forms that require material components
What do you contribute to groups surviving in the like architecture, sculpture, writing, and painting are
Borderlands? What role do you play in your group’s considered frivolous (even insulting), but performance-
day-to-day life? Were you forced to learn skills to based artists like storytellers, dancers, and singers
survive, or have you been trained to survive from are held in high regard. Performers skilled in these art
birth? forms can easily make a living in the breach, despite
the hard landscape. Spirited festivals are held by the
What is your stance on the eldrin gods? Are breach elders each month, where professional and
you a fan of the Bastard god’s mythology? Do you amateur performers can show off their talents. Crowd
find the eldrin’s binary belief system oppressive? favorites win prizes of extra rations or rare luxury
Is the total separation of church and state goods. These festivals keep morale high and encourage
important to you? citizens to spend free time developing original songs
and stories (instead of making trouble).
Major Locations
The Borderlands consist of large stretches of waste-
lands punctuated by well-guarded strongholds of QUEST BOARD
civilization.
A crew of bandits has kidnaped the
son of an affluent merchant. The
bandits were spotted riding into the
Borderlands, and the merchant needs
adventurers to retrieve the boy.
History
The elves are not only the longest-lived humanoid
race in the Planes—they are also the race that
has existed the longest on the material plane.
Anthropologists generally agree that elves may have
been the first mortal race ever created. When the
eldrin people were first born, elves had already built
their civilization in the great forests of the land. As
eldrin resources and ambitions grew, it became clear
that the two cultures could not harmoniously exist
on the same land. For generations, the two peoples
squabbled and warred against one another until
they brokered an agreement. As part of the treaty,
strict borders were drawn to create the Valley of
Yalanthanil to separate it from eldrin control.
This agreement has remained in place for centuries,
but tensions rise and fall each generation. Whenever
the continent faces a great threat, like the current
incursion of the Wildes, the eldrin and the elves
rarely agree on how the nations should work together
to address the problem.
Ecology
Temperate forest covers the entirety of the valley,
making travel through the region difficult and
dangerous for those unfamiliar with the environ-
ment. Yalanthanil’s northern border runs into the
icy mountains of the Valerian Reach, so weather
throughout the valley tends toward cold and rain
most of the year, leading into hot summers. Strict
elven regulations ensure native creatures are left to
flourish naturally, granting the valley a thriving popu-
lation of both magical and nonmagical creatures.
People
While elves govern the valley, they are not the
only people who dwell within its borders. Like in
the Eldrin Empire, anyone in the realm is welcome
to build a life in the settlements of Yalanthanil.
However, life in the valley is very different from life
in the empire, and many creatures are unwilling to
make the concessions necessary to live in the elves’
domain. In Yalanthanil, civilization is intertwined
with the natural environment rather than built to
dominate it, which makes architecture, agriculture,
and resource management radically different from
the practices of the Eldrin Empire.
Food, religion, spirituality, relationships, architecture, assortment of buildings wound around the
and history are all influenced by patterns in the trees. Centuries of magical growth have infused
natural world. Because living in Yalanthanil requires the city’s foundations, causing flora and fauna
major lifestyle adjustments, many non-elven people cultivated there to grow at heightened rates. Even
who build homes there freely adopt elements of the weather around Grey Haven is affected by its
elven culture as their own. magic, causing the capital’s climate to be mild no
matter the season.
Valley of Yalanthanil Characters The people of the city are fiercely proud and
When creating characters from the Valley of dedicated to preserving ancient elven customs. Many
Yalanthanil, consider asking the following questions. elves born in Grey Haven voluntarily choose to spend
their entire lives in the city or ultimately return to it
What is your cultural identity? Are you an elf when they retire.
raised with the traditional cultural values of the val-
ley? Did you or your family choose to adopt elements
of elven culture in the past? Do you reject elven
culture and seek to find a unique or new set of values QUEST BOARD
for yourself?
A group of exchange students from
How do you view the Eldrin Empire? Do you view the University of Faelyn needs a
the practices of the eldrin as bizarre or intriguing? party to safely lead them through
Have you or your family had experiences with the the forest to Grey Haven. A group of
empire that have colored your judgment? Do you masked warriors has reportedly been
have faith in the peace between the empire and the attacking travelers who attempt to
valley, or do you fear it will one day unravel?
enter the forest.
Lands Beyond
While this campaign guide covers only one con-
tinent, other lands and people exist in the Mortal
Realm. Eldrin know little about the countries that
lay beyond the western mountain ranges, and much
of the oceans remain uncharted. Rumors abound of
entire cities in pockets of the underworld and stories
GREY HAVEN tell of ice-clad warriors who live among the glaciers
Grey Haven is the seat of elven power and its of the Valerian Reach. The possibilities are endless,
cultural center. The city is located in the heart and plenty of room is left in the Mortal Realm for new
of the valley and is comprised of a sprawling stories and new discoveries.
97
The dryad’s enchanting song is as beautiful as it is deadly.
CHAPTER THREE
FAERIE REALM
T he Wildes is an ever-changing realm ruled
by faerie creatures. While most characters
aren’t from the Wildes (it is nearly impos-
sible for mortal creatures to live a happy or normal
life in the faerie realm), its influence is felt in every
SECRETS OF
THE WILDES
Most information presented in this chapter
corner of the Eldrin Empire. The Wildes is the closest
is unknown to citizens of the Eldrin
realm to the mortal one and the easiest to access.
Empire and most of mortalkind. Lack of
Adventures in the Planes frequently feature excur-
information has led most mortals to view
sions into the lands of faerie or center on the trouble
fey as vicious predators and the Wildes as a
caused by fey interference in the Mortal Realm. This
terrifying den of monsters.
chapter provides an overview of the Wildes, detailing
Empire citizens have entered the
its locations and residents.
Wildes before, some intentionally, most
accidentally. Regardless of their intentions
Nature of the Wildes or protective measures, most fail to
emerge. Despite the odds, some mortals
have gone in and come out alive. These
Every realm in the Planes is governed by a unique
people are few and far between and are
set of laws that sculpt reality. While the laws of
never eager to repeat the experience. Those
nature in the Mortal Realm are nearly identical to
who return are always changed, touched
those of planet earth, the realm of faerie has several
by the strangeness of the place and of
major deviations from these familiar principles. This
their journey. Most of what the empire
section covers the properties of the Wildes that make
knows about the Wildes comes from these
adventures there more fantastical and far stranger
eyewitness accounts and is colored by
than any set in the Mortal Realm.
survivor trauma.
Geography
Like the Planes itself, the arrangement of the Wildes of the Wildes, manifesting as a realm dominated
is continually in flux. Its borders grow and shrink by awesome stretches of untamed nature. Every
the same way other realms’ borders do, but its inte- biome known to mortalkind (and quite a few unique
rior geography also changes based on the willpower additions) exists somewhere in the Wildes. Over
of its residents. The faerie realm is a microcosm of the course of a stroll, travelers might step through
the Planes, where creatures’ desires cause locations subterranean caverns lit by bioluminescent plants,
to grow, shrink, shift, swap, change, or appear at to a labyrinthian stretch of orchards, to arid savannas
an accelerated pace. Creatures born in the Wildes stalked by vicious beasts. Due to the shifting land-
possess an innate understanding of navigating the scape, it is impossible to say with certainty what the
ever-changing landscape, but travelers from other environment of the Wildes will be when a creature
realms quickly become lost without assistance. enters, but it is guaranteed to have an abundance of
Certain areas of the Wildes, like demesnes and thriving flora and fauna.
dwellings (covered later in the chapter), are more
solidly fixed, but the land in between is prone to Life and Death
change each hour.
Fey are immortal, born fully grown, and do not age.
Environment Faeries of the Wildes do not require food, water, or
air to live (though they enjoy all three) and only die
Fey are creatures of instinct and imagination, uncon- if slain.
cerned by the daily needs that plague mortal exis- Fey do not sexually reproduce as mortals do
tence. This freedom is reflected in the environment (though many enjoy recreational sex). Faeries who
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Chapter 3: Faerie Realm
want children must adopt them or craft a special majority have trouble comprehending the concept
magical object called an effigy. Effigies are magical of a future and rarely retain information that isn’t
vessels capable of housing a fey soul. Whenever relevant beyond “tomorrow.”
a faerie dies in the Wildes, the deceased’s soul Biological commitment to the present makes it
may travel into the nearest effigy, transforming nearly impossible for fey to record the past, which
the vessel into a living faerie. The more lifelike the is why no written history of the Wildes exists. Only
effigy is, the greater chance this process will occur, the most dedicated faerie creatures can remember
so effigies typically resemble hyperrealistic dolls or the past and learn from it to plan for the future.
sculptures. If a soul released by death is not drawn This unique ability to wield knowledge is one of
into an effigy, it feeds back into the environment the reasons common fey are drawn to follow these
of the Wildes, and a new fey is born through a potent beings.
process called “sprouting.” Sprouting happens in
a wide variety of ways, but it always involves the
emergence of a fully formed faerie creature from
some natural element. A new fey might emerge
from the ground like a flower, coagulate from a Have you ever tried to walk into a library
spray of ocean foam, hatch from a bird’s egg, or any and find a primary source of information from the
other manner of natural process. Fey born in both fey? I have, and the summary of the experience is:
these ways don’t retain any conscious memory of there simply aren’t any.
the soul’s previous lives.
If a fey is killed, its body rapidly decays before It is mind-boggling that the entire realm can
disappearing into a swirl of autumn leaves, a hail go thousands of years without writing a single
of sparkles, or some other appropriate harmless letter, diary, or any other kind of historical record .
effect. If the death happens within the bounds of If you think writing a paper on the fey would be a
the faerie realm, the fey’s soul is born again in one useful experience, think again.
of the ways previously described. If the fey dies
outside the faerie realm, its soul cannot return to
the Wildes, and it is lost forever. There are a finite
number of faerie souls in existence, so unlike
mortals who can endlessly procreate, the popula-
tion of the Wildes can never increase. Every time
a faerie dies outside the Wildes, fey kind moves Magic
one step closer to extinction, which is one of the
reasons the fey are so preoccupied with expand- Fey are creatures born of magic with an intuitive
ing the faerie realm to the size it once was. understanding of its intricacies. Unlike mortals, fey
require no training to use or control the magical ener-
Time and Memory gies of the world. Also, unlike mortals, fey are limited
in their magical potential; a faerie’s innate magic
Like the fey themselves, the Wildes is untouched capabilities do not grow or change with experience.
by the ravages of time. Its creatures do not age, Fey can learn and cast spells as mortal mages do, but
and it is not ruled by daily or seasonal cycles. Some most lack the self-discipline necessary to use such
areas of the realm are cast in eternal night, while methods.
others experience traditional days. Perpetual sum- In the Wildes, magic is an ever-present natural
mer can invigorate one region, while the adjacent force similar to air or gravity in the Mortal Realm.
land is locked in winter frost. Drawing on the world’s magic is second nature to the
There is no consistent way to track hours, days, fey and is typically done without thought. A faerie
or years in the Wildes, and since fey are immortal, projects its will into the world and knows the Wildes
most don’t see a need to do so. The average faerie will eventually cause it to manifest. All creatures
is consumed entirely by the present moment and in the Wildes can use environmental magic in this
has trouble even comprehending the idea of time. way, though an individual fey’s power is measured
Speaking to a fey about past events often devolves by the speed and scale at which changes manifest.
into frustration since they have no internal clocks Environmental magic is much more difficult for fey to
and little capacity for long-term memory. If a fey use in other realms, so they are forced to rely mostly
says something happened “yesterday,” it might on innate abilities when far from home.
be referring to an event that happened in the last
century or just a few minutes ago. Similarly, the
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Creatures
WISDOM
of the Wildes OF THE WILDES
Few individuals have managed to survive
Thousands of different types of fey exist in the world,
the alien world of the Wildes, but those
and most of them are born in the Wildes. True fey (mon-
who have strictly adhered to the rules of
sters with the fey creature type) make up most of the
the realm. A catastrophic string of trial
realm’s population, but all manner of other creatures
and error has revealed the following wis-
have found ways to adapt to life among the faeries.
dom for any mortals brave (or desperate)
This section provides information about the most com-
enough to travel in the faerie realm.
mon types of fey living in the Wildes and touches on
some of the other creatures that call the realm home.
• From hour to hour, the landscape
of the Wildes twists and shifts
dramatically. Expect nothing to be
Archfey solid or certain.
Archfey are beings capable of drawing awesome
• The only way to reach a destination
is to plot your path and never change
amounts of raw power from the magic that flows
direction. You must continue straight
through the world. Only a handful of archfey are cur-
ahead, no matter what stands in your
rently operating in the Wildes, and they are all difficult
way. Even the slightest deviation
to find. Environmental magic surges around these
from your path may find you lost
beings, causing their moods and whims to reshape
forever.
the realm at alarming speeds. It is dangerous for any
creature to be around a single archfey, and disaster
• Falling asleep in the Wildes is one of
the most dangerous things you can do.
inevitably follows a meeting between two archfey.
Denizens of the realm love to inhabit
Most archfey are ancient, born when the Wildes
the dreams of their victims, causing
first sprung into existence. Thousands of years of
them to wander off in a stupor to
accumulated knowledge coupled with the chaotic
their deaths. If you must sleep, have
way magic spins around them easily makes them the
a companion actively watch you, or
most powerful kind of fey.
disaster is sure to strike.
• All food and drink in the area can
Changelings lead to death or enchantment.
Magic touches all flora and fauna.
Mortal creatures are physiologically incompatible with
Consumption may give everlasting life,
the nature of the Wildes. For example, the faerie realm
grant magical powers, or cause instant
doesn’t have time, but mortal creatures are constantly
death. Whatever the result, it always
aging, so a mortal creature in the Wildes introduces an
comes at a steep price.
element of paradox. Whenever such paradoxes occur,
the environmental magic of the realm is triggered
• Fey are obsessed with politeness
and etiquette. It is possible to escape
as it attempts to correct the paradox. Changelings
a horrible situation if you display
result from this environmental magic attempting to
enough charm to impress one of these
transform a mortal into a more acceptable creature.
beings. Of course, if they like you, they
Mortals who remain in the Wildes for too long
might adopt you as a pet, consort, or
without magical protection eventually transform
whatever they please. It is generally
into changelings. Changelings are not true fey,
better to avoid them at all costs.
but they manifest some magical traits and usually
develop faerie-like physical characteristics. The
• Never accept anything from a faerie.
Refuse anything they hand you
transformation, however, makes it impossible for
and try not to take anything. Even
changelings to ever return to the Mortal Realm.
plucking a flower might indebt you to
The number of changelings in the Wildes
someone.
fluctuates as fey attitudes toward mortalkind warm
or sour, but there is always a healthy scattering
• Speaking the name of a fey aloud
will certainly draw their attention,
throughout the realm. Adopting (some might say
for better or worse (usually worse).
abducting) a mortal creature and allowing it to
transform into a changeling is the easiest way for
fey to have “children” of their own, so it is still
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Chapter 3: Faerie Realm
widely practiced throughout the realm. Due to their Discarded changelings who manage to escape often
mercurial natures and dislike of responsibility, seek out others who have been transformed. Small
a fey’s infatuation with parenthood rarely lasts, communities of changelings are found across the
putting the changeling in a precarious position. Wildes; changeling-founded villages are rumored to
Lucky changelings might be granted employment in exist somewhere In-Between.
their parent fey’s home or simply cut loose to find
their way. Unlucky changelings may find themselves Sovereign Court
imprisoned, eaten, or used as target practice. Members
Mortals who become lost in the Wildes eventually
become changelings. Still, without a fey guardian At least half the fey currently residing in the Wildes
to watch them, these mortals rarely survive long are members of a sovereign fey court, though that
enough to experience any noticeable signs of percentage increases with each passing season. There
transformation. are currently seven sovereign courts squabbling
to decide how fey should react to the encroaching
Mortal Realm. Each has radically different ideas about
how to combat the shrinking of the Wildes.
PREVENTING
TRANSFORMATION
Unaligned Fey
A mortal creature who remains in the
Wildes for 7 consecutive mortal days True fey who aren’t aligned with any sovereign
transforms into a changeling and can no courts make up the rest of the Wildes population.
longer leave the faerie realm by mundane Unaligned fey live in the In-Between lands, not
or magical means. Any length of time beholden to any kind of authority. Unaligned fey
spent in the Mortal Realm or areas mostly include beast-like fey incapable of living in
warded against the environmental magic the civilization offered by the courts, but they also
of the Wildes immediately reverses any represent communities of intelligent beings unwill-
progress toward transformation and ing to or uninterested in committing to the agendas
resets the 7-day timer. Once a creature of the sovereign courts.
completes the transformation, nothing
short of a wish spell or similarly powerful
magic can restore the creature to its
MORTALS
former state.
If adventurers anticipate a long stay in
IN THE WILDES
the Wildes or find themselves stuck in the While it is more difficult for mortals to
faerie realm, there are several methods live in the Wildes than for true fey, some
they can use to ward against the effects of successfully do so.
transformation: Most mortals currently living in the
• Characters under the effects of spells Wildes are found in lands under the control
like arcanist’s magic aura, nondetection, of one of the sovereign courts. Mortal
or similar magical effects that interfere creatures who swear allegiance to one of
with divination magic are warded the sovereign courts are granted a measure
against transformation for the duration of faerie power (see “Templates” in chapter
of the spell. 6). While mortals retain these powers,
• Any fey creature capable of casting at they are warded against the changeling
least one spell can provide a charm to transformation.
ward a creature against transformation Other mortals living in the faerie
for 3 mortal days, typically in exchange realm reside in areas warded against
for a small favor. the environmental magic of the Wildes.
• A creature who receives a kiss freely Archfey dwellings (see “Exploring
given by a changeling is warded against Neutral Ground” for more information)
transformation for 7 days, after which are such places, and clever travelers have
they cannot be warded again in the same left a scattering of hidden safehouses
manner for 1 year. across the realm.
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Chapter 3: Faerie Realm
Currency
There is no official currency in
the Wildes, and most fey have
little interest or need for money.
The realm provides its denizens
with all the resources fey need
to survive, but on the occasions
faerie kind wants something
the Wildes can’t provide, they
exchange favors. Among the fey,
it is universally accepted that gifts
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Chapter 3: Faerie Realm
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Chapter 3: Faerie Realm
Exploring
Neutral Ground
The following sections detail regions of the Wildes
not under the control of the sovereign courts and
give information useful for creating adventures in
each location.
In-Between
The lands that sit between the demesnes of the
sovereign courts and the dwellings of the archfey
are collectively called the In-Between. When a trav-
eler first enters the Wildes, they are likely to step
into the In-Between before encountering any other
region of the realm. While demesnes and dwellings
are relatively fixed, the In-Between constantly
rearranges its landscape, causing unprepared visi-
tors to become lost. If the erratic geography wasn’t
dangerous enough, In-Between is also stalked by
predatory fey unwilling or unable to live in any of
the sovereign courts.
There are friendly faerie folk and interesting
locations to be found In-Between, but adventurers
who intend to find them become intimately familiar
with how the realm became named the Wildes in
the first place.
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Chapter 3: Faerie Realm
Random Encounters water, a fey who dwells in the lake appears and asks
Traveling In-Between is always a surreal experience the party to name the bravest warrior among them.
filled with encounters that can swing from charming If there is a clear candidate, she gives the character
to terrifying in an instant. Encounters in the faerie a magic weapon (the sword Rovanel in chapter 5 is a
realm are unique and often better solved with wit good choice for this) and commands the warrior to
than with brawn. Included here are a collection of “wield the sword in the Lady’s name.”
random encounters a party might experience when
traveling In-Between. Use these encounters as writ- THE CARVER
ten or allow them to inspire similar situations that The characters find the cabin of a noble lord who
may arise in the Wildes. became a changeling when he was trapped in the
Wildes. The lord is now compelled to create wooden
In-Between Random Encounters statues of the creatures he meets. There are wooden
statues of his past work surrounding the cabin. He
d10 Encounter demands one of the characters sit for him to carve
1 Pixie War their likeness into a new statue before allowing them
to pass on.
2 Lady of the Lake If the characters refuse to have someone sit for
3 The Carver the carving, after asking repeatedly the carver grows
angry, and some of the statues come to life and
4 Goat Trio attack the characters (use the statistics of awakened
5 Mushroom Abomination trees, animated armor, or any other CR-appropriate
monster you choose).
6 Twilight Ball
If the characters allow the carver to do his work,
7 Duel for Love they must remain with the carver for three hours.
The character who models for the carver gains the
8 Sheer Cliff
ability to cast barkskin at will while they remain in
9 Noble Beast the Wildes.
10 Corridor of Doors
GOAT TRIO
The party encounters a twilight clearing ringed by the
PIXIE WAR ruins of an amphitheater, where three bipedal goat
The party comes upon a gnarled wooden hollow folks are conducting a choir rehearsal.
where two rival pixie families are locked in a heated If the characters politely watch the rehearsal, the
territory dispute. goats (whose names are Moxie, Doxie, and Puddles)
The characters can choose to help one side win are delighted, and the characters may move on
the fight, potentially earning a big favor from the without further harassment.
chosen family. Alternatively, the characters can try to If the characters try to sneak by and are caught, the
convince the pixies to reach a peaceful agreement, or goat creatures are appalled by the party’s rudeness.
abstain from getting involved, which may draw the Characters who are caught sneaking away sprout
ire of both families. donkey ears and can only make braying sounds (no
speech) as long as they remain in the Wildes or until
LADY OF THE LAKE they are cured by a remove curse spell or similar magic.
The characters come upon a large lake veiled in mist
with a single rowboat tied at its edge. MUSHROOM ABOMINATION
If the party refuses to use the rowboat and The party stumbles upon a large field of mushrooms
swims in the lake, the fey who dwells in it becomes sprouted amid tall rainbow grass. While crossing the
offended. The fey causes groups of giant octopi, field, the party is attacked by an abomination that can
plesiosaurus, or water elementals (or whatever move underneath the grass (use the statistics of an
CR-appropriate aquatic monsters you choose) to ankheg, a bulette, or any other CR-appropriate monster
attack until all characters are out of the water. If the with a burrowing speed). The creature may have been a
characters do not apologize for their behavior, the humanoid once, but it has been poisoned and twisted
fey conjures a creature to attack the party whenever by consuming the mushrooms that grow here.
they approach a lake, pond, well, or large puddle for
the rest of the time they remain in the Wildes. TWILIGHT BALL
If the party uses the rowboat to cross the lake or A beautiful outdoor dance floor appears in the middle
finds another way to cross without swimming in the of a clearing. Ghostly music comes from all around
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Chapter 3: Faerie Realm
the scene while bobbing, multicolored fireflies the dance and can only be freed by another party
illuminate the unearthly fey couples who twirl about member succeeding on the check.
the grove. A stunning masked fey asks one of the If all the characters refuse the dance, each party
characters to dance. member is suddenly compelled to dance wildly for
If a character accepts the offer, they must attempt 10 minutes while the fey attendees ruthlessly mock
a Charisma (Performance) check to appease the the foolish characters. As the effect fades, so does
fey (set a level-appropriate DC for this check). If a the scene, leaving the characters standing in an
character fails this check, they are ensorcelled by abandoned grove, each with one level of exhaustion.
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Chapter 3: Faerie Realm
WHAT IS A DEMESNE?
Each sovereign fey court controls a Blossom Court
demesne, which is a unique kind of realm
found within the larger realm of the The Blossom Court draws power from plant life and
Wildes. Like the realms of the Planes, is associated with spring, abundance, and growth.
a demesne fluctuates in size and shape Citizens of this court embody the beauty and
based on the collective willpower of its tenacity of plants. These fey have a talent for creeping
denizens. Sovereign courts with many into the hearts and minds of others and taking
vassals have large expanses of the Wildes permanent root.
incorporated in their demesne, while
courts with few vassals control scattered Demesne
pockets of land. Lands that are part of Lands held by the Blossom Court transform into
the same demesne do not have to be expanses of verdant jungle and exquisite gardens.
geographically next to one another, so Manufactured structures are rare, but the few that
regions of a particular demesne can be exist resemble sprawling greenhouses built from
encountered wherever communities of colored glass. Visitors to the realm are unlikely to
vassals live in the Wildes. find towns or cities, but polite travelers can garner
Whenever an area comes under hospitality from the communities of vassals dotted
the control of a demesne, the land throughout the region. These communities are
transforms to match the universal usually comprised of ten to twenty like-minded
properties found in the other regions creatures who work together to maintain a patch
of that demesne. Each sovereign court of land. Such patches are always unique since they
section in this chapter describes how reflect the values of the community that cares for
an area transforms when it becomes them. Adventurers who travel through the blossom
incorporated into its demesne. realm on foot can expect to rapidly pass through
orchards, succulent gardens, hedge mazes, and
more as they move from patch to patch.
110
Once upon a
distant time
I dreamed
something most
sublime
As I strolled
along my way
Admiring the
lovely day
I saw an
exquisite rose
And lifted it to
my nose
So enthralling
was the scent
Swept up in a
kind of trance
Where petals
began to dance
And the
blossoms spoke
in rhyme
Of a world cast
out of time
As if played by a
drummer
Recalling endless
summer
Members
The members of the Blossom Court often take on
plantlike appearances, and it is not uncommon
for individuals to sprout living specimens from
their skin. Sentient plant creatures make up
a large portion of the citizenry. Creatures like
awakened trees, shambling mounds, tachinids,
treants, and magnophyta are right at home in the
Blossom Court.
This culture of stewardship means these fey are quick members work to identify key people and events
to judge, brutally decisive, and untrusting of creatures in the tapestry of fate, then subtly manipulate
different than themselves. In contrast, they are fiercely them to their advantage. Perhaps more than any
loyal, put the needs of others before their own, and are other beings in the Planes, the Heavenly Court sees
more likely to lend assistance than the other courts. the potential power in orchestrating the ebb and
flow of the world’s realms, though they are loath
to share this power with anyone else. Constant
positioning means these fey are enigmatic,
secretive, and dangerously well-informed. When
their interests happen to align with others’, they
are potent allies with an extraordinary wealth of
resources at their disposal.
Members
The members of the Heavenly Court are often ethereal
in appearance, and some appear as conglomerates of
pure starlight. Tracking and deciphering the patterns
of the universe requires a certain level of academic
commitment rarely found among fey, which contrib-
utes to this court’s small population. The beings who
do commit to the court are, however, more cunning
than most and typically possess a dangerous affinity
for the arcane arts. Creatures like dragons, druids,
hags, mages, nagas, and merfolk are likely candidates Sleeping Court
to be members of the Heavenly Court.
The Sleeping Court draws power from dreams and
Goals and Motivation is associated with imagination, night, and secrets.
The Heavenly Court examines the patterns of the Citizens of this court embody the bizarre and beauti-
universe, hunting for weaknesses to exploit. Its ful truths creatures lock away in their subconscious.
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Emissaries of the heavenly court spy on the world below.
Chapter 3: Faerie Realm
A thought that
makes my skin crawl
Memories of
somewhere deep
As I stumble through
the dark
Shadow creatures
howl and bark
Taunting me with
jeering phrase
A towering decayed
thing
Whose speech is as
sweet as rot
Fragments fade
as I awake
Shake those
whispers from
my mind
Members
The members of the Slithering Court typically
manifest features common to the grotesque things
they adore like vermin, slime, and mold. Members
of this court embrace ugliness and fearlessly use it
for their benefit, which is an attractive prospect for Withered Court
widely hated or misunderstood monsters. Creatures
like ettercaps, goblins, mimics, trolls, wererats, and The Withered Court draws power from death and is
oozes of all kinds are right at home in the Slithering associated with winter, reflection, and duty. Citizens
Court. of this court are the grim stewards of dying things
who stoically protect then bury all that must be lost
Goals and Motivation before new life can begin. These fey are unlike most
The Slithering Court sees no reason to war others, dedicated wholly to their eternal duty of
against mortalkind when they are so easily con- honoring the past.
trolled. Members of the Slithering Court do not
fear urban environments as other fey do, which Demesne
has allowed them to infiltrate every corner of the Lands held by the Withered Court transform into
Mortal Realm. Branches of the Slithering Court stretches of leafless forests and forlorn mausole-
maintain a presence in every major settlement ums blanketed by unending winter. Visitors must
of the Eldrin Empire, building connections to travel across miles of bleak snow-crusted terrain
the Mortal Realm through bribery and fear. Their before reaching the graveyards and temples where
mounting success means members of the court denizens quietly tend to the dead. Few living
tend toward cruelty and arrogance, but they are things dwell in the demesne, and the denizens are
undoubtedly the most fearless and resourceful of outnumbered two to one by lonely stone monu-
all the courts. ments honoring people and events the world has
long forgotten.
