Redhill Campaign Guide

Version 3.0.0

Contents

Part 1: Rules and Mechanics

Using each Ability Score..............
Feature Tweaks..............................
Rest Rules.......................................
Point Buy.........................................
Session One.....................................

Part 2: Character Options

Races................................................
Feats.................................................
Enchantments................................
Alchemical Decoctions.................

Part 3: The World

Part 4: Magic

Part 5: Generic Stat Blocks

Part 1: Rules and Mechanics

Using Each Ability Score

This campaign will feature tweaks to ability scores. Please take note of each of these changes as they are certain to apply to you.


Strength

Requirements

Weapons with the Heavy property now have a Strength requirement.

Damage Rolls

You add your Strength modifier to your damage roll when attacking with any melee or ranged weapon.

Carrying Capacity

Your carrying capacity is your Strength score multiplied by a number which is determined by your size catagory.

Size Catagory Multiplier
Tiny 5
Small 10
Medium 15
Large 30
Huge 60
Gargantuan 120

Dexterity

Attack Rolls

You add your Dexterity modifier to your attack roll when attacking with any melee or ranged weapon.






Intelligence

Initiative

At the begining of every combat, you roll initiative by rolling a d20 and adding both your Dexterity modifier, and your Intelligence modifier.

Classs Tweaks

Barbarian

While raging, rage damage applies to all melee weapon attacks.

Fighter

Second wind now recharges on a Long Rest instead of a Short Rest.


Battlemasters may choose from the additional maneuvers listed on page xx.

Monk

Improvised weapons work with Martial arts as if they were monk weapons.

Rogue

Sneak attack works unarmed, and with any weapon, unless that weapon is a melee weapon with the heavy property.

Sorcerer

Wild Magic sorcerers must roll on the Surge table on pg. xx whenever a targeted spell attack roll from a leveled spell results in a natural 1, a natural 13, or a natural 20, or when a creature rolls a natural 1 against the spell save DC of a leveled spell.

Wizard

The War Wizard Feature Tactical Wit now allows you to add your Intelligence modifier to your initiative again after calculating it using the normal Redhill ruleset.


d20 + Dex modifier + (2)INT modifier = Initiative


Feature Tweaks

Bloodied Condition

Creatures who are reduced below half of their maximum hit points are bloodied.


Creatures with the bloodied condition may use its reaction to make one additional weapon attack per round.

The bloodied creature suffers a -2 malus to its Armor Class.

Exhaustion

When a creature fails a death saving throw, it suffers one level of exhaustion. This effect does not apply if the creature already has three or more levels of exhaustion.

Fighting Styles

This additional fighting style is intended to suplement those from the player's Handbook, and may be selected by any character when they gain access to a Fighting Style.

Juggernaut

You may use a shield, even while weilding a melee weapon in two hands, unless that weapon has the heavy property.

Wealth

Rather than tracking individual copper, silver, gold, or platinum pieces, each character's wealth will be represented in the form of an ability score.

Finding an item at the market at a price you can afford will require a Wealth check with a difficulty that is determined by the value of the item.

After making some larger purchases, you may suffer a malus to your Wealth score.

Prolonged periods of in-action may also reduce your Wealth score.

Adjusted Rest Rules

In this setting, it is even more important to take time out to rest and recouperate, both during and after a difficult adventuring day.

Short Rest

Duration: 1 hour.

You may now only spend 1 hit die during a short rest.

Long Rest

Duration: 8 hours.

You no longer recover HP automatically during a Long rest, nor do you recover spent hit dice, however, you may spend any number of hit dice during a Long Rest.

A long rest still requires a period of sleep, but six hours is sufficient.


Downtime

Duration: > 24 hours.

You recover 1 expended hit die each morning after completing the following conditions:

  • You must spend at least 24 hours in a safe and comfortable place.

  • You must spend at least 8 of those 24 hours sleeping.

  • You are restricted to light activities.

Inns, taverns, bathhouses, and friendly homes may all qualify as comfortable places to spend downtime.

Shopping, Drinking, Gambling, arm-wrestling, etc, all qualify as light activity.

You may also attempt to complete a day of downtime while in the field. To do so, you must pass a successful Survival check with a DC partially determined by your terrain.

Terrain
Terrain Base difficulty
Grassland 8
Foothills 10
Forest 12
Swamp 13
Tundra 14
Mountain 15
Subterrainian 15
Desert 16

Character Creation Rules

General Rules

All characters must conform to the official 5e D&D rules for character creation found in the Player's Handbook except as noted in the rules below.