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Ambush awaits heroes delving through a dank dungeon.
CHAPTER FOUR
BUILDING
ADVENTURES
IN THE PLANES
T he first part of this chapter gives you
additional tools to build adventures in
the Planes. The Planes are riddled with
factions desperate for recruits, opportunities for
realm-hopping exploration, and realities on the brink
Cinematic
A Venture Maidens–style campaign is cinematic,
emphasizing moments of action and emotion. The
actions of the characters affect the world on a cosmic
of collapse. Tables and advice in this section expand scale, so getting caught up in micro-mechanics and
on the material in the DMG, giving you a library of hyper logic often hurts the fiction of the world rather
Planes-specific inspiration to draw from. than enhancing it.
The second part of this chapter provides general Avoiding stringent resource management and
wisdom to help DMs (new and experienced) create allowing low-action moments to happen off screen
and run adventures in any setting. Most of the helps make a campaign feel more like an epic tale.
advice in this section has been hard-won over years For example, characters can buy equipment between
of producing Venture Maidens and is now compiled game sessions (rather than having long shopping
here in hopes of enhancing your overall game scenes), and extended periods of wilderness travel
experience. are handwaved rather than narrated.
as they build unique stories. There is always space for small. Despite their small numbers, carillons are in
creativity in this high-fantasy reality. high demand across the Eldrin Empire as ever more
fey find new ways to enter the Mortal Realm.
Real Consequences
Goals
In a Venture Maidens–style campaign, the characters Carillons are trained to use magic bells to combat fey
are constantly faced with difficult decisions. There creatures. While a single carillon can hold their own
is rarely a right or wrong choice in these scenarios. against the most powerful faerie beings, there are
Instead, it is a matter of choosing sides or deciding simply not enough of them to handle the increasing
a personal moral stance. Making such decisions is hostility from the Wildes.
meaningless unless there are consequences. In addition to hunting down fey and faerie relics
Whether the result of a decision is good or bad, the that cross into the Mortal Realm, the carillons seek to
characters’ actions should influence the world and the understand more about faeriekind. By studying the
course of events in a campaign. Consequences can seem fey and tracking their movements, the order hopes
small, like earning the enmity of a sheriff in a small to find a way to win the war against the Wildes. For
town, or they can seem large, like killing the god of more general information about the Carillon Order,
death, so all creatures become immortal. Whatever the see the “Plateau of Andorra” section in chapter 2.
scale of the triggering event, seeing the payoff unfold is
the best way to engage your players in the setting.
CARILLON ORDER AS
Faction-Based CAMPAIGN VILLAINS
Adventures Carillons are the frontline fighters in a
war that mortalkind is rapidly losing.
Desperation could easily motivate individual
This section provides a toolbox to help the DM create carillons or the entire order to abuse their
adventures featuring the factions of the Planes. power in the name of restoring peace.
Clashes between the many factions fighting to shape The Carillon Order understands how to
the future of the Planes is a prime source of drama to manipulate and control fey creatures better
spark story arcs and even entire campaigns. than anyone, and as campaign villains, they
Each section covers information about a specific weaponize this knowledge to horrible effect.
faction currently operating in the Planes to help Campaigns featuring carillons as the main
you craft adventures inspired by that faction. In antagonists are stories about war and how
a faction’s section, four basic seeds for creating absolute power corrupts absolutely. The Car-
adventures are provided: goals, figures of interest, illon Order Schemes table suggests a few of
locations, and adventure hooks. the faction’s potential villainous objectives.
Figures of Interest
Individual carillons are powerful, resourceful, and
mobile, making them easy to incorporate into any
adventure. Carillons come from all manner of back-
grounds and walks of life, so they each have unique
personalities and motivations. Because there are
so few of them, carillons mostly work alone, which
breeds various methods for battling fey creatures. The
only thing carillons share is the unshakable tenacity
that allows them to survive their training.
Carillon Order If not dealing with individual carillons in the field,
adventurers might interact with the carillon council.
The Carillon Order is a secretive sect of magic-users Three senior carillons comprise the council, and the
tasked with protecting the Mortal Realm from the seats are filled by an informal election process. Since
influence of faeriekind. Few creatures survive the few carillons survive long enough to be considered
training necessary to master the carillons’ arcane senior members, the same candidates usually remain
powers, so the number of active carillons is always on the council until age or illness renders them unable
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Chapter 4: Building Adventures in the Planes
to fulfill their duties. Members of the council are also Adventure Hooks
forbidden to leave the city of Ashtar while they serve, Carillons can feature in a variety of adventures set in
so they tend to be veterans unable to work in the field the Planes. The Carillon Order Adventure Hooks table
or the masters responsible for training prospective offers some options to inspire adventures connected
carillons. The primary function of the carillon council to the order.
is communication. Council members oversee the
administration of security in Ashtar and mediate di- Carillon Order Adventure Hooks
rectly with the military leaders of the Eldrin Empire.
They also comb through reports of fey activity, assess d4 Adventure Hook
what action needs to be taken, and then assign the
Someone frames one or more of the
appropriate orders to carillons in the field. adventurers for a fey-related crime, and a
carillon is called to investigate. The party must
1
Carillon Order Schemes find evidence to convince the carillon of the
accused’s innocence or be brought for trial
d4 Scheme before the council.
The Carillon Order has decided to secretly One of the mages who enchants the carillons’
create a magical affliction capable of magic bells disappeared somewhere on the
decimating all faeriekind in one decisive blow. road to Ashtar, along with the latest batch of
1
Fey creatures are being captured and detained 2 bells they were about to deliver. While all other
en masse to serve as test subjects for this carillons are away on assignment, the council is
odious research. desperate to hire anyone to quickly and quietly
retrieve the dangerous items.
A group of carillons frustrated with order regu-
lations has decided to take the war against fa- As the carillons become spread even thinner,
2 erie into their own hands. These rogue carillons the order issues bounties rewarding adventurers
start hunting and slaying any creature with fey 3
who capture or kill several low- to medium-
ancestry, whether they are dangerous or not. profile fey.
The Carillon Order declares a state of emergency A mysterious set of ruins suddenly appears
and seizes control of the eldrin government. along the Feywalk Jungle border. Carillon schol-
3 Tensions grow as empire resources are funneled 4 ars are sent to investigate, but the order needs to
to the war effort, and anyone suspected of hire bodyguards to protect them for a few days
consorting with fey is imprisoned. until a carillon field agent can relieve them.
Locations
The Carillon Order is based in Ashtar, which is situ-
ated atop a high plateau to better guard the border
between the Mortal Realm and the faerie-ruled
Wildes. Atop the highest tier of the city, visitors can
find the order’s temple where carillons are trained
and its ruling council resides.
Since carillons travel across the realm dealing with
threats, they rarely stay in one place for long, which
Eldrin Empire
makes the order’s temple one of the only places The Eldrin Empire is still a young nation, but its swift
carillons are guaranteed to be found. Some of the rise to power has made it one of the most successful
temple is open to the public, so citizens of the empire civilizations in the Mortal Realm. A complex system
can present complaints and issues to the carillons of bureaucracy ensures eldrin politicians maintain
who dwell there, but most of the grounds are kept rigid control over the empire’s citizens. An abundance
under lock and key. These private areas hold libraries of resources has given rise to an impressive military,
full of research on the fey, trial rooms to test carillon ready to quell resistance from within the empire and
hopefuls, vaults of confiscated artifacts, and many without.
more secrets to entice curious adventurers.
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The mantle of “tsarina” carries two other major decide who takes the throne, with possible ties being
distinctions from that of the tsar: she decides who is decided by the most recently retired living tsar.
declared heir to the nation, and she, unlike the tsar,
can rule the empire solitarily if she chooses not to Dukes and Duchesses
wed or if the reigning tsar dies. If a tsarina dies and As the empire has expanded, more duchies have
her tsar remains living, the tsarina’s throne imme- been incorporated, along with the need for more
diately passes to her named heir, and the reigning individuals to rule them. At the point in time
tsar is retired. It is, however, a common practice for assumed by this campaign guide, the nation is
unwed, newly crowned tsarinas to marry the former split into five duchies ruled by seven dukes and
tsar (particularly if he was popular). There are no duchesses (the Mother’s Delta duchy has three).
formal restrictions on whom the tsarina can name While the monarchs are tasked with concerns
as her heir, but it is an unspoken cultural law that that affect the nation, the dukes and duchesses
a candidate must be an eldrin woman with a clear are responsible for the needs of a specific region
hereditary tie to one of the four royal bloodlines. of the empire. Such tasks include maintaining
Most named heirs are close blood relatives (like infrastructure, overseeing taxation, appointing
daughters, granddaughters, or sisters), but a tsarina government officials, and advocating for their
without such candidates might tap more distant rela- people whenever the eldrin leaders meet. Like the
tives who share her surname (like cousins or aunts). monarchs, dukes and duchesses typically hold
In the rare cases where a tsarina dies without naming their position for life. However, a unanimous vote
an heir or the named heir is deemed unfit to ascend by all the other dukes and duchesses along with
to the throne (which has happened only once in the tsarina can remove an individual from their
empire history), the dukes and duchesses collectively post (this has never happened in eldrin history).
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GODS AS
Eldrin Empire Adventure Hooks
CAMPAIGN VILLAINS
d4 Adventure Hook Many gods strive to create a mutually
A candidate running for local office needs symbiotic relationship with their
help after narrowly surviving a series of worshippers, and some even feel affection
assassination attempts. The candidate’s bold for the creatures who serve them.
1
stances have made a lot of enemies, including However, there are equally as many who
the eldrin police, so a third party needs to catch parasitically feed off those they bully or
the culprit before it’s too late.
coerce into worship. Though gods are some
One of the duchies is holding a tournament to of the most powerful beings in the Planes,
showcase the talents of the empire’s people. they are not all-powerful and are prone to
Heroes of all stripes are allowed to enter and greed and fear like any other creature. Even
2
compete for various prizes, but the eldrin the most well-intentioned gods are likely
nobility intends to do whatever it takes to beat
to sacrifice the well-being of their faithful
the competition.
when backed into a corner.
Since most of the carillons and eldrin military Campaigns featuring gods as the main
are fighting fey on the border, the empire antagonists are stories about relation-
launches a citizens brigade program. Capable ships and the nature of free will. The God
3
individuals can report to the nearest police Schemes table suggests a few of the fac-
academy to receive assignments dealing with
tion’s potential villainous objectives.
troubles across the empire.
While gods can draw power from any creature, organizations are tasked with working together
most focus their recruiting efforts on the Mortal to fulfill tasks set forth by their celestial patrons.
Realm. Mortal populations grow exponentially, and These organizations can take many forms depending
their short lifespans make them more eager to accept on the nature of the gods they worship, ranging
what the gods can offer: magical power, miracles, and from zealous crusaders to doomsday cults to
a potential place for their souls to live on after death. neighborhood prayer circles. Whatever form these
groups take, their primary function is to pave the
God Schemes way for gods to achieve their goals more easily
(though the organization’s members rarely know it).
d4 Scheme
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Locations
Sovereign Court Schemes Fey vassals and monarchs are rarely encountered
d4 Scheme outside their demesnes in the Wildes, but courtiers
frequently establish bases in other realms to conduct
Sovereign courtiers have used glamour magic court business more easily. Use chapter 3 to inform
to take the place of several empire officials. the creation of sovereign court locations inside the
1 From inside the government, they are ensuring faerie realm.
military forces will be ill-prepared and ill-
Adventurers are most likely to interact with
equipped when their court is ready to invade.
sovereign court locations in the Mortal Realm.
Faerie agents across the Mortal Realm flood un- Courtiers from each demesne have infiltrated the
derworld black markets with fey-made magic empire in some capacity, and several have established
2 items. People across the empire begin inadver- safe houses to serve as bases of operation. These
tently destroying themselves and each other as
safehouses, or “lairs,” allow fey courtiers to hide from
the dangerous objects fall into ignorant hands.
carillons or other mortals who would do them harm.
The sovereign court strikes a bargain with one Lairs might also contain a gate that allows the courtier
of the archfey. With the fey’s environmental to travel easily between the realms or some other way
3 magic, they tear open rifts and gates
to communicate with their monarch regularly. Since
throughout the Mortal Realm to create
widespread chaos. safety is a precious commodity, fey lairs are always
well-hidden and well-guarded. Whether a safe house is
One sovereign court frames mortalkind in a remote corner of the wilderness or entombed in a
for crimes against another court’s vassals,
4 city sewer, unwelcome visitors can expect to encoun-
manipulating the other sovereign to seek swift
vengeance on the Mortal Realm. ter magic wards, traps, monstrous guardians, and even
resistance from mortals sympathetic to the fey cause.
only semi-permanent type of crossing. Most physical regardless of the specifics, creating a new gate
gates appear on their own, popping into existence involves deciding at least these four core properties:
along the borders where two realms collide and can • Appearance – How can creatures perceive the gate?
last for days or decades. It is possible to cause physical Does it look, smell, sound, taste, or feel a certain
gates to manifest intentionally, but the necessary mas- way? Is it perceivable only by magic? Does it affect
tery over environmental magic is beyond the scope of the appearance of the environment around it?
most creatures (though several archfey and titans pos- • Activation – How can creatures use the gate? Is
sess such skill). Since physical gates remain fixed, they using it a simple matter of stepping through? Does
are easily guarded, manipulated, or trapped. While it only open during certain times? Must a ritual or
physical gates are easy to use (many just require walk- certain action be performed to trigger it? Are there
ing through them), they can be difficult to recognize for ways to adjust how the gate works before using it?
what they are. Stories of travelers who unknowingly • Stability – How long does the gate remain
step into a faerie ring or hide inside antique wardrobes functional? Does it disappear after a set amount
and suddenly find themselves in other realms are of time? Is it destroyed after a certain number of
examples of interactions with physical gates. creatures use it? Can anything be done to make
the gate last for a shorter or longer period?
PSYCHIC • Destination – Where does the gate lead? Does it
Psychic gates are crossing points that appear when always take travelers to the same place? Can it lead
intense emotion shreds a patch of reality, allowing one to multiple places or realms? Is there any way to
realm to bleed into another. These gates are typi- tell where it leads before it is used?
cally impossible to perceive with traditional senses.
However, magical detection or informed investigation Overlapping Realms
may allow a creature to assess if an area, object, or
creature is under the influence of such a gate. Psychic While the occurrence is rare, there are brief time win-
gates are wildly unstable and often erratic in behavior. dows when portions of two or more realms occupy
The triggers that cause these gates to open and close the same space. This type of overlap occurs only when
may change from moment to moment or depend en- the denizens of each involved realm are matched in
tirely on how a traveler interacts with the source that their collective will to survive. Until one realm pulls
caused the gate to manifest in the first place. Stories ahead to incorporate the contested area, the region of
of haunted houses plagued by ghosts or eldritch overlap exists simultaneously in each reality. Places
grimoires whose words impart dreams of alien realms of overlap are bombarded by dangerous phenomena
are examples of interactions with psychic gates. as properties of multiple realms clash and combine in
unpredictable ways. Constant pressure causes gates
PORTAL between overlapping realities to appear and disap-
Portal gates are crossing points created by magic spells pear at random, which can be disastrous for unlucky
or spell-like effects that remain open only for a short creatures who take a wrong step. Anything is possible
time. These gates are the safest and most predictable in these chaotic zones, so adventurers would be wise
way to travel between realms. While they are the to avoid them whenever possible.
surest crossing method, these gates have their draw-
backs. For one, few creatures in the world ever attain Connecting the Planes
the ability to cast such potent spells, and the ones to Other Worlds
who do are rarely interested in sharing their ability.
Additionally, the expense and short-term nature of The fluid structure of the Planes makes the setting
these spells make them infeasible for daily use. Most easy to connect to other worlds (should you desire to
of all, these portals are easily detected and warded do so). Few beings living in the Planes truly grasp the
against. Creatures with the required skill and knowl- scope of the world they live in, and no one can list
edge often ward areas or entire realms against portal every realm currently in existence with full certainty.
gates to defend against unwelcome visitors. Casting Since every realm has different properties and is gov-
spells like plane shift or using a candle of invocation erned by different laws, there could even be realities
are examples of interactions with portal gates. completely imperceivable to the world’s creatures.
Planes, domains, and lands presented in other 5th
Creating New Gates Edition settings could easily be introduced as realms
As adventurers travel through the Planes, they will in this setting, or perhaps the entirety of the Planes
inevitably encounter all manner of gates to other is a microcosmic world entered through another of
realms. Crossing points can (and should) manifest those settings. Ways to connect this setting to any
in unique ways that keep travelers guessing, but other are limited only by your imagination.
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brand new once upon a time, and you can bet good lots of online resources these days to find interested
money that their early games were messy (just like players in your local area or online. Virtual forums
the rest of ours). Of course, people with years of usually have “Looking for Group” sections where
DMing experience or thousands of hours of acting folks hoping to play can connect. Get on out there,
classes are likely to be great DMs, but it all starts and once you have a group, set aside some time
with intention. Before you start DMing, you have to to meet (virtually or otherwise) and maybe play a
pause and acknowledge that you are going to mess couple casual games to make sure you are all compat-
up. There are going to be moments when you forget ible before committing to a long-term game.
things, moments when you have to set aside pride to
ask for forgiveness, and times when you learn a les- Session Zero
son the hard way. That is okay. Weathering failures, If you’ve spent any time in the online gaming sphere,
both small and epic, is part of the road to becoming a you’ve likely at least heard the term “session zero”
great DM. No one is born a good DM, I promise. before. Session zero is an opportunity for players to
meet up before the first official game session. There
Before You Play are several different benefits to running a session
zero before diving right into the game. The main rea-
So you’ve decided to DM a game—that’s awesome! sons are to finalize player characters and to discuss
But what do you do next? How do you get a session real-life rules and boundaries for your game sessions.
up and running? We’re going to cover the basics of A session zero is typically much shorter than actual
what you need to run your first game. game sessions (usually lasting about an hour). They
tend to work better as a lower-stakes virtual meeting
Assemble a Party (via a conference call or other video chat software).
One of the first challenges a DM faces is finding an Having a session zero is most important before cam-
enthusiastic group of players. Ideally, these players paigns that are likely to last a long time; they are not
are people you already know and get along with, always necessary for one-shot or two-shot games.
but not every DM has that luxury. Luckily, there are If you are planning to run a one-session game, it is
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Chapter 4: Building Adventures in the Planes
usually enough to communicate basic safety tools via • Decide the best way to communicate between
email or online messaging. Here are some things to games. Creating a group-specific email thread,
cover during your session zero. text message, or online chat server is important to
communicate questions or scheduling concerns.
CHARACTER QUESTIONS
When players show up to session zero, you will likely PLAYER QUESTIONS
have a mix of people who have already finished mak- Something that often gets overlooked during session
ing their characters and people who haven’t started zero is discussing with your players what kind of game
yet. Both are totally okay. Use some time in session experience they want to have. If your players hate
zero to make sure everyone has a basic idea of the dungeon crawls, love political intrigue, or aren’t wild
type of character they want to play, and then discuss about a ton of combat, you need to know! Here are
the personalities and motivations of the characters. some basic questions you should ask your players:
Ask each player about their character’s backstory • What kind of games do you enjoy?
ideas (a summary of their lives so far) and discuss • What are your hopes for this game?
where they fit in the tapestry of the game setting. • Is there anything you would like to see a lot of
Usually, this process is a dialogue, with both player in this game?
and DM making suggestions about the character • Is there anything you would like to see less of
until you both reach an agreement. This process is in this game?
immensely helpful for making your players feel like
their characters are a genuine part of the world. To SAFETY TOOLS
ease into this process, consider asking your players Session zero is an excellent opportunity to discuss
the following questions about their characters: safety tools for your game (though this discussion
• Why have you decided to start adventuring? can also happen via virtual messaging if you aren’t
• What would make you stop adventuring? hosting a session zero). Many incredible online re-
• Do you have family? Where do they live? sources break down how to implement TTRPG safety
• Where did you grow up? What areas of the tools and why they’re important, so seek additional
world do you know well? resources if necessary. Here are the basics.
• What was your childhood like?
• What are your opinions on the factions,
religions, and governments in this world?
PLAYERS WHO REFUSE
HOUSE RULES TO TALK ABOUT SAFETY
Session zero is the perfect time to talk about house Though it is becoming less common as the
rules. House rules usually refer to specific mechanics TTRPG space becomes more inclusive, you
of the game that you might prefer to do a little bit may encounter a player who refuses to talk
differently than rules as written (like how to deal about safety tools every once in a while.
with critical damage or natural 20s on skill checks), This refusal can take many forms, includ-
but they also refer to rules about expected group ing shutting down discussion of safety,
behaviors. Here are a few topics to consider discuss- belittling others for talking about safety, or
ing during session zero: simply refusing to participate in the safety
• Determine when and how frequently you will conversation. Running a session zero is
schedule sessions and how long each session will important for many reasons, but revealing
last. these players is one major benefit. When a
• If you’re playing in person, discuss if there are player refuses to discuss safety, even when
expectations around bringing food and drinks. If specifically asked to be part of the conver-
you are planning to snack, make sure you ask if sation, it is a good indication that they are
anyone has allergies. a poor fit for your game group. This kind of
• Discuss rules for what happens if one or more behavior is perfectly reasonable grounds
players can’t make it to a session (see “Missing for revoking an invitation to the first game
Players” later in the chapter for a list of options). session and finding a player who will
• Discuss any accessibility accommodations that respect the group’s boundaries. Do keep
need to be met. You might need to put away in mind, however, that shyness to discuss
candles that smell too strongly. You might have safety is very different from malicious re-
to skip playing at a certain house because of a pet fusal. Use your best judgment when decid-
allergy. Perhaps you need to share color-blind- ing how to deal with difficult players.
friendly handouts on your virtual tabletops.
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think the players will learn something new, find might have to skip or reorder scenes on the fly if your
a critical piece of information, meet a key NPC, or players throw you a curveball.
discover a clue, you should decide the specifics of
that information before the session. NPCS
• Where is the session going to end? While you Creating a key of NPCs who are likely to show up in
can’t exactly predict how far your players will the session can be incredibly helpful for remember-
get in the action you have planned, you can ing things in the moment. Make sure to write down
(and should) develop a sense of your players’ their names, a couple descriptive words to help you
pace after a few games. Ending a session on a remember what they look like, and notes on the way
definitive note, like achieving a goal or reaching they speak so you can quickly recall how you portray
a cliffhanger, should always be your goal. Decide their voice.
your dream ending point for the session and jot
down any important information you need to LOCATIONS
make that endpoint happen. You should also Similar to NPCs, listing the names of locations that
identify one or two other points that would might appear in the session alongside a couple
make suitable endings just in case you don’t descriptive phrases can help you create seamless
make it to your dream session ending. Typically, transitions between in-world locations.
ending a session right before an encounter begins
(a monster springs out, the room starts filling CLUES
with water, etc.) or ends (the duel is won, the If your players are going to discover something new
party has successfully retrieved the item, etc.) about the world or a piece of information critical to
creates a satisfying endpoint. the plot of your story, make sure to write it down!
Once you have those questions answered, you Just taking the time to write out this information
are in good shape for your session! When deciding can help you figure out how to present it in a concise,
how much content to prepare ahead of time, try to understandable, and thematic way.
estimate how long your session will go and plan ac-
cordingly. It can be helpful to aim for planning enough REFERENCE PAGE NUMBERS
content to cover about a session and a half (just in If you are using monsters or any other elements from
case your players fly through what you have prepared). sourcebooks, write down the book titles and page
numbers in your notes so you can quickly find the
Making Notes information you need during the game. If your notes
Once you’ve decided on the answers to the questions are digital, include hyperlinks.
in the previous section, you need to create enough
notes to help you remember that information. Often CHARACTER NOTES
in the heat of gameplay, it’s difficult to remember If you plan to have a special moment, reward, or
specific details and subtle clues you wanted to weave something else specific to one character happen dur-
in, so notes are incredibly helpful! Some DMs take ing a session, make sure to write it down (and maybe
copious pages of notes. Others don’t need to take any even highlight it). It’s important to sprinkle moments
notes (or so they claim), but a good goal to aim for through your games that make each character feel
is one page of notes. One page is manageable when special, so search for opportunities like this, and
you have a bunch of sourcebooks to reference or don’t forget to make them happen! It can be easy to
tons of tabs already open. If you take lots and lots of forget to engage with individual characters while
notes while brainstorming for your game, consider you’re struggling to maintain a sweeping campaign,
taking an extra ten minutes to condense the things so set yourself up for success.
you need to know onto one page for quick reference.
Most DMs are surprised to find that they have no time Crafting Encounters
or use for pages and pages of super-descriptive notes. Crafting exciting and challenging encounters can be
difficult, but many brilliant people have published re-
SCENE TIMELINE sources and tools to help make the experience easier.
Once you’ve figured out the general shape of your In addition to reading about encounter building in
game, take the time to write out bullet points for the core rulebooks (which are marginally helpful at
each scene that is likely to occur. You can think of best), do some poking around online to find articles
these as acts of a play or a musician’s setlist. Having on the subject. If you have the financial resources,
a general timeline to refer to can help you stay on pick up some of the many random encounter com-
track with the events you have prepared. Remember pilations available for purchase from third-party
that this timeline shouldn’t be too specific since you publishing companies to check out how encounters
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Chapter 4: Building Adventures in the Planes
are structured. Here’s a basic breakdown of the three One of the best ways is to prompt your players to get
types of encounters and a rough sketch of what they descriptive about how their characters act and react.
include. Some easy favorites are asking players to describe
how casting their spells looks, asking them how they
COMBAT deal the killing blow, or asking them to describe little
Combat encounters typically involve fighting a details about monsters that set them apart from one
creature, but they don’t always have to. Any situation another. Players who are not used to storytelling
where the stakes are high and you need initiative to de- likely won’t know how to respond to these questions
cide turn order can be regarded as a combat encounter. initially, but with patience and practice, they will
get better at it. Your job is to look for these little
SOCIAL openings to invite descriptions from others: perhaps
Social encounters involve interacting with creatures let them describe the magic sword they find, give
in ways other than direct combat, usually to ac- them an opportunity to use their keen nose to pick
complish a specific objective. Beseeching an official up a particular scent in the room, or let them decide
for aid, bargaining for a good price, and interviewing the subject of a bard’s bawdy song. Once you start
witnesses are all examples of social encounters. actively looking for these moments to hand off the
narrative baton, you’ll be shocked how many there
EXPLORATION are. The best part of all this is that having multiple
Exploration encounters deal with overcoming imaginations describe your world always yields a
obstacles that are not direct interactions with more exciting result than just one ever could.
creatures. Finding shelter in a blizzard, searching for
a book in an ancient library, and following the trail Descriptive Storytelling
of a runaway pet are all examples of exploration Many of us who choose to run roleplaying games
encounters. do so because we have fallen in love with the game
While it’s important to pay attention to encounter genre through books, movies, and video games. These
mechanics and party level (no one thinks it’s fun to imaginative works capture our minds and interests,
get killed by a creature with an outrageously unfair and we want to start creating stories of our own
challenge rating), it’s much more important to craft using these fantastical elements. Conjuring vivid
encounters that excite and challenge your players. If and exciting imagery for our players and audiences
you have a ranger in your party, you better be sure to sets good DMs apart from great ones, and there are
throw in some tracking encounters every so often. two facets to honing this skill: describing the basics
Don’t bother weaving in complex social encounters without over-embellishing.
if your players hate talking to NPCs and just want to There is a simple truth to telling great stories:
bring the pain. Try out lots of different kinds of en- keep it simple with a few powerful details. Endless
counters, see what your players respond to positively, monologues describing a single room of your dungeon
then do more of that! Don’t forget: variety is the will fall flat, and describing nothing about the room
spice of life, so if you’ve hit the party with multiple won’t be well received either. Your job is to give
sessions of back-to-back combat encounters, it’s time your players the facts they need plus one thing to
to mix it up and try something else. get them invested in your description. This extra
investment often comes from a single simple detail
Running a Session that illuminates a sensory aspect of the room. “You
step into a small stone room” is nowhere near as
It’s time to sit at the table and run a game. This exciting as, “You step into a small stone room that
section covers strategies you can incorporate into reeks of garlic.” The room has a story immediately, a
your storytelling to make your sessions even more quirk, something interesting to grip your players and
successful. Many of the things here take practice make the audience pay attention. It’s the same thing
to master, and that is totally fine! There is a lot to with monsters: saying “a troll stomps into the room”
remember in this section, so start with one exciting is not nearly as fun as describing the troll without
thing to work on and build on that. ever using the word troll. Learning to sprinkle in
these details certainly is an exercise in becoming
Collaborative Storytelling more creative, and like anything else, there are helpful
When you’re sitting behind the DM screen surround- things you can do to practice. Consume as much
ed by a fortress of books, it can be easy to forget that media as possible in the genre your games explore.
this isn’t your story—it’s your group’s story. A great If you are running a science-fiction RPG, reading and
DM is always on the lookout for ways to invite players watching sci-fi gives you many tools and examples
to help tell the story, but how do we accomplish this? of excellent details to incorporate into your games.
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Chapter 4: Building Adventures in the Planes
The things that frighten and excite you in movies are show up! The earth begins to quake as some-
likely to do the same for your table. Once you start to thing awakens in the depths! If your players
notice how others set the stages of their tales, yours aren’t moving to the action, bring the action to
begin to shine. them.
• Present a solution. The character with the
Pacing highest passive Perception suddenly notices
Exciting pacing is what keeps us hungry to consume the answer to the riddle scratched into the
a story. Dramatic cliffhangers, riveting action, and table. A friendly mountaineer spots the col-
rapidly evolving narratives are what make episodic lapsed cave and begins to dig the trapped party
media so thrilling. But then again, most media has out. A cute dog with a message tied to its collar
the benefit of hundreds of hours to craft a final shows up. If your players are stumped or can’t
product, so how do you capture that constant action figure something out, don’t let them spin their
when playing a game live? A DM wears many hats, wheels. Provide a solution!
but one of the most important is the role of the • Declare that time passes. You’ve already
director. It is your job to keep things moving along at described one bar scene in exquisite detail, so
a healthy pace. There is absolutely an art to maintain- declare the night goes on in a legendary man-
ing good pacing, but when you’re just starting out, ner and ask where the characters wind up the
lean on the slower side: if all your players are having next morning. You are traveling a very long way
fun in a scene or moment, let them enjoy it for a on a familiar road, so you declare that “time
while before taking the reins again. While it might passes,” and you pick up the scene after a week
seem like a good idea to let your players do whatever of hard travel. You are the master of this world,
they want all the time “as long as they are having and you can speed up time to avoid repetitive
fun,” that actually harms the overall experience. If or boring scenes whenever you want to!
your players spend session after session rowdily • Make a roll. If your party rogue is slowing
hanging out at the tavern, they will eventually resent everything down by picking the pocket of
that the story hasn’t pulled them anywhere else. You every local, just have them roll a d20 to see
must be the constant driving force to the story’s ac- how much gold they get for the day instead
tion. The DM is the player best equipped to move the of playing out each theft. If a player hopes to
story along, and you should use your powers freely. find a specific item in a massive city market,
Here are some great tools to move along a session, do one roll for the day instead of describing
scene, or conversation that is spinning in circles: every stall they can visit. When in doubt, just
• Introduce an unexpected threat. A monster call for a roll and use basic mechanics to solve
pops out of hiding! The city guards suddenly problems.
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Chapter 4: Building Adventures in the Planes
• Ask a player for help. Sometimes, no matter our motivation” is a prevalent phrase in introductory
best efforts, a group of players just can’t stay fo- acting classes for a good reason. Keeping the motiva-
cused on the events of a game. If this happens, it tion or agenda of a character in mind while you
is okay to take a break and ask one of the players roleplay them always gives you an idea of what to
to help you move things along in character. Most do next in an interaction. These motivations can be
of the time, people are happy to help and didn’t simple, like an innkeeper needing to earn money for a
realize that things were getting so out of hand. new summer home, or very complicated, like a villain
dealing with a devil to avenge their slaughtered
Implementing the family. Whatever the scope, having the desires that
Rule of Cool motivate your NPC in mind inherently breeds richer
interactions. NPC motivations are just as important
You’ve likely heard the phrase “rule of cool” bandied as player motivations; when the two align or conflict,
about, especially if you’ve engaged with the online exciting action is bound to arise.
TTRPG community. But what does it mean? Most
frequently, it refers to allowing your players to do
awesome things in the game, even if it isn’t mechani-
cally supported or conflicts with the rules. The rule of
TIPS TO MAKE
cool can be interpreted as a broader DMing philoso- RUNNING NPCS EASIER
phy which champions narrative over rules as written. Here are some quick tips to keep in mind
Most people don’t play TTRPGs because they love the when managing and running NPCs:
rules of the game. They play because they want to be • If your players react strongly to an NPC
part of a compelling tale. (they love them or hate them), take note
The rule of cool emphasizes that the rules of a and bring them back later in the story!
game are simply a frame to hold a fantastic creation, Having a collection of these familiar and
and the frame should never pull focus from the interesting NPCs at your disposal keeps
piece itself. Cultivating this kind of storytelling things fun and saves you from having to
does take practice. When there aren’t specific rules create brand-new NPCs over and over
written, it is much easier to say, “No, you can’t climb again.
on top of the dragon’s head and poke its eye out,” • If an NPC is traveling with the party, let
than to take a moment and figure out how to make a player run that NPC in combat or other
such a wild action work. Great DMs are the ones mechanics-heavy situations. Keep in
who don’t say no in a crisis but rather invent new mind that you should only ask for help
solutions and new systems to support creativity. with this from a player who has a firm
So what if you can’t technically use a spell a certain grasp of how to run their own character.
way! If there is a compelling reason to do so, isn’t • Avoid scenes in which heavy NPC-
that more interesting? The best moments of games to-NPC interactions may occur. If it’s
are those enchanted turns of creativity when dice, unavoidable, assign a primary NPC to
imagination, and circumstance align to create an lead the scene. That NPC should do most
intense scene. When such moments happen, the of the talking, and secondary NPCs
quickest way to kill them is often by not letting the should only provide commentary when
little things—the rules—go. absolutely necessary.
• When you create an NPC and your
Running players react strongly to them, do
Interesting NPCs yourself a favor and immediately write
down what they look and sound like.
In too many campaigns, NPCs fall by the wayside, Notes about whether a character had
serving as little more than cardboard cutouts to an accent, spoke at a particular pace or
dispense information or sell pints of ale. These lack- volume, or used specific catchphrases
luster characters lead to repetitive conversations and can be a continuity lifesaver.
boring shopping scenes, and ultimately they degrade • Don’t get too attached to an NPC until
the integrity of the world for your players. So how do you know how your players feel about
we save our worlds from this dull demise? them. You should discard NPCs to
whom your players don’t strongly react,
Know Their Motivations regardless of how you feel about them.
The fastest way to make an NPC meaningful is to
decide what their motivations are. “Know your
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Chapter 4: Building Adventures in the Planes
Allow Them to Grow you with all the information you need to set an
NPC motivations can (and often should) change. adventure in the Planes, but you certainly can’t
Player characters usually discover a lot about (and shouldn’t) expect your players to know all
themselves and how they fit into the world the details about the world from the first game.
throughout a campaign. If your non-player Whether you are using a prewritten adventure
characters evolve in the same way over the setting or introducing a new setting of your own
campaign, they genuinely feel like real pieces of the design, you have to slowly regulate the flow of new
developing story. Consider a scenario in which your information.
players burn down the innkeeper’s establishment;
that innkeeper’s motivations would likely move SPIRAL OUTWARD
from collecting savings to collecting vengeance. One of the most successful ways to develop your
What if your players resurrect the villain’s slain setting (and your plots as well, if we’re honest) is
family? Perhaps that villain now becomes an ally. using the spiral method. The spiral method asks
These changes guided by player action are a prime you to select one small location to begin your
example of how NPC motivations can radically raise adventure, then introduces progressively more
stakes in your games. locations and concepts as the campaign rolls along.
When you first start your campaign, you shouldn’t
Make Them Relatable focus on building the entire world. You should
Let’s face it—the fantasy genre is built on a pyramid focus instead on building the village, the dungeon,
of character tropes. Buxom barmaids, forgetful or whatever small location in which your campaign
wizards, rogues from broken families—the list goes actually begins. If you stick to just fleshing out the
on and on. Not every trope should be subverted. center of your spiral, your players can get used to
They exist for good reason: they are fun and relat- their characters and setting on a comfortable scale
able. However, you must use the power of the trope rather than being tossed into the deep end of a
wisely. If every NPC in your campaign is a common pool. Once your players are ready to move beyond
trope, you lose credibility quickly. Equally so, if every this location, you can introduce the details of the
NPC is an extremely complicated re-envisioning of area around it. If you started in a village, you could
the genre, your players won’t be able to keep up. The now talk about the dangers of the surrounding
best games out there marry the worlds of cliché, countryside, or maybe you move the tale into the
hilarious characters with a handful of surprising city closest to the village. Once you explore the
NPCs who shape the events of the world. The best surrounding areas, you can introduce the problems
NPC candidate to avoid tropes with is the villain all the locals of the province face. After local prob-
of your campaign. The most memorable villains in lems, you can talk about the country’s problems,
media are the ones we all can relate to a little, and then the continent’s, and so on. Resist the urge to
achieving that feeling often requires a more compli- plan the sweeping, world-shaking outer layers of
cated motivation than those you find among familiar your spiral until you get there. The spiral method
fantasy tropes. Ultimately, if you create a well-mixed is all about building a foundation of knowledge so
band of NPCs, both you and your players will enjoy your players have a chance to discover the setting
interacting with them. at a digestible pace.
and the ones who still have legs to stand on two, and listen to your players’ concerns. Nine times
five, even ten years later. Writing in stone how your out of ten, issues that arise at the table in the heat
game has to be is likely a death sentence for your of the moment are caused when someone doesn’t
longevity. It’s quite rare for folks to find a group and feel heard or feels misunderstood. It is up to you
play the same campaign for multiple years, often for to pause the game and make sure a player gets to
this reason. People are constantly changing, and if speak. That said, if a player is truly unreasonable,
the game you run doesn’t change as well, conflict is you should feel empowered to pause, stop, or end
inevitable. To keep your campaigns running, learn to the game as needed. Your number-one job is to
love surprises and open yourself up to their potential. facilitate fun, and if a major conflict arises, stopping
Whether that means changing up your format, the game to pick it up at a later date is a perfectly
bringing in new players, or changing the game you reasonable way to fulfill that job.
play, if you say yes to opportunities that make sense, We are in no way experts or professionals
your meta-narrative can be just as thrilling as each on the subject of conflict resolution, and truly
individual game. Times and people are turbulent, upsetting player behavior is something better left
so staying cool is the path you need to keep your to professionals. All you can do is do your best to set
campaign on course. If you are that pillar of chill in clear boundaries, and if anything feels unsafe, end
the center of chaos, your players will stay by your the game session immediately and seek professional
side through it all. guidance.
Setting a Date that are the same length every time, that window
Ensuring a continuing campaign takes tenacity and becomes sacred to your players, and they can begin
commitment to a regular schedule. Tricks and tips for to adapt their schedule around those windows.
scheduling any kind of regular event apply to game Monthly games are doable, but most groups can’t
sessions as well: handle that much time between sessions. Any
• Establish dates well in advance. break longer than two weeks guarantees at least
• Check in regularly. a few game details will be forgotten, and it will
• Pick the next event date before or during the always be a challenge to get back into the action
current event. each game.
Ideally, you will develop a routine for your sessions
so everyone gets into a rhythm. Until you have such Missing Players
a routine locked in, you have to be insistent about Every so often, despite your best scheduling efforts,
picking dates in advance. At the end of a session, one or more of your players might have to miss a
budget time to pick the next session date. Or, if you game. Hopefully, you’ll get some kind of notice, but
are playing late and you know your players won’t be often you’ll just have to roll with the punches and
at their best to have the conversation at the end of figure out the best way to deal with the situation.
the session, set aside time at the beginning of the When you first get together with your players at the
session to plan the next date. When scheduling your beginning of a new campaign (ideally during ses-
sessions is a priority for you, your players are more sion zero), you need to discuss what happens when
likely to make it a priority as well. a player can’t make it to a session. Here are some
options you can present to your players:
Session Length
In today’s world, it is incredibly difficult to find time 1. If you have a majority, play on. If you have at
to do anything recreational. Oftentimes, campaigns least half your group plus one who can make
fall apart because players are too exhausted from it, you should run a session as you normally
hard workweeks, can’t afford childcare, or one of would. In scenarios like this, you find an excuse
a hundred other reasons. One of the best ways to in game why a character is absent, or you have
combat these kinds of scheduling issues is to shorten that character along for the ride, but they don’t
the length of each gaming session. It might sound do anything noteworthy (no speaking, fighting,
tempting to play a session for four hours straight, but or making important choices). This tactic may
I guarantee not everyone in your group feels enthu- require you to restructure your game a bit,
siastic about such a huge block of time. The typical especially if you had a big surprise or event in
length of time players can stay focused without a mind for the absent player, but hopefully, you’ll
long break is three hours (though I prefer two). If you have enough other action going on in the world
are making a day of it, playing for two hours, taking that you can compensate.
an hour-long meal break, then playing for two more
hours is a good option. You must give your players 2. Run a session but use a nonstandard format.
time to decompress, socialize, and snack if you If you don’t have a player majority or can’t
want to keep them happy and eager to focus when easily change the story to compensate for the
necessary. missing player, this is the next best option.
Running a game with a nonstandard format
Session Frequency can mean several different things:
You also want to make sure you are planning • Run a side quest. This is when you use the
sessions at a frequency that is both realistic and same characters, but you play through
regular. In my experience, playing weekly games is a different quest for the session. You
too much. Asking a group of busy people to show could pick up your characters and run
up every single week to focus for multiple hours them through a portion of a published
is (most of the time) too much to ask. Even if your adventure. You could do a level from a
players seem enthusiastic about weekly games to dungeon. You could have a session where
begin with, I assure you that enthusiasm shifts to they visit a festival. You get the idea. It’s
resentment quickly. I recommend playing every okay to handwave the exact timing of such
other week, always on the same day and at the a sidequest, calling it a flashback, a future
same time. Also, make sure your sessions are the event, or just making it a noncanonical part
same length every game. Don’t squander people’s of the adventure. Your players just want to
time by having to guess whether your session will play. Typically, no one cares about preserving
last two hours or six. If you have consistent games a sacred in-game timeline.
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TREASURES
T he Planes is a high-magic setting where
magic is part of daily life for everyone,
from commoners to monarchs. Most
denizens are familiar with magic items in the Mortal
Realm, and wealthy individuals typically keep a
COLD IRON WEAPONS
Through their long struggle against the
fey, soldiers of the Eldrin Empire have
couple on their person or in their homes. Diligent discovered faerie creatures have an innate
shoppers can find common and uncommon magic weakness to weapons made of cold
items available for sale in the markets of the Eldrin iron. Cold iron (or "cold-wrought" iron)
Empire, and creatures with enough coin can commis- weapons are forged without fire and are
sion the creation of rare and very rare items. Routine consequently difficult to manufacture.
meddling in mortal affairs has also left a healthy In the Mortal Realm, a character can
collection of god- and faerie-made legendary items commission the creation of a single cold
and artifacts scattered throughout the world. iron weapon or ten pieces of cold iron
ammunition for 100 gp in addition to the
in most realms. Similarly, adventurers hoping to sell permanent magic items. The easiest way to price
magic items are likely to find a willing buyer in the consumables is to consider their benefits as if the
wealthy cities of the empire. items were spells. The Consumable Pricing by Spell
This section provides base pricing for buying and Level table gives you guidelines for pricing consum-
selling magic items in the Eldrin Empire, but the DM able items in this way. If they have no obvious spell
has the final say on the availability and market value comparison, price them by rarity.
of a particular magic item. Creating consumable magic items still requires
training, time, and costly components. Still, far more
Permanent people in the Mortal Realm possess the requisite
Magic Items expertise to make consumable magic items than the
expertise necessary to make permanent ones.
Most magic items are categorized as permanent, Cities and large towns typically have apothecaries
which means they have a set of magic properties and pharmacies with a limited supply of potions
unique to that object. A bag of holding, an oathbow, available for purchase. Spell scrolls, magic tokens, and
or a cloak of the mountebank are all examples of enchanted ammunition are a little harder to come by,
permanent magic items. but traveling mages and graduate students are usually
Permanent magic items are the most difficult willing to create such items to make a quick buck.
type of magic item to create, making them the least
readily available and most valuable kind of magic
item in the Planes. Fabricating even one magic item
of common rarity takes a great deal of skill, time, and
HOW TO MAKE MAGIC
expense, so a small number of new magic items are ITEMS FEEL SPECIAL
created in the Mortal Realm each year (not enough to DMs often struggle with rewarding magic
keep up with the demand). items during a campaign. Handing out too
A special program at the university of Faelyn teaches many items can cause players to forget
the principles of fabricating magic items, but the to use them, and using random tables to
majority of students who study it go on to work ex- generate item rewards can saturate a game
clusively on government-sponsored projects. Several with lackluster items. So, how do you keep
gnomish families in Chasiana turn a healthy profit by these kinds of rewards feeling special,
taking magic item commissions, but their services are especially in a high-magic setting? Involve
expensive and in great demand. The majority of magic your players in the process!
items on the market are secondhand, sold off to cover Here are some quick tips to accomplish this.
debts, or left behind in unfortunate circumstances. • Ask your players directly what kinds of
magic items their characters would like,
Permanent Magic Item Pricing by Rarity then scatter opportunities to earn them
throughout the campaign. Make sure to
Base Value Range check in regularly to see if your players
Rarity
(High-Magic Setting)
have changed their minds about what
Common 20–90 gp they want.
• When awarding loot, mostly hand
Uncommon 450–4,500 gp
out consumable items like potions,
Rare 1,800–18,000 gp spell scrolls, and tokens. Try to reward
permanent magic items only when there
Very Rare 14,850–45,000 gp is a narrative reason.
Legendary 22,500–180,000 gp
• If a character wants to buy a certain magic
item, don’t make it as easy as walking
Artifact Never available for sale or purchase into a corner store. Buying highly specific
objects usually involves research and
investigation in the real world, so it should
Consumable feel the same in fantasy worlds.
Magic Items • Make sure the characters have a way to sell
or trade items they no longer need. Sacrificing
Consumable magic items are designed to be used old items to gain new items helps maintain
once (or a few times) before they are expended. a sense of economic value.
Since these items have a limited life span, they are
significantly cheaper and generally easier to find than
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Chapter 5: Treasures
Item Quirks
d10 Item Quirk
1 You sometimes catch yourself humming a specific tune when you hold the item.
2 The item frequently appears in your dreams.
3 The item somehow always makes its way back to you.
4 Seeing the item reminds you of someone you care for.
5 The item always seems to be right where you need it.
6 The item emits an oddly specific scent.
7 The item is decorated with an unusual pattern.
8 The item has a disability-friendly grip or other appropriate features.
9 Touching the item makes you feel safe.
10 The item has a name scratched onto its surface in a child’s handwriting.
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Chapter 5: Treasures
The Avatar frees itself from the shield. The restrained condition
ends for an affected creature if you move farther than
Armor (plate), artifact (requires attunement) 5 feet from it. Up to one Large or three Medium or
This jet-black suit of armor encases the wearer from smaller creatures can be ensnared by the shield at
head to toe. The Avatar was crafted by Menoetius, a one time.
grieving titan looking to balance the scales against Once used, this property cannot be used again until
the gods who slaughtered her kind. The Avatar is the the next dawn.
only known weapon that can permanently slay a god,
and thus it is widely feared by them. Cloak of Mournful
Divine Shield. While attuned to this armor, you Memories
cannot be scryed upon or magically detected in any
way by celestial creatures. Wondrous item, rare (requires attunement)
Godkiller. While wearing this armor, you gain While wearing this masterfully woven linen cloak,
a +3 bonus to AC. Any melee attacks you make you cannot be frightened and have advantage on
while wearing the armor deal double damage to saving throws against being charmed.
celestial creatures (including gods and demigods) As an action, you can cause the cloak to spill
and overcome any damage immunities or resistances forth a 20-foot-radius sphere of inky vapor
such creatures might possess. In addition, you are centered on you. Creatures inside the vapor are
resistant to any damage dealt by celestial creatures. heavily obscured. The mist lasts for 1 minute or
Curse. This item is cursed. While you are attuned to until dispersed by a strong wind. Creatures other
it, all celestial creatures are hostile toward you. than you that enter the area for the first time on a
Destroying the Armor. The Avatar can only be turn or start their turn there witness unbearably
destroyed by a weapon forged by Menoetius, the terrifying memories and must succeed on a DC 15
titan who created the armor. It is invulnerable to all Wisdom saving throw or be frightened of the vapor
other sources of damage, even damage caused by until the end of their turn.
divine intervention.
Cloudrunner Carriage
Band of Inverse Steps Wondrous item, very rare (requires attunement)
Wondrous item, uncommon (requires attunement) These exquisitely wrought magical carriages can only
A staple tool for most agents of fate, this rose-gold be crafted through hours of painstaking labor and
ring is adorned with the celestial word for “destiny” great expense. Only the attuned user can command
inverted, etched on the band. the carriage to move or fly, otherwise it remains
As a reaction, you can teleport yourself and one completely immovable.
Medium or smaller creature you are touching to an The cloudrunner carriage can comfortably seat
unoccupied space that you have occupied or moved six Medium creatures. It has an AC of 16 and 68 hit
through since the start of your last turn. points, and it is immune to lightning, poison, and
psychic damage. In addition, the carriage can carry
Buckler of the Cradling Cat 500 pounds of cargo strapped to the top, back, or
undercarriage and can travel up to 24 miles per day,
Armor (shield), rare (requires attunement) after which it must stop for 4 hours to recharge.
Lightly armored frontline fighters consider the cat to When the reins of the carriage are held, two to four
be not only a good omen but a perfect predator. This vaporous beasts of burden form to pull the carriage.
light, maneuverable shield is strapped to the forearm, The type of beast is determined during the crafting
leaving your shield hand free. Lengths of enchanted of the carriage. If no beast is chosen, none appear.
leather cord crisscross overtop of one another on The vaporous creatures do not influence the speed or
the face of the shield and, in strong wind or when locomotion of the carriage and seem to run smoothly
jostled, can chirp and purr like an excited feline. regardless of the terrain.
As an action, you can speak the shield’s command Speed. The carriage has a ground speed of 30 feet,
word and cause the interlocking cords to animate or 3 miles per hour. It also has a flying speed of 60
for 1 minute. For the duration, each time a Large or feet, or 6 miles per hour. In addition, you can use a
smaller creature misses you with a melee attack, it bonus action to double the carriage’s speed (on land
must succeed on a DC 15 Strength saving throw or be or while flying) for 1 minute. Once this feature has
restrained by the thrashing lines. been used, the carriage’s speed cannot be doubled in
A creature restrained by the shield can use its action this way again until the carriage remains immobile
to attempt a DC 15 Strength check. On a success, it for 8 hours, after which it is recharged.
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Cloudrunner
Carriage
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Elemental Shards
Color Element Effect
The shard injects a numb, cooling effect on the your body. You automatically succeed on
Blue Constitution saving throws made to ignore the effects of extreme heat.
Water
Sapphire In addition, you can survive submerged in water indefinitely without suffering the ill
effects of being submerged, though you still require fresh water, food, and air to survive.
The shard suffuses a tight, heavy feeling to your body. You automatically succeed on
Constitution saving throws against nonmagical poison and acid damage as well as
Green
Earth Strength saving throws to avoid being knocked prone.
Emerald
In addition, you can survive underground, away from sunlight, indefinitely without
suffering any ill effects.
The shard exudes a feeling of weightlessness and causes hair on your body to float as if
in a light breeze. You automatically acclimate to high altitudes and can hold your breath
Purple
Air for 1 hour.
Amethyst
In addition, you ignore the first 20 feet you fall from a great height. If you have at least
1 hit point when you land, you can choose to land on your feet.
The shard causes flashes of heat through your body. You can exist comfortably in
temperatures as low as −40 degrees Fahrenheit, and you automatically succeed on
Red
Fire Constitution saving throws made to ignore the effects of extreme cold.
Ruby
In addition, you become immune to disease and can handle scalding hot objects
painlessly, though you still take damage from magical and mundane fire.
The creature forgets all languages it knows but Light Crossbow 1d6 force Very Rare
3
can now speak and understand Primordial.
The creature’s skin emits harmless elemental Heavy Crossbow 1d8 force Rare
4 effects, such as mud (for an earth shard) or a
dry breeze (for an air shard). Ballista 2d8 force Rare
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Mage Mead This small journal can easily fit in a pocket. The
note book can hold up to three songs or poems. If a
Potion, rare creature holds the note book while performing one
This sweet amber liquid is spiced with a hint of chili of these songs or poems, it has advantage on its
pepper. When you drink this potion, you immedi- Charisma (Performance) check. If a note book already
ately regain a spent spell slot of 5th level or lower. contains three songs or poems and a creature writes
Drinking this potion has no effect if you have not a new song or poem in the book, the oldest entry
expended any spell slots or do not cast spells. disappears.
If a note book is found, roll a d3 to determine how
Mask of Noor many songs or poems it currently contains.
While wearing the crown in dim light or darkness, and is centered on you, and while it exists you are
you can cast light at will. heavily obscured.
The crown has 6 charges. It regains 1d6 expended You can choose which color the ward is when it
charges daily at dawn. appears, so long as you meet the level requirement
Guiding Bolt. You can expend 1 charge as an action to do so. When a creature passes through the barrier
to cast guiding bolt from the crown. or hits you with a melee attack while within 5 feet of
Radiant Beam. As an action, you can expend 2 you, the ward has additional effects indicated by its
charges to create one to four 5-foot-radius, 40-foot- color. A creature forced into or through your space is
tall cylinders of sunlight centered on points you not affected by the ward in any way.
can see within 120 feet of you. The more cylinders Area Ward. As an action, you can expend 3 charges
you create, the less powerful each cylinder is. The to cause an immovable, 10-foot-radius dome of
cylinders last as long as you concentrate (as if arcane protection to appear at a point you can see
concentrating on a spell), up to 1 minute. within 30 feet of you. The dome lasts for 1 minute or
When a creature enters a cylinder for the first until a creature triggers the ward’s effect. Creatures
time on a turn or starts its turn there, it is engulfed inside the colored dome are heavily obscured but
in shimmering flames that cause searing pain, and can see out unimpeded. Creatures can safely move
it must attempt a DC 15 Constitution saving throw. out from the dome unhindered, but creatures that
On a failed save, the creature takes radiant damage willingly move into the dome suffer the ward’s effect.
based on the number of cylinders you created. After Red (Required Spellcaster Level 12). A creature
a cylinder is triggered in this way, it disappears. that passes through the red barrier must attempt
a DC 16 Dexterity saving throw, taking 7d8 fire
damage on a failed save or half as much damage on
Cylinders Radiant Damage
a successful one. Ranged weapon attacks that use
4 1d10 nonmagical ammunition are consumed by the flames
and deal no damage to warded creatures. This ward
3 2d10
can be dispelled by dispel magic (DC 14).