Races must be selected from those provided in this Campaign guide on pages xx-xx.


The following officially published source material is allowed when choosing classes and spells:

  • Player's Handbook
  • Dungeon Master's Guide
  • Sword Coast Adventurer's Guide
  • Volo's Guide to Monsters
  • Elemental Evil Player's Companion
  • Xanather's Guide to Everything
  • Mordenkainen's Tome of Foes
  • Guildmaster's Guide to Ravnica


The following Unearthed Arcana materials (UA) are allowed:

  • The Ranger, Revised

(The Revised Beastmaster is allowed, but please refer to the official material for Gloomstalker provided in XGtE.)


The following Homebrew content is allowed with prior DM approval:

  • Blood Hunter (v. 2.1)
  • Way of the Four Elements Remastered (v. 3.1)


Player's may choose to use any of the variant character rules during character creation; however, the player will not be allowed to make adjustments after character creation.


Race restrictions on classes (e.g., Bladesinger ) can be ignored.

Prerequisite Feats

Certain feats are now required before taking spellcasting class levels. Half casters also need to take one of these feats, but may freely choose between them.

Ability Score Calculation

  • Ability Scores are to be generated using the point buy system variant developed by Underdark, with feats available for purchase as well.

  • Each character is allocated 15 points that they may spend as they choose according to the cost charts below.

  • There are no free feats for dumping stats.


Ability Score Costs
Starting Score Point Cost
6 0
7 0
8 0
9 1
10 2
11 3
12 4
13 5
14 7
15 9
16 11
17 14
18 17
19 21
20 26
Feat Costs
Starting Feats Point Cost
0 0
1 2
2 5
3 8
4 12
5 16

Character Death

  • When a character dies, replacement characters are created by calculating the average level of the Characters within the party (APL) and divinding by two, rounding down with a minimum level of 0.

  • Replacement characters begin the game with one additional proficiency. Choose wisely.

  • Characters below the APL gain one level at the end of every session.

Session One

Preparing your character for Redhill works a little bit differently than 5e by the book. This subsection is intended to quickly walk you through the process of creating and leveling your Redhill character both during the early days of the campaign, and later on in the case of any unfortunate "accidents".

Starting Level 0

Every character present during the first session will begin at level 0. Here are the features of a level 0 character:
  • Hit Points: 5 + Constitution Modifier (Minimum of 0)
  • Hit Die: 1d4
  • Proficiency Bonus: +2
  • Proficiency in one Skill, Tool, or Simple Weapon.

  • Do NOT take a standard character background.

  • Work with your DM to craft a custom background.

Converting to level 1

  • Recalculate your Hit Points as if the character was created at level 1.

  • Recalculate your Hit Dice as if the character was created at level 1.

  • Recalculate your Proficiency Bonus as if the character was created at level 1.

  • Keep your Level 0 Skill, Tool, or Simple Weapon proficiency.

  • Do NOT add any Skill, Tool, or Weapon proficiencies from your class.

  • Bards, Rogues, and Clerics gain proficiency in one additional Skill, Tool or Simple Weapon.

Part 2: Character Options

Races in Redhill

Changeling

Changeling Names

Changelings do their best to blend into human society, and usually take their names from the local human culture. In private, changelings often refer to each other using unique nicknames.

Changeling Nick-names: Ari, Boe, Ert, Ozzle, Took, Yan

Changeling Traits

Ability Score Increase Your Dexterity and Charisma scores increase by 2.

Age. Changelings mature at the same rate as humans, but have a shorter lifespan, usually living less than 50 years.

Size. In their natural forms, changelings average between 5 to 6 feet in height, with a slender build. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Change Appearance. As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die.

You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form.

Even to the most astute observers, your ruse is usually indiscernible. You have advantage on any Charisma (Deception) check you make to avoid detection.

Unsettling Visage When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Creatures aware of your nature are not affected.

Unnatural Reach When you make a melee attack on your turn, you can extend your reach for it by 5 feet. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you.


Elf

Elvish Names

Elvish Names: Andraste, Drusilia, Keyleth, Leshanna, Lia, Quelenna, Sariei, Thia, Valanthe

Elvish Traits


Ability Score Increase Your Charisma score increases by 2, and your Dexterity, Wisdom, and Intelligence scores increase by 1.

Age. Elves are timeless creatures that do not suffer the effects of old age, although their appearance subtly shift with years.

Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Keen Senses. You gain proficiency in Perception.