2 4d10 Orange (Required Spellcaster Level 13). A
creature that passes through the orange barrier must
1 8d10 attempt a DC 16 Constitution saving throw, taking
8d8 acid damage on a failed save or half as much
Sunbeam. As an action, you can expend 3 charges damage on a successful one. Ranged spell attacks
to cast sunbeam from the crown. of 4th level or lower deal no damage to warded
creatures. This ward can be dispelled by dispel magic
Ring of Forage (DC 15).
Yellow (Required Spellcaster Level 13). A creature
Ring, common that passes through the barrier must attempt a DC
Tiny leaves are carved into the surface of this red 16 Dexterity saving throw, taking 8d8 lightning
wood ring. While wearing this ring, you can touch damage on a failed save or half as much damage on
any nonmagical plant and instantly learn its culinary a successful one. Creatures inside the yellow ward
and medicinal properties (if it has any). have resistance to damage from area-of-effect spells
and magical abilities. This ward can be dispelled by
Robe of the Seven-Fold Veil dispel magic (DC 15).
Green (Required Spellcaster Level 14). A creature
Wondrous item, legendary that passes through the barrier must succeed on a
(requires attunement by a spellcaster) DC 17 Constitution saving throw or take poison damage
This soft, waterproof robe has an oversized hood equal to half its hit point maximum. Creatures inside
and form-fitting sleeves with thumb holes for extra the green ward are immune to poison damage and
comfort. The deep, vibrant color of this magical robe the poisoned condition. This ward hedges out all
changes in hue to match that of the last ward it noxious gasses and clouds. This ward can be dispelled
created. by dispel magic (DC 16).
The robe has 7 charges. The robe regains 1d4 + 3 Blue (Required Spellcaster Level 14). A creature
expended charges daily at dawn. that passes through the barrier is targeted by a flesh
Personal Ward. You can use an action and expend to stone spell (save DC 17). Creatures inside the blue
2 charges to create a field of magical protection ward are immune to all divination and mind-affecting
around you that lasts for 1 minute or until a creature spells and abilities. This ward can be dispelled by
triggers the ward’s effect. The ward moves with you dispel magic (DC 16).
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Indigo (Required Spellcaster Level 15). A creature Invulnerability. Alternatively, you can use an action
that passes through the barrier is targeted by a to press every button on the shield, which expends 5
confusion spell (save DC 18). Creatures inside the charges, to give yourself resistance to all damage for 1
indigo ward are immune to spells and spell-like minute or until you are reduced to 0 hit points.
abilities cast from outside the ward. This ward can be Once used in this way, the shield regains only 1
dispelled by dispel magic (DC 17). charge each dawn for the following 7 days.
Violet (Required Spellcaster Level 16). A creature
that passes through the violet barrier is targeted by Shumsharan
a plane shift spell (save DC 18). Nonliving creatures
of CR 4 or lower and objects that enter the ward are Weapon (club), legendary
disintegrated as with the disintegrate spell. This ward (requires attunement by a monk)
can be dispelled by dispel magic (DC 17). Shumsharan, also called The Heavenly
Bones or Tekpi of Coalescence, are a pair
Rod of the Effigy Master of specialized mithral sai once wielded
by Sharan, the Monk of Many Paths.
Rod, rare (requires attunement) They are always found together,
This steel and bronze rod emits a gentle whir as its and attuning to one of them
internal machinery eternally spins. grants attunement to both.
The rod can bestow a semblance of life to You gain a +2 bonus to
nonmagical materials, creating effigies that function attack and damage rolls with
as if they are alive. To create an effigy, the rod must either Shumsharan and a
be touched to a sculpture or machine built to look +1 bonus to Armor Class
like a beast. Creating such a sculpture requires 24 while wielding both
hours and 50 gp worth of materials multiplied by the of them. When you
imitated beast’s CR (with a minimum cost of 50 gp). spend a ki point while
An effigy brought to life by the rod has the game holding Shumsharan,
statistics of the imitated beast. The effigy is friendly the next time you hit
to you and your companions. The effigy rolls its own with a melee attack,
initiative and acts on its own turn. It obeys any verbal the target takes an
command that you issue to it (no action required additional 2d4 cold, fire,
by you). If you don’t issue any commands, the effigy lightning, necrotic, poison,
defends itself from hostile creatures but otherwise radiant, or thunder damage
acts according to its bestial nature. (your choice). Shumsharan
If an effigy is reduced to 0 hit points, it is destroyed, Proficiency with monk
and the materials used to create it are rendered useless. weapons allows you to add your
The rod of the effigy master can only bestow life to proficiency bonus to the attack roll for any attack you
three effigies at once. If three effigies already exist and make with either Shumsharan.
another effigy is created, the attuned user can choose
which existing effigy is destroyed. Soulhammer
Shield of Weapon (warhammer),
artifact (requires attunement)
Unbreaking Resilience
This divine weapon is a massive, surprisingly light,
Armor (shield), very rare (requires attunement) adamantine warhammer. Forged by a dwarven god
This well-made dwarven shield is crafted from a from the essence of creation itself, the hammer is
copper-colored alloy that’s harder than steel. The nigh indestructible. The creator occasionally lets the
shield has 5 charges and regains 1d4 + 1 expended hammer slip from their weathered grip, hurtling it to
charges daily at dawn. the Mortal Realm as a falling star, where it drops into
Inside the shield are eight circular buttons, each the path of one who would use it to protect the world.
with a Dwarvish rune inscribed upon it relating to Any creature of non-good alignment that tries
the following damage types: acid, cold, fire, lightning, to attune to the warhammer must attempt a DC 17
necrotic, poison, radiant, and thunder. Constitution saving throw. On a successful save, the
As an action, you can press one of the buttons creature takes 10d6 fire damage and 10d6 radiant
and expend 1 charge to infuse the shield with that damage at the start of each turn while within 100
element. For 10 minutes, you have resistance to the feet of the hammer. On a failed save, the creature is
chosen damage type. turned to solid iron.
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Chapter 5: Treasures
Soulhammer is a magic, sentient warhammer that never makes promises it cannot keep and never lies,
grants a +3 bonus to attack and damage rolls made even to further its goals. It grows elated in battle
with it. It imparts a +10 bonus to ability checks made against evil, and conflict arises if it is wielded against
to craft or dismantle items made of metal or stone to those undeserving of destruction.
anyone who holds it. Destroying the Hammer. Destroying the
While attuned to the artifact, you gain proficiency Soulhammer requires it be undone at its creator’s
in the History skill and can use an action to cast own forge in the celestial realm. The hammer must
crusader’s mantle or destructive wave (save DC 18) be submerged in the coals of the eternal forge by
from it once per day. a dwarven monarch and left there for 1 year, after
Non-dwarves attuned to Soulhammer emit a rancid which is reduced to molten scrap.
stench noticeable out to a distance of 10 feet and must
eat and drink six times the normal amount each day.
Hurler. The warhammer has the thrown property
with a normal range of 20 feet and a long range of 60
SOULFORGER’S GIFT
feet. When you hit with a ranged attack using this The greatest gift a dwarven god can bestow
weapon, it deals an extra 2d8 damage. Immediately upon a living mortal is the blessing of
after the attack, the weapon flies back to your hand. stone. Such people, generally dwarves,
Judgment. The first time you hit a fiend or undead must undertake incredible hardship for the
creature with the hammer, it takes additional good of the world.
damage equal to half your hit point maximum and
Blessing of Stone
must succeed on a DC 18 Constitution saving throw
You age half as quickly and are immune to
or be stunned for 1 minute. The target can repeat the
disease and poison. In addition, you may
saving throw at the end of each of its turns, ending
summon forth Soulhammer for 1 minute.
the effect on itself on a success.
Once used, you must succeed on a
Might of Stone. While attuned to Soulhammer,
Charisma check to call the hammer to your
your Strength score becomes 23 unless it is already
aid again. The DC for the check equals 25
23 or higher, and you regain 10 hit points at the
minus 1 for each day that has passed since
start of each of your turns if you have at least 1 hit
you last summoned Soulhammer.
point. You and allies within 30 feet of you can’t be
frightened and have advantage on saving throws
against spells and other magical effects while you are
holding the weapon. Spark Shelter
Shatter. When you attack a creature with this
weapon and roll a 20 on the attack roll, the target Wondrous item, very rare (requires attunement)
takes an additional 20 bludgeoning damage, is This gnomish trinket is the size of a box turtle and
knocked back 20 feet, and must succeed on a DC 18 magically affixes to a suit of armor. Once attached, it
Strength saving throw or fall prone. can only be removed by speaking its command word.
Soul Forge. You can cast the creation spell from This item has 3 charges and regains 1d3 charges
Soulhammer once per day. Objects comprised daily at dawn. While attached to an attuned user’s
only of nonprecious metals created by the spell armor, the armor grants you the following benefits.
last indefinitely but turn to soot when broken. Conduit. You have resistance to lightning damage.
Alternatively, you can use the spell to create an If you take lightning damage from a spell of 1st
object no larger than 20 feet on a side made of stone level or higher, the first time you hit with a melee
or wood. Once used in this way, the spell cannot be attack on your next turn, the target takes an extra 5
used again for 7 days. lightning damage per level of the spell that damaged
Sentience. Soulhammer is a sentient, lawful you (minimum of 5).
good weapon with an Intelligence score of 16, a Spark Bubble. When you are hit by an attack or
Wisdom score of 18, and a Charisma score of 12. It take lightning damage, you may use your reaction
has hearing and darkvision out to a range of 120 to expend 1 charge to cause a crackling sphere of
feet. The warhammer communicates telepathically lightning to appear around you, protecting you
with its wielder and can speak, read, and understand from the attack and shocking those adjacent to
Dwarvish. you. Until the start of your next turn, you have a +5
Personality. The hammer’s purpose is to safeguard bonus to AC, including against the triggering attack.
creation from those that would dismantle it and Additionally, whenever a creature hits you with a
restore that which they destroy. The warhammer is melee attack or starts its turn within 5 feet of you,
warm, supportive, and fatherly. The Soulhammer the creature takes 5 lightning damage.
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your hand and reappears in the jar. That orb now You gain a +3 bonus to attack and damage rolls
holds the Constitution score and Charisma score of made with this magic weapon. If you score a critical
the victim (adjust the Jar of Hearts table to reflect hit with it, you regain a number of hit points equal to
the change). the damage dealt by the attack. While you’re attuned
If the jar is broken, each orb flies toward the next to the whip, you automatically stabilize whenever
nearest creature in the area to attempt one last swap you are dying at the start of your turn.
before flitting out of existence. If successful, the Fiend Flayer. The spirit naga Kaskret’s great failure
target’s scores are swapped with those contained in life was being seduced by the power of a demon
in the orb, then the orb is destroyed. Only a wish prince, and in its eternal torment, it craves fiendish
spell can bring back a creature’s essence if the orb blood. Kaskret, Agony’s Cry has 1 charge and gains
containing it is gone. an additional charge each time it slays a fiend with a
challenge rating of 4 or higher. While it has 3 or more
Jar of Hearts charges, the whip’s damage die increases to 1d12 and
its range increases to 20 feet.
d4 Constitution Score Charisma Score Immortal’s Wail. When you hit a creature with
this weapon, you can expend 1 of its charges to cause
1 12 17
the target and each creature other than you within
2 6 22 20 feet of the target to attempt a DC 16 Constitution
saving throw, taking 4d12 necrotic damage on a failed
3 20 4 save, or half as much damage on a successful one.
4 4 8 Sentience. Kaskret, Agony’s Cry is a sentient
weapon of chaotic evil alignment with an
Intelligence score of 11, a Wisdom score of 15, and a
Charisma score of 18. It has hearing and darkvision
out to a distance of 120 feet.
The weapon communicates by transmitting
emotions and short, grotesque visions to its wielder.
It may cause its wielder’s hand to cramp painfully if
it is displeased or send a tickling jolt up its wielder’s
arm if it is elated.
Personality. Kaskret, though its mind has been
ravaged by time without control of its form, still has
a prideful and industrious view of its place in the
world. It believes, given the proper circumstances,
that it may find redemption or at least rebirth into
its previous form. Kaskret, Agony’s Cry seethes in
hatred for the demon prince and will spell its own
wielder’s doom if it believes doing so would allow
it to slay him. Conflict arises if the wielder parlays
with devils, demons, or other fiends in view of the
weapon or if it is brandished against the archfey
who created it, whom Kaskret, Agony’s Cry fears
above all else.
Kaskret,
Agony’s Cry Magic Mirror
Wondrous item, very rare (requires attunement
by a humanoid)
Kaskret, Agony’s Cry
This ornately gilded, handheld mirror contains the
Weapon (whip), legendary (requires attunement) spirit of an archfey. When attuned to the mirror, you
Kaskret, Agony’s Cry is a brutal whip of bone and may use an action to inquire about a specific creature.
sinew crafted by an archfey sorceress from the In answer, the spirit appears in the mirror. It casts
remains of a spirit naga that failed her long before scrying, ignoring the Wisdom saving throw required
the first mortal came into existence. The macabre by the target. For 10 minutes, you can see and hear
weapon twitches and coils from time to time of its that target through the mirror if is on the same plane
own volition. of existence as you.
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Curse. This item is cursed. While you are attuned become inconsolable, irritated, or dismissive for
to it, all fey creatures not aligned with one of the seemingly no reason. In general, Queen’s Retort
sovereign courts are hostile toward you. is content so long as its wielder acts with regal
bearing and poise worthy of a court ally. Conflict
Queen’s Retort arises, however, if the wielder lives in squalor or if
the wielder attempts to surrender Queen’s Retort or
Weapon (longbow), artifact (requires attunement leave it behind.
by a creature favored by the Forest Court) After generations of battle, Queen’s Retort is
This supple, white wax wood bow is as light as a surprisingly bloodthirsty to those who stand in
single flower petal. Crafted as a gift to the Forest opposition of the Forest Court. It sees life and death
sovereign, this weapon became one of her most as seasons destined to move in an endless cycle. As
mercurial tokens of favor. For an age it has moved such, it holds little regard for the lives of mortals,
from servant to servant, for the enigmatic desires of though it takes special care to keep its wielder
the court. Such favor was garnered by this weapon safe from thieves and assassins. Secretly, Queen’s
that Queen’s Retort eventually became imbued with Retort fears that its history of violence will come
a shred of sentience and has since become a symbol back to haunt it, leaving it abandoned to languish in
of the Forest Court’s power. obscurity.
Magic Weapon. You gain a +3 bonus to attack Destroying the Bow. Queen’s Retort appears
and damage rolls made with this magic weapon. It supple and easily broken, but it is completely
also functions as a cloak of elvenkind and boots of impervious to damage. If the bow is left in a realm
striding and springing. of shadow or negative energy for 1 year and 1 day, it
Random Properties. The bow has the following loses all its magic until it is returned to the Forest
randomly determined properties: Court. It can be destroyed forever if a ruling Forest
• 2 minor beneficial properties sovereign throws it into a fire.
• 1 major beneficial property
• 3 minor detrimental properties Rovanel, Sword of the Lake
Fey Hunter. When you first attune to it, the
Queen’s Retort has 1 charge. Each time you use Weapon (longsword), artifact
it to reduce a fey with a challenge rating of 3 or (requires attunement)
higher to 0 hit points, the bow gains an additional Created by an enigmatic archfey who heard the tales
charge. While it has 3 or more charges, you cannot of an ancient, legendary blade, this weapon is a pow-
be charmed and have advantage on saving throws erful tool in the hands of any who pledge themselves
against the spells and magical effects of fey. and their deeds to the inexplicable Lady of the Lake.
When you hit a creature with an attack using this Should their devotion falter, ruin is sure to find them.
weapon, you can expend 1 charge to turn the attack If at any time the bearer of the blade is slain, the
into a critical hit. sword disappears in a spray of water and returns
Nature’s Brilliance. When you score a critical to the waiting hands of the Lady of the Lake, who
hit with this weapon against a creature, it takes an bestows it upon a new champion. A champion that
additional 50 points of magical piercing damage. If is returned to life after losing the sword can, should
this damage kills a creature, it bursts into a flare of they be worthy, draw the sword forth from any pool
brilliant light and is destroyed. Undead within 100 of placid water.
feet of the target take 2d6 radiant damage, and plants This blue-green longsword shimmers like the
in the affected area become vibrant and overgrown as scales of an aquatic creature. Crystal-clear water
with the plant growth spell. perpetually drips from the ice-cold blade and quickly
Sentience. Queen’s Retort is a sentient neutral evaporates before touching the ground. Running
weapon with an Intelligence score of 10, a Wisdom water calms, mist coalesces, and rain slows in the
score of 19, and a Charisma score of 17. It has hearing blade’s presence.
and truesight out to a range of 60 feet. Rovanel, Sword of the Lake is a magic longsword
The weapon can speak, read, and understand that grants a +2 bonus to attack and damage rolls
Common and Sylvan, and it can communicate made with it. The sword deals an extra 1d6 cold
with its wielder telepathically. It speaks in a light, damage on a hit.
singsong, feminine voice. Curse. The chosen of the Lady of the Lake find
Personality. Queen’s Retort mirrors the grace, themselves inept with all other weapons. Attack rolls
intelligence, and volatile nature commonly found made with weapons other than Rovanel are made at
among the sovereign fey. One moment the bow may disadvantage. A remove curse spell suppresses this
seem helpful, understanding, and brilliant, only to effect for 1 minute.
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Heroic Deeds. As the champion who wields the short rest, and this healing has no effect on undead or
blade forges their legacy, Rovanel gains additional constructs. Once used 3 times, this property cannot
properties (in the presented order) when certain be used until the next dawn.
tasks are completed or at the DM’s Discretion. An Implacable. While you are conscious, Rovanel
identify spell or similar magic used to investigate the is unbreakable by any means short of divine
sword reveals the nature of the next task required to intervention. While holding the weapon, you cannot
further bolster the blade. Such tasks may include: be disarmed unless you allow it. In addition, it
• The attuned user must defend the life of a functions as a ring of water walking and cap of water
stranger in battle against a creature of non- breathing while you are holding it.
lawful alignment. Unyielding. At the start of your turn, if you are
• The champion must lead a group into battle holding the sword, you can spend 1 Hit Die to recover
against overwhelming odds and win. hit points as you would on a short rest. While within
• The chosen wielder must protect their enemy 30 feet of Rovanel, you have advantage on death sav-
should they beg for life, even against the ing throws, and spells or spell-like abilities that would
wishes of their allies. kill you outright instead reduce you to 0 hit points.
• The attuned user must give their life for that Any creature other than you that attempts to wield
of an innocent. Rovanel must succeed on a DC 16 Constitution saving
Touch of Invigoration. As an action, you can cause throw at the start of each of its turns or take 5d6 cold
the icy water that drips from the blade to soothe the damage.
wounds of one creature you touch. The target regains
hit points equal to its maximum number of Hit Dice.
A creature can only be healed in this way once per
My father once told me that a weapon is the sum
of an unwritten history penned in blood and sealed
in iron. We strive to become worthy to wield the
history of those who have risen and fallen before
us. Pray that you are worthy to be in the saga of
such a noble weapon.
Salve of Awakening
Potion, legendary
This shallow onyx container stoppered with a disk of
petrified bone contains three doses of oily paste that
smells of moss, blood, and clay. The container and its
contents weigh 4 pounds.
As an action, a single dose of the grimy paste can
be applied to a Huge or smaller beast or plant as
with the awaken spell. When a creature becomes
awakened by this salve, it must succeed on a DC 15
Wisdom saving throw or become hostile toward you
for 1 hour. Afterward, the awakened creature treats
you normally.
Rovanel,
Sword of the Lake Scythe of Time
Weapon (sickle), very rare (requires attunement)
This appears as a simple harvesting scythe. You gain a
+2 bonus to attack and damage rolls made with this
magic weapon.
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The scythe has 5 charges. It regains all expended outward to detect the presence of fey. Until
charges daily at dawn. your next turn, you know the location of any
Circle of Death. You can expend 3 charges as fey within 60 feet of you.
a reaction to cause a sphere of negative energy Depending on which sovereign fey has granted you
to ripple out in a 60-foot-radius sphere from the this blessing, you gain additional benefits.
scythe. Each creature in that area must attempt a DC Blossom Court. You regain 10 hit points at the
15 Constitution saving throw, taking 8d6 necrotic start of each of your turns due to the vitality of the
damage on a failed save, or half as much damage on a Blossom Court.
successful one. Court of the Winds. Your base movement speed
Death Ward. You can expend 2 charges as a is doubled as you are carried by the gale force of the
reaction to ward yourself against death for the next 8 Court of the Winds.
hours. While the effect is active, if you would drop to Forest Court. You gain advantage on Strength
0 hit points as a result of taking damage, you instead checks and Strength saving throws, and your melee
drop to 1 hit point and the effect ends. attacks deal an extra 1d4 damage as you are infused
Curse. This scythe is cursed, and attuning to it with the bestial might of the Forest Court.
extends the curse to you. Even if the attunement Heavenly Court. Whenever a creature begins its
ends, the curse remains. After each long rest, your turn within 5 feet of you or hits you with a melee
physical appearance becomes more skeletal. After attack, it takes 2d8 radiant damage as you emit the
10 days, you take on the appearance of an avatar brilliance of the Heavenly Court.
of death. These physical changes can be undone by Sleeping Court. Creatures have disadvantage on
any effect that removes a curse, such as a greater attack rolls against you as you are wrapped in the
restoration or remove curse spell. ethereal mists of the Sleeping Court.
Slithering Court. You cannot be targeted by spells
Magical Rewards (you can still be hit by area-of-effect spells) as you are
covered by the swarming shadows of the Slithering
Court.
Magical rewards are nonmaterial rewards granted by Withered Court. You gain +2 AC as you are
a powerful being. Gods, demigods, titans, fiends, and encased in the frost of the Withered Court.
fey are all likely candidates for awarding magical gifts Once you use this feature, you can’t use it again
to the mortals who please them. until you finish a long rest.
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Adventurers are caught unaware by an enormous lightning worm.
CHAPTER SIX
FRIENDS
AND FOES
T his chapter provides templates and stat
blocks for many of the creatures that can
play a role in a campaign set in the Planes.
The first part of this chapter provides templates
that can make any existing creature a member of one
For more information about the sovereign fey courts,
see “Exploring the Sovereign Courts” in chapter 3.
Blossom Court
of the sovereign fey courts. After the templates is a The following monster templates allow you to
bestiary of creatures native to the mortal and faerie upgrade any existing creature to become a vassal, a
realms followed by a collection of NPCs ready to courtier, or the sovereign of the Blossom Court.
serve as friends or foes.
Blossom Vassal Template
Sovereign Court You can create a vassal of the Blossom Court by
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Chapter 6: Friends and Foes
Damage Resistances. The creature gains resistance Challenge Rating. The creature’s challenge rating
to bludgeoning, piercing, and slashing damage from increases by 4.
nonmagical attacks.
Traits. The creature gains the following traits.
Condition Immunities. The creature gains immunity
• Magic Resistance. The courtier has advantage
to the charmed condition.
on saving throws against spells and other
Languages. The creature gains the ability to speak magical effects.
and understand Sylvan.
• Sweet Scent. Any creature that targets
Challenge Rating. The creature’s challenge rating the courtier with an attack or harmful
increases by 1. spell while within 30 feet of it must first
attempt a DC 15 Charisma saving throw.
Traits. The creature gains the following traits.
On a failed save, the creature must choose
• Magic Resistance. The vassal has advantage a new target or lose the attack or spell.
on saving throws against spells and other Creatures that can’t be charmed are
magical effects. immune to this effect.
• Sweet Scent. Any creature that targets • Verdant Blessing. The courtier regains 10 hit
the vassal with an attack or harmful points at the start of its turn. If the courtier
spell while within 30 feet of it must first takes fire damage, this trait doesn’t function
attempt a DC 13 Charisma saving throw. at the start of the courtier’s next turn. The
On a failed save, the creature must choose courtier dies only if it starts its turn with 0 hit
a new target or lose the attack or spell. points and doesn’t regenerate.
Creatures that can’t be charmed are
Proficiency. The creature’s proficiency bonus
immune to this effect.
increases to match its adjusted challenge rating.
Proficiency. The creature’s proficiency bonus in-
Actions. The creature gains the following action.
creases to match its adjusted challenge rating.
• Petal Dance. The courtier creates a swirling
Blossom Courtier Template storm of flower petals to fill a 15-foot-radius
sphere at a point it chooses within 60 feet.
You can create a courtier of the Blossom Court by While the courtier stands in the storm of
making the following adjustments to the statistics of petals, it has advantage on attack rolls, and
any creature. creatures have disadvantage on attack rolls
against it. The petal storm remains for 1
Creature Type. The creature gains fey as a creature
minute or until the courtier chooses to end
type in addition to its original creature type.
the effect.
Spells and abilities that affect fey now affect the
creature.
Blossom Sovereign Template
Hit Dice. The creature gains ten additional Hit Dice
and recalculates its hit point maximum using these You can create a sovereign of the Blossom Court by
Hit Dice. making the following adjustments to the statistics of
any creature.
Ability Scores. The creature’s Charisma score
increases by 6. An ability score cannot be increased Creature Type. The creature gains fey as a creature
above 30 using this feature. type in addition to its original creature type. Spells
and abilities that affect fey now affect the creature.
Damage Vulnerabilities. The creature becomes
vulnerable to fire. Hit Dice. The creature gains sixteen additional Hit
Dice and recalculates its hit point maximum using
Damage Resistances. The creature gains resistance
these Hit Dice.
to bludgeoning, piercing, and slashing damage from
nonmagical attacks. Ability Scores. The creature’s Charisma score
increases by 6, and it gains 10 ability points. Each
Languages. The creature gains the ability to speak
ability point can be used to increase an ability score
and understand Sylvan.
of its choice by 1. An ability score cannot be increased
Condition Immunities. The creature gains immunity above 30 using this feature.
to the charmed and frightened conditions.
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Chapter 6: Friends and Foes
Damage Resistances. The creature gains resistance sovereign dies only if it starts its turn with 0
to bludgeoning, piercing, and slashing damage from hit points and doesn’t regenerate.
nonmagical attacks.
Proficiency. The creature’s proficiency bonus
Damage Immunities. The creature becomes immune increases to match its adjusted challenge rating.
to cold and poison damage.
Actions. The creature gains the following action.
Condition Immunities. The creature gains immunity
• Petal Dance. The sovereign creates a swirling
to the charmed, exhaustion, frightened, and poi-
storm of flower petals to fill a 30-foot-radius
soned conditions.
sphere at a point it chooses within 60 feet.
Languages. The creature gains the ability to speak While the sovereign stands in the storm
and understand Sylvan. of petals, it has advantage on attack rolls,
and creatures have disadvantage on attack
Challenge Rating. The creature’s challenge rating
rolls against it. The petal storm remains for 1
increases by 8.
minute or until the sovereign chooses to end
Traits. The creature gains the following traits. the effect.
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Chapter 6: Friends and Foes
Armor Class 13 (16 with barkskin) Tree Stride. Once on her turn, the dryad can use 10
Hit Points 136 (21d8 + 42) feet of her movement to step magically into one living
Speed 30 ft. tree within reach and emerge from a second living
tree within 60 feet of the first tree, appearing in an
STR DEX CON INT WIS CHA
unoccupied space within 5 feet of the second tree.
10 (+0) 16 (+3) 14 (+2) 14 (+2) 16 (+3) 26 (+8) Both trees must be Large or bigger.
Skills Perception +7, Stealth +7
Verdant Blessing. The dryad regains 15 hit points at
Damage Resistances bludgeoning, piercing, and
the start of her turn. If the dryad takes fire damage,
slashing from nonmagical attacks
this trait doesn’t function until the start of her next
Damage Immunities cold, poison
turn.
Condition Immunities charmed, exhaustion,
frightened, poisoned ACTIONS
Senses darkvision 60 ft., passive Perception 17
Languages Elvish, Sylvan Club. Melee Weapon Attack: +2 to hit (+6 to hit with
Challenge 9 (5,000 XP) Proficiency Bonus +4 shillelagh), reach 5 ft., one target. Hit: 8 (1d4 + 6)
bludgeoning damage, or 10 (1d8 + 6) bludgeoning
TRAITS damage with shillelagh.
Innate Spellcasting. The dryad’s innate spellcasting Fey Charm. The dryad targets one humanoid or beast
ability is Charisma (spell save DC 20). The dryad that she can see within 30 feet of her. If the target
can innately cast the following spells, requiring no can see the dryad, it must succeed on a DC 14 Wisdom
material components: saving throw or be magically charmed. The charmed
At will: druidcraft creature regards the dryad as a trusted friend to be
3/day each: entangle, goodberry heeded and protected. Although the target isn’t under
1/day each: barkskin, pass without trace, shillelagh the dryad’s control, it takes the dryad’s requests or
actions in the most favorable way it can.
Magic Resistance. The dryad has advantage on saving
Each time the dryad or its allies do anything
throws against spells and other magical effects.
harmful to the target, it can repeat the saving throw,
Sovereign Fey. The dryad is a sovereign fey. Her ending the effect on itself on a success. Otherwise,
spellcasting ability is Charisma (spell save DC 20, +12 the effect lasts 24 hours or until the dryad dies, is on
to hit with spell attacks), and she has 21 sovereign a different plane of existence from the target, or ends
points. The dryad can take the following sovereign the effect as a bonus action. If a target’s saving throw
actions: Crown of Roses, Overgrown, Pacifying is successful, the target is immune to the dryad’s Fey
Perfume, Photosynthesis, Poppy Field. Any spent Charm for the next 24 hours.
sovereign points are recovered when the dryad The dryad can have no more than one humanoid
completes a long rest. and up to three beasts charmed at a time.
Speak with Beasts and Plants. The dryad can com- Petal Dance. The dryad creates a swirling storm
municate with beasts and plants as if they share a of flower petals to fill a 30-foot-radius sphere at
language. a point she chooses within 60 feet of her. While
the dryad stands in the storm of petals, she has
Sweet Scent. Any creature that targets the dryad with
advantage on attack rolls, and creatures have
an attack or harmful spell while within 30 feet of her
disadvantage on attack rolls against her. The petal
must first attempt a DC 18 Charisma saving throw. On
storm remains for 1 minute or until the dryad
a failed save, the creature must choose a new target or
chooses to end the effect.
lose the attack or spell.
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Chapter 6: Friends and Foes
Creature Type. The creature gains fey as a creature Languages. The creature gains the ability to speak
type in addition to its original creature type. Spells and understand Sylvan.
and abilities that affect fey now affect the creature.
Challenge Rating. The creature’s challenge rating
Hit Dice. The creature gains two additional Hit Dice increases by 4.
and recalculates its hit point maximum using these
Traits. The creature gains the following traits.
Hit Dice.
• Air Lift. When the courtier falls, it descends
Speed. The creature gains a flying speed of 30 feet. If
60 feet per round and takes no damage from
the creature already has a flying speed, it increases by
falling.
30 feet.
• Flyby. The courtier doesn’t provoke
Ability Scores. The creature’s Charisma and Dexterity
opportunity attacks when it flies out of an
scores both increase by 2. An ability score cannot be
enemy’s reach.
increased above 30 using this feature.
• Free Bird. As a bonus action, the courtier
Condition Immunities. The creature gains immunity
can end one effect or condition that reduces
to the charmed condition.
its speed or causes it to be paralyzed or
restrained.
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Chapter 6: Friends and Foes
Proficiency. The creature’s proficiency bonus in- realm to produce effects called sovereign actions.
creases to match its adjusted challenge rating. Sovereign actions are magical effects the sover-
eign can create by expending sovereign points.
Actions. The creature gains the following action.
When a creature becomes a wind sovereign, it
• Jet Stream (Recharge 5–6). The courtier launch- gains a pool of sovereign points equal to its cur-
es itself forward, moving in a straight line up to rent Hit Dice maximum and can never have more
its speed. Each creature in the line must attempt sovereign points than its current Hit Dice maxi-
a DC 15 Dexterity saving throw. On a failed save, mum. Use of a sovereign action requires the listed
a creature takes 22 (4d10) thunder damage and is action, sovereign point cost, and range restriction
knocked prone. On a successful save, a creature detailed in its description. Sovereign actions
takes half damage and is not knocked prone. follow the general rules of spellcasting as de-
tailed in the 5th Edition core rules, and they use
Wind Sovereign Template Charisma as the spellcasting ability and for spell
attacks, though technically they are not spells.
You can create a sovereign of the Court of the Winds For the purposes of determining the strength of a
by making the following adjustments to the statistics sovereign action’s magical effects, such effects are
of any creature. treated as though they were produced by spells of
8th level. A creature recovers any spent sovereign
Creature Type. The creature gains fey as a creature
points during a long rest.
type in addition to its original creature type. Spells
and abilities that affect fey now affect the creature. Proficiency. The creature’s proficiency bonus in-
creases to match its adjusted challenge rating.
Hit Dice. The creature gains sixteen additional Hit
Dice and recalculates its hit point maximum using Actions. The creature gains the following action.
these Hit Dice.
• Jet Stream (Recharge 5–6). The sovereign launch-
Speed. The creature gains a flying speed of 60 feet. If es itself forward, moving in a straight line up to
the creature already has a flying speed, it increases by its speed. Each creature in the line must attempt
60 feet. a DC 18 Dexterity saving throw. On a failed save,
a creature takes 44 (8d10) thunder damage and is
Ability Scores. The creature’s Charisma score in-
knocked prone. On a successful save, a creature
creases by 2, its Dexterity score increases by 4, and it
takes half damage and is not knocked prone.
gains 10 ability points. Each ability point can be used
to increase an ability score of its choice by 1. An ability
score cannot be increased above 30 using this feature. Wind Sovereign Actions
Damage Immunities. The creature becomes immune The list of known Wind sovereign actions is pre-
to lightning and thunder damage. sented here in alphabetical order.
Armor Class 17 (natural armor) Sovereign Fey. The roc is a sovereign fey. Its spellcasting
Hit Points 496 (32d20 + 160) ability is Charisma (spell save DC 19, +9 to hit with spell
Speed 20 ft., fly 180 ft. attacks), and it has 32 sovereign points. The sovereign
can spend sovereign points to take the following
STR DEX CON INT WIS CHA
sovereign actions: biting wind, cyclone, static cloud,
28 (+9) 14 (+2) 20 (+5) 8 (−1) 10 (+0) 16 (+3) storm form, and surge. Any spent sovereign points are
Saving Throws Dex +8, Con +11, Wis +6, Cha +9 recovered when the sovereign completes a long rest.
Skills Perception +6
Damage Immunities lightning, thunder ACTIONS
Condition Immunities charmed, frightened
Multiattack. The roc makes two attacks: one with its
Senses passive Perception 16
Beak and one with its Talons.
Languages Sylvan
Challenge 19 (22,000 XP) Proficiency Bonus +6 Beak. Melee Weapon Attack: +13 to hit, reach 10 ft.,
one target. Hit: 27 (4d8 + 9) piercing damage.
TRAITS
Talons. Melee Weapon Attack: +13 to hit, reach 5 ft.,
Air Lift. When the roc falls, it descends 60 feet per one target. Hit: 23 (4d6 + 9) slashing damage, and the
round and takes no damage from falling. target is grappled (escape DC 19). Until this grapple
ends, the target is restrained, and the roc can’t use its
Flyby. The roc doesn’t provoke opportunity attacks
talons on another target.
when it flies out of an enemy’s reach.
Jet Stream (Recharge 5–6). The roc launches itself
Free Bird. As a bonus action, the roc can end one effect
forward, moving in a straight line up to its speed. Each
or condition that reduces its speed or causes it to be
creature in the line must attempt a DC 18 Dexterity saving
paralyzed or restrained.
throw. On a failed save, a creature takes 44 (8d10) thunder
Keen Sight. The roc has advantage on Wisdom damage and is knocked prone. On a successful save, a
(Perception) checks that rely on sight. creature takes half damage and is not knocked prone.
STATIC CLOUD
While in this form, the sovereign is invisible, is
Action: 1 action immune to all nonmagical damage, and has advan-
Range: Self tage on all saving throws. While in this form, the
Sovereign Point Cost: 6 sovereign can pass through small holes, narrow
The sovereign creates a cloud of intense static charge in openings, and even mere cracks. While in storm
a 90-foot-radius sphere centered on itself. If a creature form, the sovereign cannot make attacks or use
begins its turn in this field and is holding or wearing legendary actions.
any manufactured metal objects (such as metal weap-
ons or suits of metal armor), the creature must succeed SURGE
on a DC 18 Constitution saving throw or drop the object Action: 1 bonus action
if it can. If the creature doesn’t drop the object, it has Range: Self
disadvantage on attack rolls and ability checks until the Sovereign Point Cost: 5
start of its next turn. The cloud remains for 10 minutes The sovereign magically teleports to an
or until the sovereign chooses to end the effect. unoccupied space it can see within 120 feet of
it. Immediately after it disappears, lightning
STORM FORM
crashes down, and each creature within 20 feet
Action: 1 reaction, which the sovereign takes when it of the space the sovereign left must attempt a
takes damage DC 18 Dexterity saving throw, taking 55 (10d10)
Range: Self lightning damage on a failed save, or half as much
Sovereign Point Cost: 2 damage on a successful one.
The sovereign transforms into a shapeless mass
of electricity until the beginning of its next turn.
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Chapter 6: Friends and Foes
Forest Court Hit Dice. The creature gains eight additional Hit Dice and
recalculates its hit point maximum using these Hit Dice.
The following monster templates allow you to
Ability Scores. The creature’s Charisma score increases
upgrade any existing creature to become a vassal, a
by 2, and its Constitution score increases by 4. An ability
courtier, or the sovereign of the Forest Court.
score cannot be increased above 30 using this feature.
Ability Scores. The creature’s Constitution and • Magic Resistance. The courtier has advantage on
Charisma scores both increase by 2. An ability score saving throws against spells and other magical
cannot be increased above 30 using this feature. effects.
Damage Resistances. The creature gains resistance • Pack Tactics. The courtier has advantage on an
to bludgeoning, piercing, and slashing damage from attack roll against a creature if at least one of the
nonmagical attacks. courtier’s allies is within 5 feet of the creature
and the ally isn’t incapacitated.
Condition Immunities. The creature gains immunity
to the charmed condition. • Primal Heart. At the beginning of the courtier’s
turn, it can use a bonus action to roll a d20. If it
Languages. The creature gains the ability to speak
rolls lower than its Constitution ability score,
and understand Sylvan.
it can choose to end one negative condition
Challenge Rating. The creature’s challenge rating currently affecting it or regain hit points equal to
increases by 1. its Constitution modifier.
Traits. The creature gains the following traits. Proficiency. The creature’s proficiency bonus in-
creases to match its adjusted challenge rating.
• Magic Resistance. The vassal has advantage on
saving throws against spells and other magical Actions. The creature gains the following action.
effects.
• Call of the Wild (Recharge 5–6). The courtier
• Primal Heart. At the beginning of the vassal’s lets out a commanding call. All friendly creatures
turn, it can use a bonus action to roll a d20. If it within 60 feet of the courtier that can see and
rolls lower than its Constitution ability score, hear it can immediately use their reaction to
it can choose to end one negative condition make one weapon attack, adding the courtier’s
currently affecting it or regain hit points equal proficiency bonus to the attack’s damage roll.
to its Constitution modifier.
You can create a courtier of the Forest Court by Creature Type. The creature gains fey as a creature
making the following adjustments to the statistics of type in addition to its original creature type. Spells
any creature. and abilities that affect fey now affect the creature.
Creature Type. The creature gains fey as a creature Hit Dice. The creature gains sixteen additional Hit
type in addition to its original creature type. Spells Dice and recalculates its hit point maximum using
and abilities that affect fey now affect the creature. these Hit Dice.
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Chapter 6: Friends and Foes
Ability Scores. The creature’s Charisma score Proficiency. The creature’s proficiency bonus in-
increases by 2, its Constitution score increases by 4, creases to match its adjusted challenge rating.
and it gains 10 ability points. Each ability point can
Actions. The creature gains the following action.
be used to increase an ability score of its choice by 1.
An ability score cannot be increased above 30 using • Call of the Wild (Recharge 5–6). The sovereign
this feature. lets out a commanding call. All friendly creatures
within 300 feet of the sovereign that can see and
Damage Resistances. The creature gains resistance
hear it (including the sovereign) can immediately
to bludgeoning, piercing, and slashing damage from
use their reaction to make one weapon attack,
nonmagical attacks.
adding the sovereign’s proficiency bonus to the
Condition Immunities. The creature gains immunity attack and damage roll.
to the charmed and frightened conditions.
Languages. The creature gains the ability to speak Forest Sovereign Actions
and understand Sylvan.
The list of known Forest sovereign actions is pre-
Challenge Rating. The creature’s challenge rating sented here in alphabetical order.
increases by 8.
GORE
Traits. The creature gains the following traits.
Action: 1 reaction, which the sovereign takes when a
• Magic Resistance. The sovereign has advantage creature falls prone within melee range
on saving throws against spells and other magical Range: Self
effects. Sovereign Point Cost: 1
The sovereign makes two melee attacks against the
• Pack Tactics. The sovereign has advantage on an
target.
attack roll against a creature if at least one of the
sovereign’s allies is within 10 feet of the creature
KING OF BEASTS
and the ally isn’t incapacitated.
Action: 1 bonus action
• Primal Heart. At the beginning of the sovereign’s Range: Self
turn, it can choose to end one negative condition Sovereign Point Cost: 6
currently affecting it or regain hit points equal to For 1 minute, the sovereign fey magically increases
its Constitution modifier. in size along with anything it is wearing or car-
rying, becoming Huge if it is Large or smaller,
• Sovereign Fey. The creature is a sovereign fey,
or Gargantuan if it is Huge. For the duration, its
empowered by a demesne of the faerie realm.
Strength becomes 25, if it isn’t already higher, and
The sovereign gains the ability to draw power
its hit point maximum is doubled. In addition, the
from its realm to produce effects called sov-
reach of its melee attacks increases by 5 feet, it
ereign actions. Sovereign actions are magical
doubles its damage dice on Strength-based weapon
effects the sovereign can create by expending
attacks, and it makes Strength checks and saving
sovereign points.
throws with advantage.
When a creature becomes a forest sovereign,
When the effect ends, any hit points it has above
it gains a pool of sovereign points equal to
its hit point maximum become temporary hit
its current Hit Dice maximum and can never
points.
have more sovereign points than its current
Hit Dice maximum. Use of a sovereign action
MASTER’S COMMAND
requires the listed action, sovereign point cost,
Action: 1 bonus action
and range restriction detailed in its descrip-
Range: 60 feet
tion. Sovereign actions follow the general
Sovereign Point Cost: 3
rules of spellcasting as detailed in the 5th
The sovereign fey summons four beasts of challenge
Edition core rules, and they use Charisma as
rating 2 or lower that appear in unoccupied spaces
the spellcasting ability and for spell attacks,
within 60 feet of it. The beasts act on their own
though technically they are not spells. For
initiative, but they obey all commands issued to
the purposes of determining the strength of a
them by the sovereign fey (no action required). Each
sovereign action’s magical effects, such effects
beast disappears when it drops to 0 hit points.
are treated as though they were produced by
spells of 8th level. A creature recovers any
spent sovereign points during a long rest.
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Chapter 6: Friends and Foes
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Chapter 6: Friends and Foes
Heavenly Court Hit Dice. The creature gains eight additional Hit Dice
and recalculates its hit point maximum using these
The following monster templates allow you to Hit Dice.
upgrade any existing creature to become a vassal, a
Ability Scores. The creature’s Charisma score in-
courtier, or the sovereign of the Heavenly Court.
creases by 2, and its Wisdom score increases by 4. An
ability score cannot be increased above 30 using this
Heavenly Vassal Template feature.
You can create a vassal of the Heavenly Court by Damage Resistances. The creature gains resistance
making the following adjustments to the statistics to bludgeoning, piercing, and slashing damage from
of any creature. nonmagical attacks.
Creature Type. The creature gains fey as a creature Damage Immunities. The creature becomes immune
type in addition to its original creature type. Spells to fire and radiant damage.
and abilities that affect fey now affect the creature.
Condition Immunities. The creature gains immunity
Hit Dice. The creature gains two additional Hit Dice to the charmed and frightened conditions.
and recalculates its hit point maximum using these
Languages. The creature gains the ability to speak
Hit Dice.
and understand Sylvan.
Ability Scores. The creature’s Wisdom and Charisma
Challenge Rating. The creature’s challenge rating
scores increase by 2. An ability score cannot be
increases by 4.
increased above 30 using this feature.
Traits. The creature gains the following traits.
Damage Resistances. The creature gains resistance to
fire and radiant damage as well as bludgeoning, pierc- • Dazzling Aura. When a creature that can see
ing, and slashing damage from nonmagical attacks. the courtier starts its turn within 30 feet of
it, the courtier can force it to attempt a DC 15
Condition Immunities. The creature gains immunity
Constitution saving throw if the courtier isn’t
to the charmed condition.
incapacitated and can see the creature. If the
Languages. The creature gains the ability to speak target fails the saving throw, it is stunned until
and understand Sylvan. the beginning of its next turn.
Unless surprised, a creature can avert its eyes
Challenge Rating. The creature’s challenge rating
to avoid attempting the saving throw at the
increases by 1.
start of its turn. If the creature does so, it can’t
Traits. The creature gains the following traits. see the courtier until the start of its next turn,
when it can avert its eyes again. If the creature
• Magic Resistance. The vassal has advantage on
looks at the courtier in the meantime, it must
saving throws against spells and other magical
immediately attempt the save.
effects.
• Heavenly Fire. A creature that touches the
• Heavenly Fire. A creature that touches the vassal
courtier or hits it with a melee attack while
or hits it with a melee attack while within 5 feet
within 5 feet of it takes 11 (2d10) radiant damage.
of it takes 5 (1d10) radiant damage. The vassal can
The courtier can choose to suppress this trait at
choose to suppress this trait at will (no action
will (no action required).
required).
• Magic Resistance. The courtier has advantage
Proficiency. The creature’s proficiency bonus in-
on saving throws against spells and other
creases to match its adjusted challenge rating.
magical effects.
or be trapped within the star’s gravitational next turn, when it can avert its eyes again.
field for 1 minute. While trapped, a creature If the creature looks at the sovereign in the
cannot move more than 15 feet away from the meantime, it must immediately attempt the
star. A trapped creature can use an action to save.
repeat the saving throw, breaking free of the
• Heavenly Fire. A creature that touches the
gravitational field on a success. A courtier can
sovereign or hits it with a melee attack while
only have one star summoned at a time, and
within 10 feet of it takes 11 (2d10) radiant
they can choose to end the effect early (no
damage. The sovereign can choose to suppress
action required).
this trait at will (no action required).
Armor Class 17 (natural armor) Sovereign Fey. The hag is a sovereign fey. Her
Hit Points 229 (27d8 + 108) spellcasting ability is Charisma (spell save DC
Speed 30 ft. 19, +9 to hit with spell attacks), and she has 27
sovereign points. The hag can spend sovereign
STR DEX CON INT WIS CHA
points to take the following sovereign actions:
18 (+4) 12 (+1) 18 (+4) 13 (+1) 18 (+4) 24 (+7) Burn Out, Meteor Shower, Molten Core, Shooting
Skills Arcana +5, Deception +11, Perception +8, Star, and Supernova. Any spent sovereign points
Stealth +5 are recovered when the hag completes a long rest.
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks ACTIONS
Damage Immunities fire, radiant
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Condition Immunities charmed, frightened
one target. Hit: 13 (2d8 + 4) slashing damage.
Senses darkvision 60 ft., passive Perception 18
Languages Common, Draconic, Sylvan Illusory Appearance. The hag covers herself and
Challenge 11 (7,200 XP) Proficiency Bonus +4 anything she is wearing or carrying with a magical
illusion that makes her look like another creature
TRAITS of her general size and humanoid shape. The
illusion ends if the hag takes a bonus action to end
Amphibious. The hag can breathe air and water.
it or if she dies.
Dazzling Aura. When a creature that can see the hag The changes wrought by this effect fail to hold up
starts its turn within 30 feet of her, the hag can force to physical inspection. For example, the hag could
it to attempt a DC 18 Constitution saving throw if appear to have smooth skin, but someone touching
the hag isn’t incapacitated and can see the creature. her would feel her rough flesh. Otherwise, a
If the target fails the saving throw, the creature is creature must take an action to visually inspect
stunned until the beginning of its next turn. the illusion and succeed on a DC 20 Intelligence
Unless surprised, a creature can avert its eyes to (Investigation) check to discern that the hag is
avoid making the saving throw at the start of its disguised.
turn. If the creature does so, it can’t see the hag
Invisible Passage. The hag magically turns
until the start of its next turn, when it can avert its
invisible until she attacks or casts a spell, or until
eyes again. If the creature looks at the hag in the
her concentration ends (as if concentrating on
meantime, it must immediately attempt the save.
a spell). While invisible, she leaves no physical
Heavenly Fire. A creature that touches the hag evidence of her passage, so she can be tracked only
or hits her with a melee attack while within 10 by magic. Any equipment she wears or carries is
feet of her takes 11 (2d10) radiant damage. The hag invisible with her.
can choose to suppress this trait at will (no action
Neutron Star. The hag creates a tiny, superdense
required).
star at a point she can see within 90 feet of her.
Innate Spellcasting. The hag’s innate spellcasting When the star appears, each creature (except the
ability is Charisma (spell save DC 19). She can hag) within 30 feet of it must succeed on a DC
innately cast the following spells, requiring no 18 Strength saving throw or be trapped within
material components: the star’s gravitational field for 1 minute. While
At will: dancing lights, minor illusion, trapped, a creature cannot move more than 15
vicious mockery feet away from the star. A trapped creature can
use an action to repeat the saving throw, breaking
Magic Resistance. The hag has advantage on saving
free of the gravitational field on a success. The hag
throws against spells and other magical effects.
can only have one star summoned at a time, and
Mimicry. The hag can mimic animal sounds and she can choose to end the effect early (no action
humanoid voices. A creature that hears the sounds required).
can tell they are imitations with a successful DC 18
Wisdom (Insight) check.
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Chapter 6: Friends and Foes
Creature Type. The creature gains fey as a crea- Creature Type. The creature gains fey as a creature
ture type in addition to its original creature type. type in addition to its original creature type. Spells
Spells and abilities that affect fey now affect the and abilities that affect fey now affect the creature.
creature.
Hit Dice. The creature gains sixteen additional Hit
Hit Dice. The creature gains eight additional Hit Dice and recalculates its hit point maximum using
Dice and recalculates its hit point maximum these Hit Dice.
using these Hit Dice.
Ability Scores. The creature’s Charisma score
Ability Scores. The creature’s Charisma score increases by 4, its Wisdom score increases by 2, and
increases by 4, and its Wisdom score increases by it gains 10 ability points. Each ability point can be
2. An ability score cannot be increased above 30 used to increase an ability score of its choice by 1. An
using this feature. ability score cannot be increased above 30 using this
feature.
Damage Resistances. The creature gains resis-
tance to psychic damage. Damage Immunities. The creature gains immunity
to psychic damage and to bludgeoning, piercing, and
Damage Immunities. The creature gains im-
slashing damage from nonmagical attacks.
munity to bludgeoning, piercing, and slashing
damage from nonmagical attacks. Condition Immunities. The creature gains immunity
to the charmed and frightened conditions.
Condition Immunities. The creature gains immu-
nity to the charmed and frightened conditions. Languages. The creature gains the ability to speak
and understand Sylvan.
Languages. The creature gains the ability to speak
and understand Sylvan. Challenge Rating. The creature’s challenge rating
increases by 8.
Challenge Rating. The creature’s challenge rating
increases by 4. Traits. The creature gains the following traits.
Traits. The creature gains the following traits. • Endless Dream. The sovereign is immune to
any effects that would put it to sleep or cause
• Endless Dream. The courtier is immune to
it to become unconscious.
any effects that would put it to sleep or cause
it to become unconscious. • Incorporeal Movement. The sovereign can
move through other creatures and objects. It
• Incorporeal Movement. The courtier can
takes 5 (1d10) force damage if it ends its turn
move through other creatures and objects. It
inside an object.
takes 5 (1d10) force damage if it ends its turn
inside an object. • Sovereign Fey. The creature is a sovereign
fey, empowered by a demesne of the faerie
Proficiency. The creature’s proficiency bonus
realm. The sovereign gains the ability to draw
increases to match its adjusted challenge rating.
power from its realm to produce effects called
Actions. The creature gains the following action. sovereign actions. Sovereign actions are
magical effects the sovereign can create by
• Invisibility. The courtier magically turns
expending sovereign points.
invisible until it chooses to end the effect. The
When a creature becomes a sleeping
invisibility ends early if the courtier attacks
sovereign, it gains a pool of sovereign points
or casts a spell. Any equipment the courtier
equal to its current Hit Dice maximum and
wears or carries is invisible with it.
can never have more sovereign points than
its current Hit Dice maximum. Use of a
sovereign action requires the listed action,
sovereign point cost, and range restriction
detailed in its description. Sovereign actions
follow the general rules of spellcasting as
detailed in the 5th Edition core rules, and
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Chapter 6: Friends and Foes
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Chapter 6: Friends and Foes
Armor Class 16 (natural armor) creature does so, it can’t see the medusa until the
Hit Points 247 (33d8 + 99) start of its next turn, when it can avert its eyes again.
Speed 30 ft. If the creature looks at the medusa in the meantime,
it must immediately attempt the save.
STR DEX CON INT WIS CHA
If the medusa sees itself reflected on a polished
10 (+0) 22 (+6) 16 (+3) 12 (+1) 17 (+3) 20 (+5) surface within 30 feet of it in an area of bright light,
Skills Deception +10, Insight +8, Perception +8, the medusa is, due to its curse, affected by its own
Stealth +11 gaze.
Damage Immunities psychic; bludgeoning, piercing,
Sovereign Fey. The medusa is a sovereign fey. Its
and slashing from nonmagical attacks
spellcasting ability is Charisma (spell save DC 19,
Condition Immunities charmed, frightened
+9 to hit with spell attacks), and it has 33 sovereign
Senses darkvision 60 ft., passive Perception 18
points. The medusa can spend sovereign points
Languages Common, Sylvan
to take the following sovereign actions: Dream
Challenge 14 (11,500 XP) Proficiency Bonus +5
Prison, Imaginary Veil, Lost Lullaby, Night Terrors,
TRAITS and Sleeping Sand. Any spent sovereign points are
recovered when the medusa completes a long rest.
Endless Dream. The medusa is immune to any
effects that would put it to sleep or cause it to ACTIONS
become unconscious.
Multiattack. The medusa makes three melee
Incorporeal Movement. The medusa can move attacks, either one with its Snake Hair and two
through other creatures and objects. It takes 5 with its Shortsword or two ranged attacks with its
(1d10) force damage if it ends its turn inside an Longbow.
object.