Size. Elves range from barely 5 feet tall to just over 6 feet tall, and have slender builds. Your size is Medium

Speed. Your base walking speed is 30 feet.

Flight You have a base flying speed of 15 feet.

Ghostly Visage You glow dimly in moonlight, giving you disadvantage on stealth checks that rely on sight.

Visitor Once per long rest, you may alter your form to appear human. This effect lasts 8 hours.

Nature Affinity Elves are more attuned to the state of the forest than most races. You gain a +2 bonus to survival checks made while in the forest.

Firbolg

Firbolg Names

Firbolg rarely socialize and do not take names among their own, but occasionally adopt a nickname given by an outsider as a matter of polite convenience.

Firbolg Traits

Ability Score Increase Your Constitution and Wisdom scores increase by 2, and your Strength score increases by 1.

Age. Firbolg have long lives, reaching adulthood around 30 and living for up to 300 years.

Size. Firbolgs are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Forest Friend While you can't clearly communicate, you share an inate friendliness with the creatures of the wild. You have advantage on all Charisma (Persuasion) checks you make to calm beasts and sentient plants.

Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Nature Affinity Firbolgs are more attuned to the state of the forest than most races. You gain a +2 bonus to survival checks made while in the forest.

Goblin

Goblin Names

Goblin Names: Adla, Birb, Dubba, Gribble, Grub, Klunka, Vakku, Wawg

Goblin Traits

Ability Score Increase. Your Strength, Dexterity, and Constitution scores increase by 1.

Age. Goblins mature faster than humans, reaching adulthood after as few as 7 years, but seldom living more than 50.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Size. Goblins range from 3 to 4 feat tall, and weigh between 30 and 50 pounds. Your size is Small.

Speed. Your base walking speed is 30 feet.

Opportunistic. Twice per short rest, when you make an attack of opportunity, you can make a second attack against the same target as part of the same reaction.

Gang up. You have advantage on an attack roll against a creature if at least 2 of your allies are within 5 feet of the creature and those allies aren't incapacitated.


Gnome

Gnomish Names

Gnomish Names: Alston, Boddynock, Bimpnottin, Breena, Dimble, Doorjam, Erky, Frug, Girbo, Gimble, lilli, Oneshoe, Stumbleduck, Wickerwock.

Gnomish Traits

Ability Score Increase. You Dexterity and Intelligence scores increase by 2, and your Charisma increases by 1.

Age. Gnomes are mysterious creatures. While they may appear old and haggard, they seem to forever retain all the vigour of youth.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Size. Gnomes range from just over 1 foot tall to nearly 2 feet tall and weigh between 15 and 25 pounds. Your size is Tiny.

Speed. Your base walking speed is 20 feet.

Wind Resistant. You have resistance to damage received from falling.

Nimble No creature's space is difficult terrain for you, and you can move through hostile creatures as easily as allies. You still can't end your turn in a hostile creature's space.

Gang up. You have advantage on an attack roll against a creature if at least 2 of your allies are within 5 feet of the creature and those allies aren't incapacitated.

Small Hands. You cannot wield weapons with the Heavy property.

Deep Delvers. Gnomes often congregate in communities under the earth. You gain a +2 bonus to survival checks made while underground.

Goliath

Goliath Names

Goliaths tend to take simple names, but family and friends know them by their nicknames. Nicknames change over time and usually refer to events in the Goliath's life.


Goliath Names: Ale, Brawn, Cid, Des, Fist, Grog, Ham, Thump, Tooth

Goliath Nick-names: Armbreaker, Brokenback, Doorkiller, Eagleeye, Headcrusher, Rootsmasher, Treefeller

Goliath Traits

Ability Score Increase You Strength and Constitution scores increase by 2.

Age. Goliaths mature at the same rate as humans, but have a shorter lifespan, usually living less than 60 years.

Size. Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Giant's Resolve. You have advantage on saving throws against non-magical effects.

Thick Skin When you take damage, you can reduce the damage total by your Constitution modifier.

Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Halfling

Halfling Names

Halflings are humble folks with big families, and a strong attachment to their clan.

Halfling Names: Abbo, Abby, Corrin, Gisela, Lyle, Milo, Perrin, Wendle

Halfling Family Names: Bramblethorn, Brushgather, Beerbelly, Knotwise, Longbottom, Trickfoot, Underhill

Halfling Traits


Ability Score Increase. Your Dexterity and Constitution scores increase by 2.

Skills. You have proficiency with one musical intrument of your choice.

Age. Halflings mature at the same rate as humans, but they are known to live for nearly two centuries.