Shortsword. Melee Weapon Attack: +11 to hit, reach
Petrifying Gaze. When a creature that can see the 5 ft., one creature. Hit: 9 (1d6 + 6) piercing damage.
medusa’s eyes starts its turn within 30 feet of the
Snake Hair. Melee Weapon Attack: +11 to hit, reach
medusa, the medusa can force it to attempt a DC 14
5 ft., one creature. Hit: 8 (1d4 + 6) piercing damage
Constitution saving throw if the medusa isn’t
plus 14 (4d6) poison damage.
incapacitated and can see the creature. If the target
fails the saving throw by 5 or more, the creature is Longbow. Ranged Weapon Attack: +11 to hit, range
instantly petrified. Otherwise, a creature that fails 150/600 ft., one target. Hit: 10 (1d8 + 6) piercing
the save begins to turn to stone and is restrained. damage.
The restrained creature must repeat the saving
Invisibility. The medusa magically turns invisible
throw at the end of its next turn, becoming petrified
until it chooses to end the effect. The invisibility
on a failure or ending the effect on a success. The
ends early if the medusa attacks or casts a spell. Any
petrification lasts until the creature is freed by the
equipment the medusa wears or carries is invisible
greater restoration spell or other magic.
with it.
Unless surprised, a creature can avert its eyes to
avoid the saving throw at the start of its turn. If the
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Chapter 6: Friends and Foes
Damage Resistances. The creature gains resistance Condition Immunities. The creature gains immunity
to bludgeoning, piercing, and slashing damage from to the charmed and poisoned conditions.
nonmagical attacks.
Languages. The creature gains the ability to speak
Condition Immunities. The creature gains immunity and understand Sylvan.
to the charmed condition.
Challenge Rating. The creature’s challenge rating
Languages. The creature gains the ability to speak increases by 4.
and understand Sylvan.
Traits. The creature gains the following traits.
Challenge Rating. The creature’s challenge rating
• Disturbing Aspect. As a bonus action, the
increases by 1.
courtier can target one creature within 60
Traits. The creature gains the following traits. feet of it that can see it. The target must
succeed on a DC 15 Charisma saving throw
• Disturbing Aspect. As a bonus action, the
or become frightened of the courtier for 1
vassal can target one creature within 30
minute. A creature can repeat the saving
feet of it that can see it. The target must
throw at the end of each of its turns, end-
succeed on a DC 13 Charisma saving throw
ing the effect on itself on a success. If the
or become frightened of the vassal for 1
creature’s saving throw is successful or the
minute. A creature can repeat the saving
effect ends for it, the creature is immune to
throw at the end of each of its turns, ending
the courtier’s Disturbing Aspect for the next
the effect on itself on a success. If the
24 hours.
creature’s saving throw is successful or the
effect ends for it, the creature is immune to • Magic Resistance. The courtier has
the vassal’s Disturbing Aspect for the next advantage on saving throws against spells
24 hours. and other magical effects.
• Magic Resistance. The vassal has advantage • Toxic Shock. If a creature takes damage from
on saving throws against spells and other a melee weapon attack made by the courtier,
magical effects. it must succeed on a DC 15 Constitution
saving throw or be poisoned for 1 minute.
Proficiency. The creature’s proficiency bonus in-
If the target fails the saving throw by 5 or
creases to match its adjusted challenge rating.
more, the target is also paralyzed while
poisoned in this way.
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Chapter 6: Friends and Foes
Proficiency. The creature’s proficiency bonus in- successful or the effect ends for it, the creature is
creases to match its adjusted challenge rating. immune to the sovereign’s Disturbing Aspect for
the next 24 hours.
Actions. The creature gains the following action.
• Magic Resistance. The sovereign has
• Black Out. The courtier creates an area of
advantage on saving throws against spells
magical darkness to fill a 15-foot-radius sphere
and other magical effects.
centered on a point it chooses within 60
feet of it. The courtier can see through this • Sovereign Fey. The creature is a sovereign
darkness. The darkness remains for 1 minute fey, empowered by a demesne of the faerie
or until the courtier chooses to end the effect realms. The sovereign gains the ability to
(no action required). draw power from its realm to produce
effects called sovereign actions. Sovereign
Slithering Sovereign Template actions are magical effects the sovereign can
create by expending sovereign points.
You can create a sovereign of the Slithering Court by When a creature becomes a slithering
making the following adjustments to the statistics of sovereign, it gains a pool of sovereign points
any creature. equal to its current Hit Dice maximum and
can never have more sovereign points than
Creature Type. The creature gains fey as a creature
its current Hit Dice maximum. Use of a
type in addition to its original creature type.
sovereign action requires the listed action,
Spells and abilities that affect fey now affect the
sovereign point cost, and range restriction
creature.
detailed in its description. Sovereign actions
Hit Dice. The creature gains sixteen additional Hit follow the general rules of spellcasting as
Dice and recalculates its hit point maximum using detailed in the 5th Edition core rules, and
these Hit Dice. they use Charisma as the spellcasting ability
and for spell attacks, though technically
Ability Scores. The creature’s Charisma score
they are not spells. For the purposes of
increases by 2, its Dexterity score increases by 4, and
determining the strength of a sovereign
it gains 10 ability points. Each ability point can be
action’s magical effects, such effects are
used to increase an ability score of its choice by 1. An
treated as though they were produced by
ability score cannot be increased above 30 using this
spells of 8th level. A creature recovers any
feature.
spent sovereign points during a long rest.
Damage Resistances. The creature gains resistance
• Toxic Shock. If a creature takes damage
to bludgeoning, piercing, and slashing damage from
from a melee weapon attack made by
nonmagical attacks.
the sovereign, it must succeed on a DC 18
Damage Immunities. The creature becomes immune Constitution saving throw or be poisoned
to necrotic and poison damage. for 1 hour. If the target fails the saving throw
by 5 or more, the target is also paralyzed
Condition Immunities. The creature gains immunity
while poisoned in this way.
to the charmed, exhaustion, frightened, and poi-
soned conditions. Proficiency. The creature’s proficiency bonus
increases to match its adjusted challenge rating.
Languages. The creature gains the ability to speak
and understand Sylvan. Actions. The creature gains the following action.
Challenge Rating. The creature’s challenge rating • Black Out. The sovereign creates an area
increases by 8. of magical darkness to fill a 30-foot-radius
sphere centered on a point it chooses within
Traits. The creature gains the following traits.
60 feet of it. The sovereign can see through
• Disturbing Aspect. As a bonus action, the this darkness. The darkness remains for 1
sovereign can target one creature within 60 feet minute or until the sovereign chooses to end
of it that can see it. The target must succeed the effect.
on a DC 18 Charisma saving throw or become
frightened of the sovereign 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 the creature’s saving throw is
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Chapter 6: Friends and Foes
Armor Class 13 (natural armor) Toxic Shock. If a creature takes damage from a
Hit Points 132 (24d8 + 24) melee weapon attack made by the ettercap, it must
Speed 30 ft., climb 30 ft. succeed on a DC 18 Constitution saving throw or
be poisoned for 1 hour. If the target fails the saving
STR DEX CON INT WIS CHA
throw by 5 or more, the target is also paralyzed
14 (+2) 20 (+5) 13 (+1) 10 (+0) 12 (+1) 16 (+3) while poisoned in this way.
Skills Perception +5, Stealth +9, Survival +5
Web Sense. While in contact with a web, the
Damage Resistances bludgeoning, piercing, and
ettercap knows the exact location of any other
slashing from nonmagical attacks
creature in contact with the same web.
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, Web Walker. The ettercap ignores movement
frightened, poisoned restrictions caused by webbing.
Senses darkvision 60 ft., passive Perception 15
Languages Sylvan ACTIONS
Challenge 10 (5,900 XP) Proficiency Bonus +4
Multiattack. The ettercap makes two attacks: one
with its Bite and one with its Claws.
TRAITS
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Disturbing Aspect. As a bonus action, the ettercap
one creature. Hit: 9 (1d8 + 5) piercing damage plus
can target one creature within 60 feet of it that can
4 (1d8) poison damage. The target must succeed on
see it. The target must succeed on a DC 18 Charisma
a DC 18 Constitution saving throw or be poisoned
saving throw or become frightened of the ettercap
for 1 minute. The creature can repeat the saving
for 1 minute. A creature can repeat the saving throw
throw at the end of each of its turns, ending the
at the end of each of its turns, ending the effect on
effect on itself on a success.
itself on a success. If the creature’s saving throw is
successful or the effect ends for it, the creature is Claws. Melee Weapon Attack: +9 to hit, reach 5 ft.,
immune to the ettercap’s Disturbing Aspect for the one creature. Hit: 10 (2d4 + 5) slashing damage.
next 24 hours. Black Out. The ettercap creates an area of magical
Magic Resistance. The ettercap has advantage on darkness to fill a 30-foot-radius sphere at a point it
saving throws against spells and other magical chooses within 60 feet of it. The ettercap can see
effects. through this darkness. The darkness remains for
1 minute or until the ettercap chooses to end the
Sovereign Fey. The ettercap is a sovereign fey.
effect.
Its spellcasting ability is Charisma (spell save
DC 19, +9 to hit with spell attacks), and it has 24 Web (Recharge 5–6). Ranged Weapon Attack:
sovereign points. The ettercap can spend sovereign +9 to hit, range 30/60 ft., one Large or smaller
points to take the following sovereign actions: creature. Hit: The creature is restrained by web-
Cascading Filth, Curse of Rot, Pseudopod, Swarm bing. As an action, the restrained creature can
Symphony, and Wave of Stench. Any spent attempt a DC 18 Strength check, escaping from the
sovereign points are recovered when the ettercap webbing on a success. The effect also ends if the
completes a long rest. webbing is destroyed. The webbing has AC 10, 5 hit
points, vulnerability to fire damage, and immunity
Spider Climb. The ettercap can climb difficult
to bludgeoning, poison, and psychic damage.
surfaces, including upside down on ceilings,
without needing to make an ability check.
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Chapter 6: Friends and Foes
Slithering Sovereign Actions fey (no action required). A swarm disappears when
it drops to 0 hit points.
The list of known Slithering sovereign actions is
presented here in alphabetical order. WAVE OF STENCH
Action: 1 bonus action
CASCADING FILTH Range: Self
Action: 1 action Sovereign Point Cost: 2
Range: 120 feet The sovereign emits a ghastly stench. All creatures
Sovereign Point Cost: 6 who breathe within 15 feet of the sovereign must
The sovereign conjures a wave of putrid filth that attempt a Constitution saving throw. On a failed
crashes down on an area within range. The area can save, a target takes 26 (4d12) poison damage and
be up to 60 feet long, up to 20 feet wide, and up to is incapacitated until the end of its next turn as it
20 feet tall. Each creature in that area must attempt retches and reels. On a successful save, a target takes
a DC 18 Dexterity saving throw, taking 39 (6d12) half damage and is not incapacitated.
magical bludgeoning damage and becoming poisoned
until the beginning of the sovereign’s next turn on Withered Court
a failure. On a successful save, a creature takes half
damage and is not poisoned. The following monster templates allow you to
upgrade any existing creature to become a vassal, a
CURSE OF ROT courtier, or the sovereign of the Withered Court.
Action: 1 reaction, which the sovereign fey takes
when a creature comes within its reach Withered Vassal Template
Range: Self
Sovereign Point Cost: 3 You can create a vassal of the Withered Court by
The sovereign makes a melee spell attack against a making the following adjustments to the statistics of
creature within reach. On a hit, the target takes 14 (4d6) any creature.
necrotic damage and becomes cursed for 1 minute.
Creature Type. The creature gains fey as a creature
While cursed in this way, the creature must
type in addition to its original creature type. Spells
attempt a DC 18 Constitution saving throw at the be-
and abilities that affect fey now affect the creature.
ginning of each of its turns. On a failure, the creature
must roll a d4 to determine additional conditions it Hit Dice. The creature gains two additional Hit Dice
contracts: 1) blinded, 2) deafened, 3) gains one level and recalculates its hit point maximum using these
of exhaustion, 4) poisoned. Hit Dice.
A remove curse spell ends the curse effect but does
Ability Scores. The creature’s Constitution and
not end any conditions contracted during the curse.
Charisma scores both increase by 2. An ability score
cannot be increased above 30 using this feature.
PSEUDOPOD
Action: 1 bonus action Damage Resistances. The creature gains resistance
Range: 60 feet to bludgeoning, piercing, and slashing damage from
Sovereign Point Cost: 1 nonmagical attacks.
The sovereign fey sends a pseudopod hurtling toward
Damage Immunities. The creature gains immunity
one creature or object within 60 feet of it. When it
to cold damage.
does so, it makes a ranged spell attack. On a hit, the
target takes 26 (4d12) magical bludgeoning damage Condition Immunities. The creature gains immunity
and becomes grappled (escape DC 18). Until the to the charmed and frightened conditions.
grapple ends, the target is restrained and has disadvan-
Languages. The creature gains the ability to speak
tage on Strength checks and Strength saving throws.
and understand Sylvan.
SWARM SYMPHONY Challenge Rating. The creature’s challenge rating
Action: 1 action increases by 1.
Range: 60 feet
Traits. The creature gains the following traits.
Sovereign Point Cost: 5
The sovereign fey conjures 2d4 swarms of insects • Flash Freeze. If a creature takes damage from a
to appear in unoccupied spaces within 60 feet of melee weapon attack made by the vassal, it must
it. The swarms act on their own initiative, but they succeed on a DC 13 Constitution saving throw or
obey all commands issued to them by the sovereign its speed becomes 0 until the end of its next turn.
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Chapter 6: Friends and Foes
• Permafrost. If the vassal is hit by a single Proficiency. The creature’s proficiency bonus in-
instance of damage that deals 5 damage or less, creases to match its adjusted challenge rating.
it instead takes no damage.
Actions. The creature gains the following action.
Proficiency. The creature’s proficiency bonus in-
creases to match its adjusted challenge rating. • Reverence. The courtier creates an area of
magical silence to fill a 20-foot-radius sphere at
a point it chooses within 120 feet of it. Creatures
Withered Courtier Template other than the courtier are deafened and cannot
You can create a courtier of the Withered Court by speak while in the area covered by the sphere
making the following adjustments to the statistics of and cannot cast spells that require verbal
any creature. components. The sphere remains for 1 minute or
until the courtier chooses to end the effect.
Creature Type. The creature gains fey as a creature
type in addition to its original creature type. Spells
Withered Sovereign Template
and abilities that affect fey now affect the creature.
Hit Dice. The creature gains eight additional Hit Dice You can create a sovereign of the Withered Court by
and recalculates its hit point maximum using these making the following adjustments to the statistics of
Hit Dice. any creature.
Ability Scores. The creature’s Charisma score Creature Type. The creature gains fey as a creature
increases by 2, and its Constitution score increases type in addition to its original creature type. Spells
by 4. An ability score cannot be increased above 30 and abilities that affect fey now affect the creature.
using this feature. Hit Dice. The creature gains sixteen additional Hit
Damage Resistances. The creature gains resistance Dice and recalculates its hit point maximum using
to bludgeoning, piercing, and slashing damage from these Hit Dice.
nonmagical attacks. Ability Scores. The creature’s Charisma score
Damage Immunities. The creature becomes immune increases by 2, its Constitution score increases by 4,
to cold damage. and it gains 10 ability points. Each ability point can
be used to increase an ability score of its choice by 1.
Condition Immunities. The creature gains immunity An ability score cannot be increased above 30 using
to the charmed and frightened conditions. this feature.
Languages. The creature gains the ability to speak Damage Resistances. The creature gains resistance
and understand Sylvan. to bludgeoning, piercing, and slashing damage from
Challenge Rating. The creature’s challenge rating nonmagical attacks.
increases by 4. Damage Immunities. The creature becomes immune
Traits. The creature gains the following traits. to cold damage.
• Flash Freeze. If a creature takes damage Condition Immunities. The creature gains im-
from a melee weapon attack made by munity to the charmed, exhaustion, and frightened
the courtier, it must succeed on a DC 14 conditions.
Constitution saving throw or its speed Languages. The creature gains the ability to speak
becomes 0 until the end of its next turn. and understand Sylvan.
If the target fails the saving throw by 5 or
more, the target is also restrained until the Challenge Rating. The creature’s challenge rating
end of its next turn. increases by 8.
• Icy Stare. As a bonus action, the courtier Traits. The creature gains the following traits.
targets one creature it can see within 30 • Flash Freeze. If a creature takes damage
feet of it. If the target can see the courtier, it from a melee weapon attack made by
must succeed on a DC 15 Constitution saving the sovereign, it must succeed on a DC 18
throw or gain one level of exhaustion. Constitution saving throw or its speed
• Permafrost. If the courtier is hit by a single becomes 0 until the end of its next turn.
instance of damage that deals 10 damage or If the target fails the saving throw by 5 of
less, it instead takes no damage. more, the target is also restrained until the
end of its next turn.
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Chapter 6: Friends and Foes
• Icy Stare. As a bonus action, the sovereign targets Constitution saving throw, taking 45 (10d8) cold
one creature it can see within 30 feet of it. If the damage on a failed save, or half as much damage on
target can see the sovereign, it must succeed on a a successful one. Creatures who fail the save by 5 or
DC 18 Constitution saving throw or gain one level more also become restrained until the end of their
of exhaustion. next turn.
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Chapter 6: Friends and Foes
Armor Class 18 (natural armor) The giant can spend sovereign points to take the
Hit Points 364 (27d12 + 189) following sovereign actions: Breath of Winter, Crystal
Speed 40 ft. Tomb, Frostbite, Fracture, and Harden Heart. Any
spent sovereign points are recovered when the giant
STR DEX CON INT WIS CHA
completes a long rest.
14 (+2) 20 (+5) 13 (+1) 10 (+0) 12 (+1) 16 (+3)
Stone Camouflage. The giant has advantage on
Saving Throws Dex +8, Con +12, Wis +7
Dexterity (Stealth) checks made to hide in rocky
Skills Athletics +12, Perception +7
terrain.
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks ACTIONS
Damage Immunities cold
Condition Immunities charmed, exhaustion, Multiattack. The giant makes two Greatclub attacks.
frightened
Greatclub. Melee Weapon Attack: +12 to hit, reach
Senses darkvision 60 ft., passive Perception 17
15 ft., one target. Hit: 20 (3d8 + 7) bludgeoning
Languages Giant, Sylvan
damage.
Challenge 15 (13,000 XP) Proficiency Bonus +5
Rock. Ranged Weapon Attack: +12 to hit,
TRAITS range 60/240 ft., one target. Hit: 29 (4d10 + 7)
bludgeoning damage. If the target is a creature, it
Flash Freeze. If a creature takes damage from a melee
must succeed on a DC 18 Strength saving throw or be
weapon attack made by the giant, it must succeed on a
knocked prone.
DC 18 Constitution saving throw or its speed becomes
0 until the end of its next turn. If the target fails the Reverence. The giant creates an area of magical
saving throw by 5 of more, the target is also restrained silence to fill a 30-foot-radius sphere at a point it
until the end of its next turn. chooses within 120 feet of it. Creatures other than
the giant are deafened and cannot speak while in
Icy Stare. As a bonus action, the giant targets one
the area covered by the sphere and cannot cast spells
creature it can see within 30 feet of it. If the target can
that require verbal components. The sphere remains
see the giant, it must succeed on a DC 18 Constitution
for 1 minute or until the giant chooses to end the
saving throw or gain one level of exhaustion.
effect.
Permafrost. If the giant is hit by a single instance of
damage that deals 12 damage or less, it instead takes REACTIONS
no damage.
Rock Catching. If a rock or similar object is hurled
Sovereign Fey. The giant is a sovereign fey. Its at the giant, the giant can, with a successful DC 10
spellcasting ability is Charisma (spell save DC 19, +9 to Dexterity saving throw, catch the missile and take no
hit with spell attacks), and it has 27 sovereign points. bludgeoning damage from it.
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Chapter 6: Friends and Foes
Native Bestiary
The following pages include descriptions and stat Arnaki
blocks for various inhabitants of the Planes. They are
presented in alphabetical order. Arnaki are shapeshifters born from the fatigue of
restless travelers. Arnaki delight in lulling mortals to
sleep with stories and traveling the world to collect
Stat Blocks anecdotes for their tales. These fey possess unique
Humanoid
Empire legionnaire
Empire warmage
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Chapter 6: Friends and Foes
Arnaki
Small fey (shapechanger), typically chaotic good
Bedtime Story (True Form Only). If the arnaki tells Ram (Sheep Form Only). Melee Weapon Attack: +3 to
a story for at least 1 minute, it chooses up to four hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning
creatures within 60 feet of it who listen the entire damage.
time and attempts to lull them into magical slumber.
Sympathetic Yawn. The arnaki emits a yawn that
Each target must succeed on a DC 15 Wisdom saving
induces slumber. Creatures of its choice within 30 feet
throw or fall unconscious for 8 hours until the sleeper
of it that can see and hear the arnaki must succeed on
takes damage or someone uses an action to wake it.
a DC 12 Wisdom saving throw or become drowsy. A
If a target remains asleep for the entire duration, it
drowsy creature has disadvantage on attack rolls and
receives the benefits of a long rest. This ability does not
ability checks until the end of its next turn, at which
affect undead and creatures that can’t be magically put
point it can repeat the saving throw. On a success, the
to sleep.
creature is no longer drowsy and is immune to the
Charge (Sheep Form Only). If the arnaki moves at arnaki’s Sympathetic Yawn for the next 24 hours. On
least 20 feet straight toward a target and then hits it a failure, the creature falls unconscious for 1 minute,
with a Ram attack on the same turn, the target takes until it takes damage, or until someone uses an action
an extra 5 (2d4) bludgeoning damage. If the target is to wake it.
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Chapter 6: Friends and Foes
Deathless
Deathless are desiccated creatures transformed NESTING DOLL
by a failed attempt to achieve immortality. Not Each doll is a Tiny object with AC 17 and
quite dead, but barely recognizable as living, a 15 hit points. When a creature dies within
deathless must drain life essence from other 5 feet of a doll without a soul, it steals
creatures to restore a semblance of its former the creature’s soul. A stolen soul remains
appearance. trapped until the doll is destroyed or a
Cursed Alchemy. Rather than be satisfied with deathless chooses to release it. A creature
the longevity of their kind, some mortals of fey whose soul is stolen cannot recover hit
ancestry seek immortality through unnatural means. points or be returned to life by magic.
The result of such experimentation is an affliction
that causes the body to wither but provides an
opportunity to seize eternal life. dolls fashioned after its former likeness. There
Soul Thief. When a being is transformed into a are always five dolls in this set, and once all five
deathless, it has exactly one year to find and bind a receive a bound soul, the deathless is granted
remarkable mortal soul. If it fails, its twisted body immortality. As long as at least one doll holding
crumbles to dust, and the deathless is permanently a soul is intact, a deathless cannot be killed
destroyed. However, if the deathless successfully (unless they fail to collect a new soul within the
repeats this process five times, binding at least one year). Consequently, deathless are obsessed with
worthy soul each year, its former appearance is keeping the dolls safe from harm. If a doll holding
restored, and it becomes immortal. a soul is destroyed, a deathless must carve a new
Dark Effigies. To ensure its survival, a set and begin the cycle of hunting for souls all
deathless first carves a set of magical nesting over again.
Deathless
Medium fey, typically neutral evil
Armor Class 16 (natural armor) life in 5 days. When it does so, the deathless reforms
Hit Points 119 (14d8 + 56) within 5 feet of the nesting doll (if multiple dolls con-
Speed 30 ft. tain souls, the deathless chooses which).
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Chapter 6: Friends and Foes
Empire Soldiers the end, but the ones who do emerge as unstoppable
bulwarks of force capable of defending themselves
The Eldrin Empire boasts an impressive military of and everyone around them. For more information
elite soldiers trained to combat mortal armies and about the role of legionnaires in the Eldrin Empire,
creatures poised to invade the realm. While foot see Chapter 2: Mortal Realm.
soldiers form most of the empire’s armed forces,
two types of specialized fighters have helped Empire Warmage
the nation emerge victorious after centuries of The Eldrin Empire has no shortage of talented mages.
warfare. Still, the casters who work in tandem with soldiers
on the field of battle undergo extensive training
Empire Legionnaire to hone their mental and physical capabilities.
Legionnaires are elite ground troops trained to fight Warmages learn to sculpt their spells with incredible
in the most unfavorable conditions. Few individuals precision, but they must also undergo field training
can see the legionnaire’s brutal training through to to ensure their survival on the field of battle.
Armor Class 16 (studded leather, shield) Armor Class 15 (with mage armor)
Hit Points 112 (15d8 + 45) Hit Points 99 (18d8 + 18)
Speed 40 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 12 (+1) 12 (+1) 14 (+2) 12 (+1) 18 (+4) 12 (+1) 12 (+1)
Saving Throws Str +7, Dex +5, Con +6 Saving Throws Con +4, Int +7, Wis +4
Skills Athletics +10, Perception +4, Survival +4 Skills Arcana +7, Athletics +4, Perception +4,
Senses passive Perception 14 Senses passive Perception 14
Languages Common, Common Sign, Sylvan Languages Common, Common Sign, Sylvan
Challenge 5 (1,800 XP) Proficiency Bonus +3 Challenge 8 (3,900 XP) Proficiency Bonus +3
TRAITS TRAITS
Hold the Line. While standing within 10 feet of an Hold the Line. While standing within 10 feet of an
ally, the legionnaire has advantage on saving throws ally, the warmage has advantage on saving throws
against being charmed or frightened. against being charmed or frightened.
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Chapter 6: Friends and Foes
Faerie Guardian
When a mortal is born, several things can cause a faerie FAERIE GUARDIAN ITEMS
guardian to form. Some are intentionally called by ritu- A faerie guardian carries two very rare
als cast upon a pregnant mortal. Others are summoned magic items usable only by itself.
when a remarkable child needs to be protected, but the Favor Token. A faerie guardian can
most powerful are bound by a dying wish. spend 1 minute enchanting any object that
Godparent. Faerie guardians are imbued with fits within a humanoid hand. After that,
magical powers that they use to act as a godparent any creature that holds this favor token
to a humanoid creature. A guardian is preoccupied can telepathically communicate with the
with the well-being and fortune of their protégé, but guardian if they are on the same plane of
a selfless personality is not guaranteed. Guardians existence. A guardian can only have one
can resent their position or make their charges’ such token active at a time.
lives miserable in the name of “assistance.” Faerie Wishing Star. This iridescent, star-shaped
guardians determine the most appropriate way to stone allows a faerie guardian to bend the na-
help their charges, which doesn’t always match ture of reality, mimicking the effect of a wish
typical mortal methods. spell. Crafting a wishing star takes 1 year, and
Unique Beings. The appearance of faerie guardians a guardian can only have one star at any one
varies depending on their personality and on the time. The length of time required to craft a
needs of their charges. They can alter their forms at wishing star makes the item invaluable to
will but usually have a preferred appearance that can the faerie guardian, and if it is lost, a guard-
manifest as anything from large beasts to unassuming ian goes to great lengths to retrieve it.
humanoids to glowing bodies formed from pure light.
Faerie Guardian
Medium fey, any alignment
Armor Class 15 (natural armor) Innate Spellcasting. The faerie guardian’s innate
Hit Points 91 (14d8 + 28) spellcasting ability is Charisma (spell save DC 15). It
Speed 30 ft., fly 30 ft. (hover) can innately cast the following spells, requiring no
material components:
STR DEX CON INT WIS CHA
At will: detect magic, mending, minor illusion,
12 (+1) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 20 (+5) thaumaturgy
Saving Throws Dex +6, Wis +5, Cha +8 2/day each: invisibility, polymorph, remove curse
Skills Arcana +4, Deception +8, Insight +5 1/day each: plane shift (self only)
Damage Resistances bludgeoning, piercing, and
Magic Resistance. The faerie guardian has advantage
slashing from nonmagical attacks
on saving throws against spells and other magical
Damage Immunities radiant
effects.
Condition Immunities charmed
Senses passive Perception 12 Shapechanger. The faerie guardian can use its action
Languages Common, Sylvan to polymorph into a Small or Medium creature of its
Challenge 5 (1,800 XP) Proficiency Bonus +3 choice or back into its true form. Other than its size, its
statistics are the same in each form. Any equipment it
TRAITS is wearing or carrying isn’t transformed. It reverts to
its true form if it dies.
Guardian. A faerie guardian must always have one
humanoid creature as its charge. If a guardian’s charge ACTIONS
is killed, the guardian immediately dies. The guardian
instinctively knows the location, physical state, and Multiattack. The faerie guardian makes one Rapier
emotional state of its charge as long as they remain attack and one Shooting Star attack.
on the same plane of existence. If the charge is on a
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft.,
different plane of existence, the guardian knows which
one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8)
plane, but not the exact location. This feature ceases
radiant damage.
to function if the charge is shielded by spells or effects
that would prevent divination spells or other forms of Shooting Star. Ranged Spell Attack: +8 to hit, range
magical detection. 60 ft., one target. Hit: 23 (4d8 + 5) radiant damage.
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Chapter 6: Friends and Foes
Fancy
Fancy
A fancy is a creature born from the feeling of freedom Medium fey, typically unaligned
that comes from dancing with wild abandon. These
creatures are driven to seek others who can match Armor Class 15 (with mage armor)
their intense desire for uninhibited motion. Hit Points 99 (18d8 + 18)
Fun and Free. Fancies are driven to dance but Speed 30 ft.
cannot bear dancing alone. Unfortunately, most STR DEX CON INT WIS CHA
creatures they dance with can’t move for as long as a
18 (+4) 15 (+2) 14 (+2) 10 (+0) 12 (+1) 14 (+2)
fancy can. In the rare instance that two fancies meet,
Saving Throws Str +6, Dex +4
it’s theorized that they’ll continue to dance together
Skills Acrobatics +4, Athletics +6,
until the end of time.
Performance +4
Endless Music. The fancy’s long, spindly limbs
Condition Immunities charmed, deafened,
endlessly bob and sway to the music that constantly
exhaustion
pours out of its tassel-like ears. Upon hearing this
Senses passive Perception 11
music, other creatures are compelled to join the
Languages Sylvan
fancy in its wild dance. Creatures overtaken by this Challenge 4 (1,100 XP) Proficiency Bonus +2
compulsion become trapped, dropping dead from
exhaustion if they are unable to free themselves. TRAITS
Dealing with a fancy requires careful preparation.
A creature must find a reliable way to prevent Entrancing Melody. When a creature that can
itself from hearing the song and discover a way to hear the fancy starts its turn within 30 feet of it,
it must succeed on a DC 14 Wisdom saving throw
soundlessly communicate since fancies can't hear
or become charmed by the fancy. While a creature
anything above the din of their own music.
is charmed in this way, it is restrained while it
Last Call. Fancies are attracted to the Mortal Realm
dances wildly in place. A dancing creature can
by creatures unable or unwilling to let a party end.
use its action to repeat the saving throw, ending
Festivals and carnivals of excess are likely to draw the
the charmed effect on a success. A creature that
attention of a wandering fancy, and its unfortunate
succeeds on this save is immune to Entrancing
victims are usually found only after the revels finally Melody for 24 hours.
end, presumed to have dropped dead from sheer
exhaustion. ACTIONS
Multiattack. The fancy makes two Kick attacks.
Fancy It can replace one Kick with Endless Waltz.
Kick. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning
damage.
Endless Waltz. The fancy moves up to its speed
without provoking opportunity attacks. As part
of this movement, it can attempt to grapple any
Large or smaller creature within 5 feet of its
path. A grappled creature (escape DC 14) must
succeed on a DC 13 Constitution saving throw
at the end of each turn or gain one level of
exhaustion. A fancy can only have one creature
grappled at a time.
BONUS ACTIONS
Swing. While the fancy is grappling a creature, it
can force a different creature within 5 feet of it to
attempt a DC 14 Dexterity saving throw. On a failed
save, the target and the grappled creature take 9
(2d8) bludgeoning damage.
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Chapter 6: Friends and Foes
Feather Witch
Medium fey, typically neutral evil
STR DEX CON INT WIS CHA Beak (Hybrid Form Only). Melee Weapon Attack: +7
to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4).
10 (+0) 18 (+4) 16 (+3) 14 (+2) 12 (+1) 16 (+3)
Skills Animal Handling +4, Deception +6, Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Perception +4, Performance +6 target. Hit: 11 (2d6 + 4) bludgeoning damage, or 13 (2d8
Damage Resistances bludgeoning, piercing, and + 4) bludgeoning damage when used with two hands.
slashing from nonmagical attacks Storyteller’s Charm. The witch targets one humanoid
Senses passive Perception 14 within 30 feet of it that can hear and see it. The target
Languages Common, Sylvan must succeed on a DC 15 Charisma saving throw or be
Challenge 7 (2,900 XP) Proficiency Bonus +3 magically charmed by the feather witch.
Each time the witch or its allies do anything harm-
TRAITS ful to the target, it can repeat the saving throw, end-
ing the effect on itself on a success. Otherwise, the
Innate Spellcasting. The feather witch’s innate
effect lasts 24 hours or until the feather witch dies,
spellcasting ability is Charisma (spell save DC 15,
the witch ends the effect (no action required), or the
+6 to hit with spell attacks). It can innately cast the
witch moves more than 300 feet away from the tar-
following spells, requiring no material components:
get (whichever comes first). If a target’s saving throw
At will: eldritch blast, hideous laughter,
is successful, the target is immune to the witch’s
thaumaturgy
Storyteller’s Charm for the next 24 hours.
3/day each: expeditious retreat, feather fall,
If a creature remains charmed by the witch for 24
polymorph
consecutive hours, it transforms into a Medium or
1/day each: guards and wards, magic mouth
smaller bird of the witch’s choice. A creature trans-
Kindred Soul. The feather witch can understand formed in this way replaces all its game statistics
and be understood by all winged beasts, regardless with that of the new form and is under the witch’s
of whether they can normally speak a language. control.
The witch also has advantage on Wisdom (Animal Only a wish spell or similarly potent magic can
Handling) checks made to interact with such return a transformed creature to its original form.
beasts.
Summon Flock (1/Day). The feather witch magically
Shapechanger. The feather witch polymorphs into calls 3d6 birds (use blood hawk statistics). The called
a bird-humanoid hybrid or back into its humanoid creatures arrive in 1d4 rounds, acting as allies of the
form. Its statistics, other than its speed, are the feather witch and obeying its spoken commands. The
same in each form. It reverts to its hybrid form if it beasts remain for 1 hour, until the feather witch dies,
dies. or until it dismisses them as a bonus action.
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Chapter 6: Friends and Foes
Figment
Figment
Figments are fey born from the vivid dream activity
of creatures who fall asleep in the Wildes. They
resemble tiny sparks of color repeatedly blooming
to life, with a narrow beak peeking out of the
center.
Imagination Siphon. Figments are drawn to
powerful dreamers to feed on their imaginations.
Once a figment has consumed a creature’s dream,
it can bring to life any creatures and objects it has
tasted. When an area is devoid of any dreamers
or a figment is driven away by a bigger fey, it can
temporarily sustain itself with its own dreams until
it finds a suitable host.
Particular Prey. Few true fey are capable of
dreaming, so figments typically reside where mortal
creatures are more likely to be found. Swarms of
figments may lurk at established crossing points
into the faerie realm or infest the few mortal-
friendly communities that exist in the Wildes.
Figments that cross into the Mortal Realm are
often mistaken for other ghostly creatures, like
will-o'-wisps.
Reflections of Reflection. The colors and
disposition of a figment reflect the thoughts of the
last creature upon which it fed. A figment fed by an
evil creature might crackle with red energy and act
hyper aggressively, while a figment fed by a happy
dreamer may complacently sparkle with calming
blue light.
Figment
Tiny fey, typically any chaotic alignment
Armor Class 15 creature can use its action to examine the illusion and
Hit Points 42 (17d4) locate the figment with a successful DC 13 Intelligence
Speed 0 ft., fly 30 ft. (hover) (Investigation) check. On a success, the figment is no
longer invisible.
STR DEX CON INT WIS CHA
1 (−5) 20 (+5) 10 (+0) 12 (+1) 7 (−2) 20 (+5) Innate Spellcasting. The figment’s innate spellcasting
ability is Charisma (spell save DC 15). It can innately
Skills Insight +2, Investigation +3
cast the following spells, requiring no material
Condition Immunities charmed, prone
components:
Senses truesight 30 ft., passive Perception 8
At will: color spray, mage hand, minor illusion
Languages Sylvan, telepathy 30 ft.
1/day each: dream, major image
Challenge 2 (450 XP) Proficiency Bonus +2
ACTIONS
TRAITS
Brain Drain. Melee Weapon Attack: +7 to hit, reach
Hide and Seek. The figment can use a bonus action
5 ft., one creature. Hit: 7 (1d4 + 5) psychic damage.
on its turn to combine with the form of a Huge or
smaller object or creature that is part of an ongoing Dream Sculpt. The figment reshapes an ongoing
illusion. When it does so, the figment becomes invisible illusion spell it can see (using the spell’s normal
to creatures that cannot see through illusions. A parameters for the illusion).
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Chapter 6: Friends and Foes
Living Spellbook
Medium construct, typically neutral
199
Chapter 6: Friends and Foes
Magnophyta
Magnophyta
Magnophyta are sentient bipedal plants that build
communities regulated by a highly complex caste
system. Their kingdoms stretched across the Wildes
in times long gone, but never-ending political
squabbles have caused them to fall far from their
previous influence.
Floral Heads. The most attention-grabbing feature
of the magnophyta are their blossom-shaped heads,
which can resemble any species of flowering plant.
The color, shape, and scent of their heads are points
of pride to every magnophyta, and their physical
characteristics dictate their role in society.
Complex Politics. The factors that dictate what
type of blossom head is best suited for what role
are many and extremely complicated. The intricate
rules of this system are largely impossible for other
creatures to comprehend. However, magnophyta are
obsessed with etiquette, and outsiders who commit
a social faux pas (intentional or not) are swiftly met
with fey justice.
Powered by the Sun. Magnophyta, like their
non-sentient plant cousins, require sunlight to
Magnophyta Warrior
Medium fey, typically lawful neutral
Armor Class 18 (natural armor) to the frightened condition. This effect is suppressed
Hit Points 49 (9d8 + 9) while the magnophyta is incapacitated.
Speed 30 ft. Rose – Armor of Thorns. A creature that touches
the magnophyta or hits it with a melee attack while
STR DEX CON INT WIS CHA
within 5 feet of it takes 3 (1d6) piercing damage.
14 (+2) 17 (+3) 13 (+1) 10 (+0) 15 (+2) 14 (+2)
Leaf on the Wind. The magnophyta’s leaf-covered
Skills Acrobatics +5, Intimidation +4, Perception +4
arms can function as wings to slow its fall or allow
Senses darkvision 60 ft., passive Perception 14
it to glide. When the magnophyta falls and isn’t
Languages Sylvan
incapacitated, it can subtract up to 100 feet from
Challenge 3 (700 XP) Proficiency Bonus +2
the fall when calculating falling damage. It can
TRAITS move up to 2 feet horizontally for every 1 foot it
descends.
Aversion to Fire. If the magnophyta takes fire damage, Additionally, in conditions of moderate or
it has disadvantage on attack rolls and ability checks stronger winds (at least 10 miles per hour), the
until the end of its next turn. magnophyta gains a flying speed of 60 feet while
not moving against the direction of the wind.
Grown for War. The warrior caste of magnophyta
society is comprised of various kinds of flowers, each
ACTIONS
granting one of the following traits.
Daisy – Mantle of Innocence. Any creature Multiattack. The magnophyta makes two weapon
that targets the magnophyta with an attack or a attacks.
harmful spell must first attempt a DC 12 Wisdom
Blade of Grass. Melee Weapon Attack: +5 to hit,
saving throw, with advantage if the magnophyta has
reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
attacked it in the last 24 hours. On a failed save, the
creature must choose a new target or lose the attack Livingwood Greatbow. Ranged Weapon Attack: +5
or spell. to hit, range 150/600 ft., one target. Hit: 9 (1d12 + 3)
Gladiolus – Blooms of Bravery. The magnophyta piercing damage.
and friendly creatures within 10 feet of it are immune
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Chapter 6: Friends and Foes
survive. This restriction means that magnophyta plant varieties, which often gives them unique
communities thrive only in particular regions appearances that set them apart from common
of the Wildes. They are much more likely to stay varieties of magnophyta.
rooted than wander as frequently as other fey do.
Magnophyta Warrior
Magnophyta Caster While there are substantially more magnophyta war-
Magnophyta casters are the smallest caste of riors than casters, they still account for just a small
magnophyta society, born with unique biologi- portion of magnophyta society. Like casters, warriors
cal processes that allow them to use sunlight to are meticulously bred to demonstrate traits ideal for
synthesize magic. Each caster is engineered through battle. Warriors tend to have smaller or less vivid
generations of careful breeding, so they tend to blooms than other magnophyta, with bodies com-
spend little time with other magnophyta. Due to posed of thick or bark-like stems and significantly
the unique genetic traits required to cast magic, more leaf growth.
magnophyta casters are always hybrids of flowering
Magnophyta Caster
Medium fey, typically lawful neutral
Armor Class 12 (16 with barkskin) from the magnophyta’s spells, the creature must
Hit Points 88 (16d8 + 16) succeed on a DC 15 Strength saving throw or have its
Speed 30 ft. speed reduced to 0 until the end of its next turn.
Sunflower – Solar Power. Using its Innate
STR DEX CON INT WIS CHA
Spellcasting trait, the magnophyta can cast the bless
8 (−1) 15 (+2) 12 (+1) 15 (+2) 12 (+1) 18 (+4)
spell at will, the guiding bolt spell thrice per day, and
Skills Arcana +5, Nature +5, Perception +4, the dawn spell once per day. Additionally, whenever a
Persuasion +7 creature takes radiant damage from the magnophyta’s
Senses darkvision 60 ft., passive Perception 14 spells, the creature must succeed on a DC 15
Languages Sylvan Constitution saving throw or be blinded until the end
Challenge 6 (2,300 XP) Proficiency Bonus +3 of its next turn.
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Chapter 6: Friends and Foes
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Chapter 6: Friends and Foes
Marionettist
Medium fey, typically chaotic neutral
Armor Class 16 (natural armor) 1. Harlequin. The marionette selects one target it can
Hit Points 135 (18d8 + 54) see within 30 feet of it. The target must succeed on
Speed 30 ft. a DC 15 Wisdom saving throw or perceive everything
as hilariously funny. The target falls prone, becoming
STR DEX CON INT WIS CHA incapacitated and unable to stand until the end of its
11 (+0) 18 (+4) 16 (+3) 10 (+0) 12 (+1) 18 (+4) next turn. A creature with an Intelligence score of 4 or
Skills Arcana +6, Performance +8, Sleight of Hand +7 less isn’t affected.
Damage Resistances bludgeoning, piercing, and 2. Wizard. The marionette creates three glowing darts
slashing from nonmagical attacks of magical force. Each dart hits one target within 30 feet
Condition Immunities exhaustion, frightened, of it. A dart deals 1d4 + 1 force damage to its target. The
petrified, poisoned darts all strike the same target simultaneously.
Senses darkvision 60 ft., passive Perception 11 3. Spider. The marionette conjures a mass of thick, sticky
Languages Common, Sylvan webbing within 30 feet of it. The webs fill a 10-foot cube
Challenge 9 (5,000 XP) Proficiency Bonus +4 from that point until the end of the marionette’s next
turn. The webs are difficult terrain and lightly obscure the
TRAITS area. Each creature that starts its turn in the webs or en-
Immutable Form. The marionettist is immune to any ters them during its turn must attempt a DC 14 Dexterity
spell or effect that would alter its form. saving throw. On a failed save, the creature is restrained
as long as it remains in the webs or until it breaks free.
Magic Resistance. The marionettist has advantage on
A creature restrained by the webs can use its action to
saving throws against spells and other magical effects.
attempt a DC 15 Strength check. If it succeeds, it is no lon-
Magic Weapons. The marionettist’s weapon attacks are ger restrained. The webs are flammable. Any 5-foot cube
magical. of webs exposed to fire burns away immediately, dealing
1d4 fire damage to any creature in the fire.
ACTIONS
4. Snake. The marionette creates a twisting pattern of
Multiattack. The marionettist makes two weapon colors that weaves through the air inside a 10-foot cube
attacks and uses Animate Marionette. within 30 feet of it. The pattern appears for a moment,
then vanishes. Each creature in the area who sees the
Scissors. Melee Weapon Attack: +8 to hit, reach 5 ft.,
pattern must succeed on a DC 15 Wisdom saving throw
one target. Hit: 13 (2d8 + 4) slashing damage.
or become charmed until the end of its next turn. While
Wire. Ranged Weapon Attack: +8 to hit, reach 30/60 charmed by this spell, the creature is incapacitated and
ft., one creature. Hit: 9 (2d4 + 4) slashing damage, has a speed of 0. The spell ends for an affected creature if
and the target must succeed on a DC 15 Strength or it takes any damage or if someone else uses an action to
Dexterity check (target’s choice) or become restrained. shake the creature out of its stupor.
A restrained target can use its action to repeat the
5. Skunk. The marionette creates a 10-foot-radius sphere
save and is no longer restrained on a success. While a
of yellow, nauseating gas centered on a point within 30
creature is restrained, the marionettist can’t use its Wire
feet of it. The cloud spreads around corners, and its area
on another target.
is heavily obscured. The cloud lingers in the air until the
Animate Marionette. The marionettist produces one end of the marionette’s next turn. Each creature that
magically enchanted marionette in a space within 5 is completely within the cloud at the start of its turn
feet of it. Once produced, the marionette becomes a must attempt a DC 15 Constitution saving throw against
creature under the marionettist’s control for 10 minutes poison. On a failed save, the creature spends its action
or until the marionette is reduced to 0 hit points. Once a that turn retching and reeling. Creatures that don’t
marionettist summons a particular type of marionette, need to breathe or are immune to poison automatically
it cannot summon that type again for 24 hours. succeed on this saving throw.
As a bonus action, the marionettist can command any
6. Honey Pot Bear. The marionette opens a honey pot
or all active marionettes at the same time.
from which swarming, biting locusts fill a 10-foot-radius
A marionette is a Tiny construct with AC 18, 20 hit
sphere within 30 feet of it. The sphere spreads around
points, STR 4, DEX 18, CON 1, INT 3, WIS 3, and CHA 1.
corners, and its area is lightly obscured. The sphere re-
It has a speed of 30 feet and has blindsight out to a
mains until the end of the marionette’s next turn, and the
range of 30 feet. It has +8 to hit and deals 6 (1d4 + 4)
sphere’s area is difficult terrain. When the area appears,
force damage. Each type of marionette also has an action
each creature in it must attempt a DC 15 Constitution sav-
that recharges on a roll of 5–6.
ing throw, taking 2d10 piercing damage on a failed save or
When the marionettist uses this feature, choose or
half as much damage on a successful one. A creature must
roll which marionette it summons from the following
also attempt this saving throw when it enters the effect’s
options:
area for the first time on a turn or ends its turn there.
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Chapter 6: Friends and Foes
Mindsies
Mindsie
Mindsies are fey with soft, pillowy bodies and Small fey, typically lawful good
limbs that swivel without elbows or knees.
Sprouting from their wide foreheads are three Armor Class 11
horns that resemble a crown. Hit Points 7 (2d6)
Curious Mind. Mindsies are drawn to thinking Speed 0 ft., fly 20 ft. (hover)
and understanding. These fey collect information STR DEX CON INT WIS CHA
by connecting their minds with other creatures
10 (+0) 12 (+1) 10 (+0) 13 (+1) 8 (−1) 8 (−1)
to learn more about their surroundings and
Damage Resistances psychic
how to survive within them. In exchange for
Senses passive Perception 9
knowledge, mindsies offer counsel for troubling
Languages Common, Sylvan, telepathy 30 ft.
thoughts. Powerful mindsies can even tap into
Challenge 1/4 (50 XP) Proficiency Bonus +2
recurring nightmares and reshape them into more
manageable dreams. TRAITS
Calming Crown. When threatened, a mindsie
can “crown” an imposing creature and suppress Damage Transfer. While attached to a creature,
hostility until there’s an opportunity to escape the mindsie takes half the damage dealt to it
or the creature comes to its senses. Mindsies are (rounded down), and the attached creature takes
born with an innate understanding that delving the rest.
into the minds of others can potentially cause Innate Spellcasting. The mindsie’s innate
grave harm, so all are bound to a collective rule spellcasting ability is Intelligence (spell save DC
that crowning is only acceptable in self-defense or 12). It can innately cast detect thoughts at will,
when used therapeutically. requiring no material components.
Mindsie Crown. A creature that starts its turn
Mender Mindsies attached to a mindsie must succeed on a DC 12
Mindsies that focus on healing become mender mind- Wisdom saving throw or it can only take actions
sies, letting their crowns droop down into glowing chosen by the mindsie until the beginning of its
tentacles that are warm to the touch. Their presence next turn.
alone is soothing, but their ability to deescalate
conflict is unrivaled. Mender mindsies are called ACTIONS
upon when powerful fey struggle with nightmares.
Crowning. Melee Weapon Attack: +2 to hit,
Their ability to heal minds ensures that each decision
reach 5 ft., one creature. Hit: 5 (1d8 + 1) psychic
is made with confidence.
damage, and if the target has a head, it is
grappled (escape DC 12) as the mindsie attaches.
Master Mindsies
While attached, the mindsie can make this
As centuries pass, mindsies grow in power, eventu-
attack only against the target and has advantage
ally becoming master mindsies. These elders have
on the attack roll. The mindsie can detach itself
grown multiple rows of crowns, and their eyes by spending 5 feet of its movement.
have turned translucent. When a master mindsie
connects with another creature, its eyes change to Sling. Ranged Weapon Attack: +3 to hit, range
match the appearance of its partner’s eyes. With 30/120 ft., one target. Hit: 3 (1d4 + 1) bludgeoning
age, master mindsies have come in contact with a damage.
rainbow of different thoughts and emotions. Such
experience allows these mindsies to cast negative
emotions from others’ minds by creating monstrous
nogogs.
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 13 (+1) 17 (+3) 12 (+1) 10 (+0) 16 (+3) 14 (+2) 16 (+3) 18 (+4) 10 (+0) 12 (+1)
Skills Insight +4, Perception +4, Stealth +3 Saving Throws Str +5, Int +7
Damage Resistances psychic; bludgeoning, Skills Athletics +5, Insight +3, Perception +3,
piercing, and slashing from nonmagical attacks Stealth +5
Senses passive Perception 14 Damage Resistances psychic; bludgeoning,
Languages Common, Sylvan, telepathy 60 ft. piercing, and slashing from nonmagical weapons
Challenge 3 (700 XP) Proficiency Bonus +2 Senses passive Perception 13
Languages Common, Sylvan, telepathy 120 ft.
TRAITS Challenge 6 (2,300 XP) Proficiency Bonus +3
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Nogog
Nogog
When repeated nightmares torment a creature in
the faerie realm, those dreams risk manifesting
into a hungry nogog. These fey ogres use their
might to instill as much terror as they can into
their prey to sustain themselves.
Sadistic Feast. Nogogs have a focused mindset
dedicated to getting the most fear out of a
creature. If it knows it can repeatedly torment its
prey for more meals, the ogre will keep it alive and
come back for more later. The nogog finally kills its
prey when the fear starts to diminish, enjoying one
last large meal before moving on to its next target.
Hot Blooded. The slightest distraction from a
nogog’s terror routine incites the dream ogre’s
fury. Its skin starts to glow all over with tiny heat
spots as it thrashes about in anger. While raging,
its voice becomes a potent weapon that can pierce
most hardened psyches.
Unbridled Nightmares. The nogog has more
in common with a thunderstorm than its fey
brethren. It doesn’t discriminate between friend or
foe and isn’t capable of bartering. The nogog knows
only fear and slaughter, making it a predictable
and effective tool under the command of powerful
enchanters.
Nogog
Large fey, typically chaotic evil
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Chapter 6: Friends and Foes
Nuska
Tiny fey, typically lawful neutral
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Chapter 6: Friends and Foes
Nuska Swarm
Medium swarm of Tiny fey, typically chaotic evil
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Chapter 6: Friends and Foes
Passenger
Passenger
These hollow creatures are born from a fey cut off
entirely from the magic of the faerie realm. Without
access to this magic, the fey’s power begins to wane,
and they slowly lose their physical forms, memories,
and abilities. This growing loss drives them to steal
the identities of others, so they do not disappear
entirely.
Fading Identities. A passenger is born when a
banished fey fades beyond recognition. They pos-
sess humanoids to keep from disappearing forever,
comingling their beings with unwilling hosts. The
longer the passenger spends inside a host, the more
confused they become about which memories are
theirs and what belongs to them. This confusion
often leads the passenger to believe they are the
victims they possess, and they begin to take on their
feelings and attitudes, trying to live the victims’ lives
as usual.
Fey Pariah. A passenger’s severance from the
magic of the faerie realm is the result of a potent
curse bestowed by an archfey. Only truly heinous
crimes garner this kind of extreme punishment,
but by the time a fey becomes a passenger, it usu-
ally cannot remember the crimes that led to its
transformation.
Passenger
Medium fey, typically neutral evil
STR DEX CON INT WIS CHA Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one
14 (+2) 14 (+2) 12 (+1) 17 (+3) 16 (+3) 18 (+4) target. Hit: 11 (2d8 + 2) bludgeoning damage.
Saving Throws Int +6, Wis +6 Assume Identity (Recharge 5–6). One humanoid
Skills Deception +7, Perception +6 target the passenger can see within 30 feet of it
Damage Resistances bludgeoning, piercing, and must succeed on a DC 15 Charisma saving throw or
slashing from nonmagical attacks become cursed. While a creature is cursed in this
Condition Immunities charmed, frightened way, all damage dealt to the passenger is also dealt
Senses darkvision 60 ft., passive Perception 16 to it, and it has disadvantage on saving throws
Languages Common, Sylvan made to resist the passenger’s spells. The passenger
Challenge 6 (2,300 XP) Proficiency Bonus +3 can only have one creature cursed in this way at
any one time.
TRAITS A creature who remains cursed in this way for 3
consecutive days becomes permanently possessed
Innate Spellcasting. The passenger’s spellcasting ability
by the passenger. The passenger disappears, and the
is Charisma (spell save DC 15). It can innately cast the
target is incapacitated and loses control of its body.
following spells, requiring no material components:
The passenger now controls the body and assumes
At will: detect magic, disguise self, faerie fire
all of the target’s statistics, but doesn’t gain
3/day each: dominate person, hold person
access to the target’s knowledge, class features, or
Magic Resistance. The passenger has advantage on proficiencies. This possession can only be ended by
saving throws against spells and other magical effects. a wish spell.
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Chapter 6: Friends and Foes
Phocidae
Phocidae
A phocidae is a gentle creature that can transform
from its normal seal form into a beautiful humanoid.
Phocidae are generally mild souls who prefer dancing
in the moonlight on the lonely shore or basking in
the sun on outlying reefs.
Sea Monsters. Phocidae are often seen near the
shore, watching inquisitively with almost humanoid
eyes. Such sightings cause fishers to weave tales of
sea monsters. Some phocidae play good-natured
tricks on sea-faring vessels, while others may lash
out protectively if attacked.
Voiceless. Phocidae are unable to use their voice
while on land. When the desire to set foot on
shore overtakes a phocidae, it uses a magic conch
to “borrow” a voice to communicate with local
humanoids.
Magical Skin. To shapeshift, a phocidae must
cast off its sealskin. Within these magical skins
lies the power to return to seal form and therefore
to the sea. If this sealskin is lost or stolen, the
creature is trapped in humanoid form until it is
recovered.
Phocidae
Medium fey, typically chaotic good
Armor Class 11 (natural armor) Bite (Seal Form Only). Melee Weapon Attack: +3 to
Hit Points 27 (5d8 + 5) hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing
Speed 30 ft., swim 40 ft. damage.