Size. Halflings average about 3 feet tall, and weigh around 40 pounds. Your size is Small.

Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Nimble. You can move through the space of any creature that is of a size larger than yours.

Speed. Your base walking speed is 25 feet.


Human

Human Names


Essan Names: John, Joan, Gilbert, Olyver, Richard, Robyn, Rose, Hugh, Margery, William

Tuilan Names: Auffroy, Balthazar, Collette, Gilbert, Giles, Guy, Godeffroy, Hue, Lambert, Rickon, Vivien

Teryin Names: Anastasia, Catalina, Ellio, Fileno, Girolamo, Isabetta, Ludovigo, Ruberto

Zufisian Names: Altan, Jochi, Kubi, Temur, Zhen; plus a suffix like -dai, or -jin.

Khaerid Names: Ala, Bachi, Dema, Hiru, Zato; plus a suffix like -din, -mal, or -sul

Kotush Names:

Human Traits


Skills. You gain proficiency in one skill of your choice.

Human Spirit. When you earn a choice between an ASI and a feat, you take both instead.

Age. Humans reach adulthood in their late teens and live less than a century.

Size. Humans vary widely in height and build, from barely 5 feet tall to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Feats for Redhill 2.0

Archer

You have trained yourself to knock, draw, and loose havoc on your foes. You gain the following benefits:

  • Increase your Strength by 1, to a maximum of 20.

  • Once per turn, when you make a ranged weapon attack, you can make another attack with the same weapon against a different creature within 5 feet of your original target.

  • You gain a +1 bonus to damage rolls using a bow.

Apothecary

Prerequisite for Blood Hunters

You have studied medicines and herbs, gaining the following benefits:

  • You gain proficiency with Alchemist's supplies and the Healer's kit.
  • You have advantage on saves against poison and disease.
  • You gain one additional (d4) hit die at every odd character level.

Animal Companion

You have a strong bond with a creature and take it with you on your adventures.

  • Choose a Cat, Hawk, Mastiff, Mule, or Weasel.

This animal companion adds a number of extra Hit Die to its health equal to one half of your level, and adds half your proficiency bonus to its attack rolls, damage rolls, armor class, and saving throws. These numbers change as your level and proficiency bonus increase.


(The church can revive lost pets for a modest fee.)

Animal Handler

You are well suited to training and handling animals. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.

  • You gain proficiency in the Animal Handling skill. If you are already proficient in this skill, you gain expertise.

In addition to the above, beasts often choose not to attack you. The first time a beast with a challenge rating of 2 or lower attempts to attack you, it must make a Wisdom save as if you were under the effects of the Sanctuary spell.


(Save DC = 8 + proficiency bonus + charisma modifier)


Arcanist

Prerequisite for Wizards

You study the arcane, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.

  • You gain proficiency in Arcana. If you are already proficient in the skill, you instead gain expertise.

  • You learn the presdidigitation and detect magic spells. You can cast detect magic once per long rest without expending a spell slot.

Axeman

You are a master of the axe, and your heavy blows cleave through man and tree alike. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.

  • When you reduce a creature to 0 hit points or score a critical hit with an axe, you can use your bonus action to make a single attack.

  • You gain a +1 bonus to damage rolls using an axe.

Blade Training

You have trained in the use of the shortsword, longsword, or greatsword. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.

  • On your turn, you can use your reaction to assume a defensive stance, provided you have a sword in hand. Doing so grants you a +2 AC bonus until the start of your next turn.

  • When you make opportunity attacks with a sword, you have advantage on the attack roll.

Brawny

You have a strong back, and a strong arm. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.

  • You gain profciency in the Athletics skill. If you are already proficient in this skill, you gain expertise.

  • You can choose to use Strength instead of Charisma when making Intimidation checks.

  • You gain a +1 bonus to unarmed damage rolls.

Charming

Prerequisite for Bards

Your speech, tone of voice, appearance, and behavior cause others to percieve you as likeable. Being easy to trust and befriend, you gain the following benefits:

  • Your Charisma score increases by 1, to a maximum of 20.

  • You gain proficiency in one skill of your choice from Deception or Persuasion.

  • Once per long rest, you can Lay on the Charm, gaining a +3 bonus to any charisma check or saving throw. You may add this bonus after rolling, but before the result is known.

Craftsman

Prerequisite: Prof. in any artisan's tool

You were trained as a craftsman and know the ins and outs of your trade.

  • Increase one ability score by 1, to a maximum of 20.

  • You know how to craft Masterwork quality items.

  • When using your downtime to craft, the total market value of items you can craft goes up to 10 gold pieces per day of work. When crafting more expensive items, you make progress every day in 10gp increments.

Crossbowman

Thanks to extensive practice with the crossbow, you gain the following benefits:

  • Your Dexterity score increases by 1, to a maximum of 20.

  • Being within 5 feet of a hostile creature doesn't impose disadvantae on your ranged attack rolls with a crossbow.

  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.

  • You gain a +1 bonus to damage rolls using a crossbow.

Dark Tidings

Prerequisite for Warlocks

You have made first contact with a being you don't fully understand. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You gain proficiency with Religion and Arcana.
  • You learn either Infestation or thaumaturgy as well as the comprehend languages spell.
  • You can cast comprehend languages once per long rest without expending a spell slot.

Dual Wielder

You master fighting with two weapons in hand, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a seperate melee weapon in each hand.

  • You can use two weapon fighting even when one of the melee weapons you are wielding isn't light.

  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Enchanter

Prerequisite: Access to ritual casting

You have practiced the art of imbuing well-crafted items with arcane power.

  • Increase your Intelligence score by 1, to a maximum of 20.

  • You gain the ability to apply magical effects to items using the enchantments provided on the Enchantments page below.

Escape Artist

Your pursuers swear you bathe in grease; no one can keep their hands on you.

  • You gain proficiency in either the Athletics or Acrobatics skill.

  • When you escape a creature's grapple on your turn, your movement speed increases by 10 feet until the end of your turn.

  • You have advantage on Intelligence(Investigation) checks to look for possible escape routes.

  • You have a climb speed equal to your base walking speed.

Grappler

Prerequisite: Dexterity 13 or higher

Grappling is all about skill and technique, not raw strength. Your training gives you the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.

  • You can choose to grapple using either Strength(Athletics) or Dexterity(Acrobatics).

  • You can use your action to attempt to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

  • While grappling a creature, you can use your reaction to make an unarmed attack against the creature you are grappling.

Great Weapon Master

Prerequisite: Strength 13 or higher

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

  • Once per turn, before you make a melee weapon attack with a heavy weapon that you are proficient with, you can declare a Determined Assault against your target. If the attack hits, roll a number of d4s equal to your Strength modifier and add it to the damage for this attack.

  • After targeting a foe with a Determined Assault, you have disadvantage on attacks made against creatures other than your target until the start of your next turn.

Healer

You have a gift for mending wounds. You gain the following benefits:

  • When you use a healer's kit to stabalize a dying creature, that creature also regains 1 hit point.

  • As an action, you can spend one use of a healer's kit to tend to an injured creature and restore hit points to it equal to your level plus your Wisdom modifier (minimum 1), provided the creature still has at least half of its hit points. The creature can't regain hit points from this feat again until it finishes a short or long rest.

Heavy Handed

You imbue your every strike with deadly force. you gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.

  • When you have advantage on a melee attack roll using a weapon with the heavy property, and both rolls would hit the target, you can knock your target prone as long as the creature is large or smaller.

  • You gain a +1 bonus to damage rolls using a melee weapon with the heavy property.

Inspiring Leader

Prerequisite: Charisma 13 or higher

With your help, your allies rise to any challange. You gain the following benefit:

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temportary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.


Inquiring Mind

You have an eye for detail and can pick out the smallest clues. You gain the following benefit:

  • Increase your Intelligence score by 1, to a maximum of 20.

  • You gain proficiency in the Investigation skill. If you are already proficient in this skill, you gain expertise.

  • Once per long rest, you can Get a Clue, gaining a +3 bonus to an Investigation or Insight check.

Indomitable

Hardy and resilient, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.

  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

  • Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 points.

Keen mind

You have a mind that recalls detail with uncanny precision. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in the History skill. If you are already proficient in this skill, you gain expertise.
  • You always know the number of hours left before the next sunrise or sunset.
  • You always recall the route you took to get somewhere.

Martial Adept

Your martial training allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn two maneuvers of your choice from those available to the Battle Master archetype in the fighter class.

  • You gain two superiority dice which use a d6 or scale to match your superiority dice from the Battle Master archetype.

  • These dice may be expended to fuel your maneuvers. You regain you expended superiority dice when you finish a short or long rest.

Use either:

(Save DC = 8 + proficiency bonus + dexterity modifier)

(Save DC = 8 + proficiency bonus + strength modifier)

Polearm Training

You can keep your enemies at bay with polearms. You gain the following benefits:

  • While you are wielding a glaive, halberd, pike, spear, or quarterstaff, other creatures provoke an attack of opportunity from you when they enter your reach.