STR DEX CON INT WIS CHA Bone Spear (Humanoid Form Only). Melee or Ranged
12 (+1) 14 (+2) 12 (+1) 11 (+0) 10 (+0) 14 (+2) Weapon Attack: +3 to hit, reach 5 ft. or range 20/60
ft., one target. Hit: 4 (1d6 + 1) piercing damage or 5
Saving Throws Dex +4
(1d8 + 1) piercing damage if used with two hands to
Skills Athletics +3, Perception +2
make a melee attack.
Senses darkvision 120 ft., passive Perception 12
Languages Aquan, Sylvan Magic Conch (Humanoid Form Only). The phocidae
Challenge 1 (200 XP) Proficiency Bonus +2 targets a humanoid it can see within 60 feet of it
(creatures warded by a magic circle or protection
TRAITS from evil and good spell can’t be targeted). The
target must attempt a DC 14 Charisma saving
Amphibious. The phocidae can breathe air and water.
throw. On a success, the target resists the
Keen Smell. The phocidae has advantage on Wisdom phocidae’s efforts to steal its voice, and the
(Perception) checks that rely on smell. phocidae can’t attempt to steal that creature’s voice
again for 24 hours. On a failure, the target’s voice
Shapechanger. The phocidae can use its action to poly-
is magically stolen, and the phocidae may use it to
morph into a humanoid or back into its true form, which
speak any language the target knows. A creature
resembles a seal. Its statistics are the same in each form.
whose voice is stolen cannot speak or cast spells
The phocidae can choose whether or not any equip-
with verbal components.
ment it is wearing or carrying melds into its new form. It
A creature’s voice can only be recovered if the
reverts to its true form if it dies.
magic conch is destroyed, the phocidae dies, or the
ACTIONS phocidae chooses to release the captured voice.
A phocidae can only possess one stolen voice at a
Multiattack. The phocidae makes two attacks with its time.
Bone Spear.
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Chapter 6: Friends and Foes
Tachinid
Tachinid
Tachinids are plantlike fey that reproduce by infect-
ing humanoid hosts. A tachinid emits pacifying
spores that allow it to control plants and influence
creatures.
Parasitic Reproduction. Tachinids are driven
by an intense desire to reproduce, which requires
access to humanoid hosts and a place to hide them
while the transformation takes place. A tachinid
often spends months preparing a hidden nest before
infecting an entire group of victims. Once the fey has
the hosts safely contained, it watches them closely
over the three-day transformation process. Any hosts
the tachinid deems weak or otherwise unfit are
slaughtered and fed to the other victims to provide
additional nutrients.
Solitary Creatures. While tachinids are driven by
a never-ending cycle of reproduction, they spend the
majority of their lives alone, avoiding their own kind.
As soon as a transformation is complete and a new
tachinid is born, the parent tachinid flees, leaving its
new children to fight one another for possession of
the nest.
Tachinid
Medium fey, typically neutral
Armor Class 14 (natural armor) ending the effect on itself on a success. Otherwise,
Hit Points 33 (6d6 + 12) the effect lasts 24 hours or until the tachinid dies.
Speed 30 ft. If a target’s saving throw is successful, the target is
immune to the tachinid’s Pacifying Spores for the
STR DEX CON INT WIS CHA
next 24 hours.
10 (+0) 16 (+3) 14 (+2) 15 (+2) 10 (+0) 18 (+4) If a creature spends three consecutive days
Skills Perception +2, Stealth +5 charmed in this way, the creature transforms
Condition Immunities charmed, frightened, poisoned into a tachinid. Only a wish spell can reverse the
Senses darkvision 60 ft., passive Perception 12 transformation.
Languages Sylvan
Speak with Plants. The tachinid can communicate
Challenge 2 (450 XP) Proficiency Bonus +2
with plants as if they shared a language.
TRAITS
ACTIONS
Magic Resistance. The tachinid has advantage on
Multiattack. The tachinid makes two Vine Lash
saving throws against spells and other magical
attacks. It can replace one of these attacks with Root
effects.
Web if it is available.
Pacifying Spores. The tachinid targets one creature
Vine Lash. Melee or Ranged Weapon Attack: +3 to hit,
it can see within 30 feet of it. If the target is a
reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 +
creature that breathes, it must succeed on a DC 14
3) bludgeoning damage.
Constitution saving throw or be magically charmed.
The charmed creature regards the tachinid as a Root Web (Recharge 5–6). Grasping roots burst from
trusted friend to be heeded and protected. Although the ground in a 20-foot-radius circle centered on the
the target isn’t under the tachinid’s control, it tachinid. A creature standing on the ground within
takes the tachinid’s requests or actions in the most the area when the roots appear must succeed on a
favorable way it can. DC 13 Strength saving throw or be restrained until the
Each time the tachinid or its allies do anything beginning of the tachinid’s next turn.
harmful to the target, it can repeat the saving throw,
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Chapter 6: Friends and Foes
Wickerbeast
Wickerbeast
The enigmatic fey creatures known as wickerbeasts
are a rare but chilling sight. Often appearing in remote
regions of the world, these creatures subsist on the
souls of other beings. These fey take the shapes of
various humanoids or animals completely made of
woven wooden branches, but regardless of their form,
each carries an ornate golden mirror.
Cursed Origins. The true origins of the wickerbeast
are unknown, but fey scholars generally agree that
these creatures suffer from some form of curse. The
wickerbeasts endlessly search for souls to possess,
navigating life through what they can perceive in their
mirrors. However, since these creatures are incapable
of speech, their exact motivations remain a mystery.
Captured Souls. The inside of a wickerbeast’s
woven body is hollow, and the souls they capture float
inside this space. Wickerbeasts do not have defined
facial features, but when they possess a captured
soul, light shines through the branches of their faces,
creating an imitation of eyes. Folklore suggests that a
creature might know it is safe from a passing wicker-
beast as long as they can see its two eyes glowing.
Wickerbeast
Medium fey, typically unaligned
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Chapter 6: Friends and Foes
Demigods Rem
On rare occasions, unions between a celestial being Rem is the former commander of the Sisters of
and a mortal can result in the birth of a demigod. Sorrow, but she now acts as a free agent intent on
Little is known about these unique individuals, but undermining the gods’ control of the Mortal Realm.
their powers undeniably play a key role in the destiny
of their parent realms.
Rem
Chess
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Chapter 6: Friends and Foes
Grave One. Rem is a demigod, born of a union gods, which eventually led her to establish the
between a death god and a mortal. Rem possesses Sisters of Sorrow.
the ability to transfer her consciousness into the Eventually, Rem grew discontent to serve
bodies of the recently deceased, so she has spent any celestial master, no matter their intentions.
countless centuries in the Mortal Realm seeking Her growing unrest led her to recently sever all
an outlet for her substantial divine power. A deep connection to the Sisters of Sorrow and find a way to
hatred for her godly father drove her to serve rival end the gods’ influence on mortalkind.
Chess
Medium humanoid (demigod), chaotic neutral
Armor Class 16 (natural armor) damage, and the target must succeed on a DC 15
Hit Points 136 (16d8 + 64) Constitution saving throw or be stunned until the end
Speed 30 ft. of its next turn.
STR DEX CON INT WIS CHA Dazzling Mantle. Each creature of Chess’s choice
12 (+1) 18 (+4) 18 (+4) 16 (+3) 18 (+4) 22 (+6)
within 120 feet of him that is aware of him must
succeed on a DC 19 Charisma saving throw or become
Saving Throws Con +9, Wis +9, Cha +11
charmed by him for 1 hour. If an affected target takes
Skills Arcana +8, Deception +11, Insight +9,
damage from Chess or if it witnesses Chess attacking
Perception +9, Performance +11 or damaging any of its allies, it is no longer charmed.
Damage Immunities poison If a creature’s saving throw is successful or the effect
Condition Immunities charmed, frightened, poisoned ends for it, the creature is immune to Chess’s Dazzling
Senses passive Perception 19 Mantle for the next 24 hours.
Languages all
Challenge 15 (13,000 XP) Proficiency Bonus +5 Words of Harm. Chess issues a string of magically
laced words that shred the mind of one creature
TRAITS that can hear him within 60 feet of him (the
target does not need to understand Chess). The
Immortal Nature. Chess is immune to poison and dis- target must succeed on a DC 19 Wisdom saving
ease and does not require food or water to survive. He throw or take 22 (4d10) psychic damage and have
does not age and cannot be aged by magic. He regains disadvantage on the next attack roll it makes before
20 hit points at the start of his turn if he has at least 1 the end of its next turn. On a successful save,
hit point, and as long as any piece of his body is intact, the target takes half damage and does not have
missing limbs regrow over the course of 1 minute. disadvantage.
Innate Spellcasting. Chess’s innate spellcasting ability
BONUS ACTIONS
is Charisma (spell save DC 19, +11 to hit with spell
attacks). He can innately cast the following spells, Vicious Taunt (3/Day). Chess can use a bonus action
requiring no material components: on his turn to target one creature within 30 feet of
At will: alter self, nondetection, suggestion him. If the target can hear Chess, the target must
3/day each: charm monster, mirror image succeed on a DC 18 Charisma saving throw or have
1/day each: dominate monster, mass suggestion disadvantage on ability checks, attack rolls, and saving
Legendary Resistance (3/Day). If Chess fails a saving throws until the start of Chess’s next turn.
throw, he can choose to succeed instead.
LEGENDARY ACTIONS
Master of Masks. If Chess is destroyed, he gains a
new body in 24 hours if at least one of his masks Chess can take 3 legendary actions, choosing from
is intact, regaining all his hit points and becoming the options below. Only one legendary action option
active again. The new body appears within 5 feet of can be used at a time and only at the end of another
the mask (if multiple masks are intact, Chess chooses creature’s turn. Chess regains spent legendary actions
which mask). at the start of his turn.
Attack. Chess makes one attack with his Baton or uses
ACTIONS Words of Harm.
Multiattack. Chess makes two Baton attacks. He can Move. Chess moves up to his speed without provoking
replace one of these attacks with Words of Harm. opportunity attacks.
Baton. Melee Weapon Attack: +12 to hit, reach 5 ft., Innate Spellcasting (Costs 2 Actions). Chess casts a
one target. Hit: 12 (2d4 + 7) magical bludgeoning spell from his Innate Spellcasting list.
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Chapter 6: Friends and Foes
Rem
Medium humanoid (demigod), chaotic neutral
Armor Class 18 (natural armor) and the target must attempt a DC 15 Constitution saving
Hit Points 153 (18d8 + 72) throw, taking 24 (7d6) poison damage on a failed save,
Speed 30 ft. or half as much damage on a successful one.
STR DEX CON INT WIS CHA Light Crossbow. Ranged Weapon Attack: +11 to
hit, range 80/320 ft., one target. Hit: 10 (1d8 +
16 (+3) 22 (+6) 18 (+4) 15 (+2) 14 (+2) 20 (+5) 6) piercing damage, and the target must attempt a DC
Saving Throws Dex +11, Wis +7, Cha +10 15 Constitution saving throw, taking 24 (7d6) poison
Skills Acrobatics +11, Deception +10, Insight +7, damage on a failed save, or half as much damage on a
Perception +7, Stealth +11 successful one.
Damage Resistances necrotic
Fear the Reaper (Recharge 5–6). Rem calls the souls of
Damage Immunities poison
the living into undeath. All living creatures within 60
Condition Immunities charmed, frightened, poisoned
feet of Rem must attempt a DC 18 Constitution saving
Senses passive Perception 17
throw, taking 66 (12d10) necrotic damage on a failed
Languages Abyssal, Celestial, Common, Elvish, Infernal,
save, or half as much damage on a successful one.
thieves’ cant
A humanoid slain by this attack rises 24 hours later as
Challenge 15 (13,000 XP) Proficiency Bonus +5
a shadow under Rem’s control (unless the humanoid is
restored to life before then).
TRAITS
Assassinate. During her first turn, Rem has advantage BONUS ACTIONS
on attack rolls against any creature that hasn’t taken a
Death Glare. Rem fixates on one creature she can see
turn. Any hit Rem scores against a surprised creature is
within 60 feet of her, and the target suddenly learns
a critical hit.
how they will die (the most gruesome possible scenar-
Evasion. If Rem is subjected to an effect that allows io). Upon receiving this vision, a creature must succeed
her to make a Dexterity saving throw to take only half on a DC 18 Wisdom saving throw or become frightened
damage, she instead takes no damage if she succeeds on for 1 minute. A creature can repeat the saving throw at
the saving throw, and only half damage if she fails. She the end of each of its turns, ending the effect on itself on
can’t use this trait if she’s incapacitated. a success. A creature that successfully saves is immune
Immortal Nature. Rem is immune to poison and disease to the effects of Rem’s Death Glare for 24 hours.
and does not require food or water to survive. She does
not age and cannot be aged by magic. She regains 20 REACTIONS
hit points at the start of her turn if she has at least 1
Corpse Taker. If Rem is reduced to 0 hit points and her
hit point, and as long as any piece of her body is intact,
body is destroyed, her soul can jump into any humanoid
missing limbs regrow over the course of 1 minute.
corpse within 1 mile that has been dead no longer than
Innate Spellcasting. Rem’s innate spellcasting ability 10 days. The corpse returns to life with 1 hit point and
is Charisma (spell save DC 18, +10 to hit with spell is now under Rem’s control. Rem’s hit points, speed,
attacks). She can innately cast the following spells, Strength, Constitution, Dexterity, and special senses are
requiring no material components: replaced by those of the new body, but she retains all
At will: animate dead, gentle repose, nondetection, her other game statistics.
speak with dead Once Rem assumes control of a body, the original
3/day each: greater invisibility, revivify soul can never be returned to it by resurrection spells or
1/day each: create undead, finger of death other magical effects that require its body.
Legendary Resistance (3/Day). If Rem fails a saving
throw, she can choose to succeed instead.
LEGENDARY ACTIONS
Sneak Attack (1/Turn). Rem deals an extra 24 (7d6) Rem can take 3 legendary actions, choosing from the
damage when she hits a target with a weapon attack and options below. Only one legendary action option can be
has advantage on the attack roll, or when the target is used at a time and only at the end of another creature’s
within 5 feet of an ally of Rem’s that isn’t incapacitated, turn. Rem regains spent legendary actions at the start of
and Rem doesn’t have disadvantage on the attack roll. her turn.
Attack. Rem makes one attack with her Shortsword or
ACTIONS two attacks with her Light Crossbow.
Multiattack. Rem makes three attacks with her Move. Rem moves up to her speed without provoking
Shortsword or two with her Light Crossbow. opportunity attacks.
Shortsword. Melee Weapon Attack: +14 to hit, reach Innate Spellcasting (Costs 2 Actions). Rem casts a spell
5 ft., one target. Hit: 12 (1d6 + 9) magical piercing damage, from her Innate Spellcasting list.
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Arrnodel Ithil
Medium humanoid (elf), neutral
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Chapter 6: Friends and Foes
Everything in life needs balance, and what could be more perfectly
balanced than the child of an aasimar and a tiefling? With both
hellish and angelic powers, I was born with magic that could
change the tides of any battle...but truth be told, I’d rather use it
to get myself a free drink—or five. However, if destiny isn’t going
to give me a choice in the matter, I guess I may as well have some
fun, make some friends, and gain some power along the way.
After all, it’s best to start planning for retirement early, I hear.
Fera Velen
Medium humanoid (tiefling), neutral good
Born of Magic. Each time Fera casts a spell, she can As Above (1/Day). A 30-foot sphere of brilliant,
shape the magic to her will in one of the following glittering light crashes down at a point that Fera
ways: can see within range. Each creature in the area must
• A spell that targets a single creature may target an attempt a DC 17 Constitution saving throw. On a failed
additional creature. save, the target takes 26 (4d12) radiant damage and
• The spell’s range is doubled. A spell with a range of is blinded for 1 hour. On a successful save, the target
touch instead has a range of 30 feet. takes half as much damage and isn’t blinded.
• She has advantage on the spell’s attack roll. So Below (1/Day). One creature that Fera can see
Divine Nurture. When a creature within 30 feet of within 60 feet of her must succeed on a DC 17
Fera (including her) regains hit points, it regains an Charisma saving throw or be stunned for 10 minutes.
additional 5 hit points (factored into her spells). A creature with 30 or fewer hit points is killed instead
and is dragged into the Nine Hells.
Infernal Nature (1/Day). While Fera has half her hit
points or fewer, she can use a bonus action to regain REACTIONS
80 hit points.
Deny Death (3/Day). In response to a creature Fera
ACTIONS can see within 30 feet of her falling to 0 hit points, the
creature is instead reduced to 1 hit point.
Multiattack. Fera makes two melee attacks or casts
fire bolt twice. Alternatively, she can cast fire bolt and Godly Favor (2/Day). In response to failing a saving
one other spell. throw or missing an attack roll, Fera can roll 2d6 and
add the result to the total, possibly changing the
Fire Bolt (Spell). Ranged Spell Attack: +9 to hit,
outcome.
range 120 ft., one target. Hit: 22 (4d10) fire damage.
A flammable object hit by this spell ignites if it’s not
being worn or carried.
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I first joined the Sisters of Sorrow
because I was hoping to find a
cause worth dying for, but my
time with the Sisters brought me
something greater—ideals worth
living for. Every day I bear the
weight of the loss of my clan , but
every day presents an opportunity
to live up to the ideals my fathers
sought to instill in me : devotion ,
courage , honor, and respect . By
living these ideals and instructing
others in our new order, the spirit
of the Embersunder clan remains
strong .
Kara Brynehilde
Medium humanoid (dwarf), chaotic good
Armor Class 19 (mithral half plate, shield) Longsword. Melee Weapon Attack: +8 to hit, reach
Hit Points 221 (26d8 + 104) 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage
Speed 35 ft. plus 10 (3d6) radiant damage and 10 (3d6) cold
damage. If Kara scores a critical hit, she rolls damage
STR DEX CON INT WIS CHA
dice three times instead of twice.
18 (+4) 14 (+2) 18 (+4) 14 (+2) 16 (+3) 20 (+5)
Shield Bash. Melee Weapon Attack: +8 to hit,
Saving Throws Str +14, Dex +6, Con +14, Int +6,
reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning
Wis +7, Cha +9
damage, and if the target is Huge or smaller, it must
Skills Athletics +8, Perception +7, Survival +7
succeed on a DC 18 Strength saving throw or be
Damage Resistances poison; bludgeoning, piercing,
knocked prone.
and slashing from nonmagical attacks
Condition Immunities charmed, frightened, poisoned Sanctify Weapon (Recharges after a Short or
Senses darkvision 60 ft., passive Perception 17 Long Rest). Kara’s weapon glows with divine
Languages Common, Dwarvish radiance. For 1 minute, she gains a +5 bonus to
Challenge 12 (8,400 XP) Proficiency Bonus +4 attack rolls with that weapon.
TRAITS REACTIONS
Divine Shelter. When a friendly creature within 10 Celestial Bulwark. In response to another creature
feet of Kara takes damage, the damage is reduced by 5, within 30 feet of her being hit by an attack roll, Kara
to a minimum of 0. gives the creature a +5 bonus to AC against that
attack. If the attack still hits, Kara can choose to
Heroic Resilience. Kara is immune to disease and
take the damage of the attack in place of the target.
effects that would reduce her hit point maximum.
Kara must be able to see or hear both the creature
Each day, the first time Kara is subjected to an effect
and the attacker to use this ability.
that would kill her without dealing damage, the effect
is negated. Parry. Kara adds +4 to her AC against one melee
attack that would hit her. To do so, she must see
Magic Weapon. Kara’s weapon attacks are magical.
the attacker and be wielding a melee weapon or a
ACTIONS shield.
221
Chapter 6: Friends and Foes
Sawyeh Noor
Medium humanoid (human), lawful good
Armor Class 18 (natural armor) Dart. Ranged Weapon Attack: +8 to hit, range 20/60
Hit Points 170 (20d8 + 80) ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Speed 70 ft., fly 60 ft.
Unarmed Strike. Melee Weapon Attack: +8 to hit,
STR DEX CON INT WIS CHA reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning
17 (+3) 18 (+4) 18 (+4) 16 (+3) 18 (+4) 13 (+1) damage plus 7 (2d6) acid, cold, fire, or thunder damage
(Sawyeh’s choice).
Saving Throws Str +7, Dex +8, Con +8, Int +7,
Wis +8, Cha +5 Water Whip. Melee Weapon Attack: +8 to hit, reach
Skills Acrobatics +8, Insight +8, Perception +8, 30 ft., one target. Hit: 11 (2d10) bludgeoning damage,
Stealth +8 and if the target is Huge or smaller, it must succeed on
Damage Immunities poison a DC 18 Strength saving throw or either be knocked
Condition Immunities charmed, frightened, grappled, prone or pulled up to 25 feet toward her (Sawyeh’s
poisoned, restrained choice).
Senses passive Perception 18
Become Wind (Recharges after a Long Rest). As an
Languages all
action, Sawyeh, along with anything she is wearing
Challenge 12 (8,400 XP) Proficiency Bonus +4
or carrying, becomes invisible for 1 minute. While
invisible, she has resistance to all damage except force
TRAITS
damage.
Feyflight Wings. Sawyeh wears a pair of magical
wings that grant her the ability to fly, but she cannot REACTIONS
hear or see eldrin due to a curse put on the wings.
Deflect Missile. In response to being hit by a ranged
Magic Weapons. Sawyeh’s weapon attacks are weapon attack, Sawyeh deflects the missile. The
magical, including her unarmed strikes. damage she takes from the attack is reduced by 30.
If the damage is reduced to 0, she catches the missile
Temple of Masters. Sawyeh has proficiency in all
if it’s small enough to hold in one hand and she has a
saving throws, is immune to poison and disease, and
hand free.
does not require food or water to survive. She cannot
be aged by magic or suffer ill effects of old age. Parry. Sawyeh adds +5 to her AC against one attack
that would hit her.
ACTIONS
Rapid Strikes. In response to a visible enemy moving
Multiattack. Sawyeh makes three attacks, either with within 5 feet of her, Sawyeh makes one unarmed
her Unarmed Strike or Dart. She can replace one of strike attack against that enemy. If the attack hits,
those attacks with her Water Whip. she can make a second unarmed strike against the
target.
222
Index
Index
Adventure themes................................................................... 121 Faerie Realm, see Wildes
Archfey....................................101–103, 105, 108–109, 124, 127, Fancy/fancies........................................................................... 196
129, 131, 158, 160–162, 210 Fate........................................ 5, 8, 15, 18, 26, 28–29, 50, 60–61,
Arnaki................................................................................. 191–192 114, 127, 150, 157, 164–165, 217
Arrnodel Ithil..................................................................... 217, 219 Father......................................................... 73–74, 77–78, 80, 124
Letters........................................................ 6, 100, 149, 217 Favor(s)............................................................................. 103–104
Ashtar................................... 14, 75–77, 79, 89–91, 123, 126, 157 Feather witch(es)..................................................................... 197
Background(s)......................................................................15–25 Fera Velen..................................................................214, 217, 220
Bastard’s Breach................................................................. 93–95 Letters.............................................................6, 8, 88, 220
Bastard god..................................................................................78 Feywalk Jungles................................................................... 74, 91
Bell(s).......................................................................27, 90–91, 122 Fiend(s)........................................15, 151, 156, 160–161, 164–165
Blessing(s)........................................................................ 164–165 Figment(s)......................................................................... 192, 198
Blossom Court...................................................................110–112 Forest Court.............................................. 113–114, 162, 174–176
Monster templates................................................167–171 Monster templates...............................................174–176
Boon(s)....................................................................................... 165 Gate(s), see realms
Borderlands.............................................................75, 78, 93–95 Gnome(s).............................................................................. 14, 118
Quest board.....................................................................95 God(s)................................... 7–8, 77–78, 84, 126–128, 150, 164
Calendar............................................................................... 76, 125 Adventure hooks.......................................................... 128
Caer Leona......................................... 75, 77, 79, 88–89, 125, 217 Great Council.............................................................................. 75
Carillon(s), see Carillon Order Grey Haven........................................................................... 95, 97
Carillon Order............................... 75, 89–91, 122–123, 129, 218 Grove elf/elves, see elf/elves
Adventure hooks.......................................................... 123 Half-elf/half-elves......................................................................14
Changeling(s)...........................................................101–103, 106 Halfling(s).....................................................................................15
Charm(s).................................................................................... 165 Half-orc(s).....................................................................................14
Chasiana...................... 14, 74–75, 78–79, 87–89, 125–126, 147 Heroic destinies.................................................................. 42–62
Quest board.....................................................................89 Heavenly Court......................................................... 114, 177–180
Chess�������������������������������������������������������������������������214–215, 217 Monster templates...............................................177–180
Cold iron..............................................................24, 146, 158, 207 Human(s)............................................................................... 14–15
College of Bells............................................................. 27–28, 68 In-Between.....................................................102–103, 105–108
Common Sign, see languages Random encounters.......................................... 106–108
Court of the Winds................................................... 112–113, 158 Jade Isles............................................................. 82–84, 125–126
Monster templates................................................171–173 Quest board.....................................................................82
Currency.......................................................................78, 95, 103 Jane’s Town......................................................................... 82–84
Deathless................................................................................... 193 Kara Brynehilde................................................................ 218, 221
Demesne(s)............................................... 93, 105, 108–110, 129 Letters.........................................................6, 105, 163, 221
Demigod(s).............................................. 150, 164–165, 214–217 Kronos Desert....................................14, 74–75, 79, 84–86, 125
Dragonborn........................................................................... 13–14 Quest board.....................................................................86
Dwarf/dwarves...........................................................................14 Language(s)..................................................................75–76, 103
Dwelling(s)....................................................... 99, 102, 108–109 Legionnaire(s)....................................................... 31–32, 86, 194
Eldrin Empire........................... 11–14, 73–77, 80–93, 123–126, Living spellbook(s)....................................................63–64, 199
146–148, 194, 217–218 Ingenium........................................................................................ 7
Adventure hooks.......................................................... 126 Magic item(s).......................... 41, 50–51, 60, 70, 146–164, 195
Exploring..................................................................80–93 Pricing.....................................................................147–148
History of.................................................................. 73–75 Relics of faerie................................................................157
Life in........................................................................ 75–80 Storied treasures.......................................................... 148
Eldrin ............... 8, 11–12, 30, 73–78, 80–93, 123–126, 157, 159 Magnophyta............................................................ 112, 200–201
Elf/elves.................... 11–13, 30, 74–75, 77, 81, 96–97, 217–219 Caster.............................................................................. 201
Empire soldier(s)...................................................................... 194 Warrior...........................................................................200
Legionnaire................................................ 31–32, 86, 194 Marionettist(s)............................................................... 202–203
Warmage........................................................................ 194 Mindsi(es)...............................................................192, 204–205
Faelyn.................................74–75, 77–82, 86–88, 93, 125–126 Master mindsie............................................................ 205
Quest board.....................................................................82 Mender mindsie........................................................... 205
University of..........................................75, 78, 81, 87, 147 Mindsie.......................................................................... 204
Faerie guardian(s).................................................................... 195 Mother, the........................................ 73–74, 77–78, 80, 89, 124
223
Index
224
DESTINY AWAITS
W elcome to the Planes, a fractured world struggling
to hold itself together against the rising tides of chaos.
Across the realms, mortal creatures teeter toward extinction,
locked in eternal combat with restless fey and petulant
gods who seek to redefine reality for themselves. Heroes of
destiny are all that stand against erasure of the mortal realm,
and cosmic forces conspire against them at every turn.
This book provides tools that both players and DMs need to
explore the world of the Venture Maidens, an actual-play
stream and podcast of the same name. Inside, you’ll find
an array of player options inspired by the mythology of the
Planes, an innovative Heroic Destiny system to enhance
character narratives, a cadre of confounding faerie foes, and
much more.
With these tools in hand, only one question remains. Will you
weave your own destiny, or will you be just another thread in
the tapestry of fate?
ISBN 978-1-946678-28-7
90000>
9 781946 678287