  • When you take the Attack action with a quarterstaff, you can use a bonus action to make a melee weapon attack with the opposite end of the weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.

  • When you take the Attack action and attack with only a glaive or halberd, you can use a bonus action to attempt to pull the target prone and drag them 5 feet toward you.

(Save DC = 8 + proficiency bonus + strength modifier)

Prodigy

Prerequisite for Sorcerers

You have a knack for learning new things. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.

  • You gain one skill proficiency of your choice, and expertise in one skill.

  • You learn the shocking grasp and detect magic spells. You can cast detect magic once per long rest without expending a spell slot.

Resilient

Choose one ability score. You gain the following benefits:

  • Increase the chosen ability score by 1, to a maximum of 20.

  • You gain proficiency in saving throws using the chosen ability.

  • You gain a +1 bonus on all saving throws.

Savage Attacker

Prerequisite: Strength 13 or higher

You are a bloodthirsty killing machine. You gain the following benefits:

  • You add your Strength modifier twice when determining damage using melee weapons with the heavy property.

  • At the start of your turn you can choose to Brutalize your enemeis. If you do, you may make one additional melee attack as part of your attack action. You may do this a number of times equal to 1 + your Strength Modifier.

  • You regain expended uses of Brutalize at the end of a short or long rest.


Scribe

You possess a keen eye for detail in writing. You know how to copy written magical texts. You can produce spells scrolls from spells you know during downtime using these costs:

Spell Level Time Wealth DC Wealth Malus
0 1 day 5
1 1 days 8
2 3 days 10
3 1 weeks 12
4 2 weeks 14
5 4 weeks 16
6 8 weeks 18
7 16 weeks 20
8 32 weeks 24
9 48 weeks 28

You cannot cast spells that are not on your spell list, although you can copy them.

Sentinal

You have mastered techniques to take advantage of every drop in an enemy's guard, gaining the following benefits:

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.

  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

  • Your ranged weapon attacks reduce the effectiveness of cover. Creatures in three-quarters cover have a +2 AC bonus against your ranged attack rolls. In addition, your ranged attacks ignore the effects of half-cover.

  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Skirmisher

You are exceptionally speedy and agile. You gain the following benefits:

  • While not wearing heavy armor, your speed increases by 10 feet.

  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit it or not.

  • Your AC increases by 1 while you are moving.

Specialist

You have spent considerable time and effort to perfect one of your skills. You gain the following benefits:

  • You gain expertise in any one skill in which you are already proficient.

  • This feat may be taken multiple times.

Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.

  • You are proficient with improvised weapons.

  • Your unarmed strike uses a d4 for damage.

  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you may use a bonus action to attempt to grapple the target.

Theologian

Prerequisite for Clerics and Paladins

Your extensive study of religion rewards you with the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.

  • You gain proficiency in Religion. If you are already proficient in the skill, you instead gain expertise.

  • You learn the thaumaturgy and detect evil and good spells. You can cast detect evil and good once per long rest without expending a spell slot.


Unburdened

You move more freely when not encumbered. You gain the following benefits:

  • You gain proficiency in Dexterity saving throws.

    • Whille you are not wearing armor, and you are hit by an attack, you can use your reaction to dodge roll, potentially causing the attack to miss instead.

    • Rolling causes you to move 5 feet and increases your AC by 1d4 for one attack. If your dodge roll triggers any attacks of opportunity, your AC bonus lasts until those are resolved.

  • Reduce the damage received from each attack by the result of your d4 roll. You can dodge roll a number of times per long rest equal to your Dexterity modifier.

Warrior Spirit

You are steadfast in combat. You gain the following benefit:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.

  • Once per short rest, if you fail a saving throw against frightened , you can choose to succeed instead.

  • Being within 5 feet of a hostile does not impose disadvantage on your ranged attacks.

  • You gain advantage on ability checks and saving throws against attacks, spells, and effects that attempt to push you, pull you, or knock you prone.

Wild Heart

Prerequisite for Druids

You have a strong connection to the natural world.

  • Increase your Wisdom score by 1, to a maximum of 20.

  • You gain proficiency in Nature. If you are already proficient in the skill, you instead gain expertise.

  • You learn the druidcraft and detect poison and disease. You can cast detect poison and disease once per long rest without expending a spell slot.

Enchantments


Belt of Strength

Enchantment (any Masterwork belt)


Craft Time Wealth DC Materials
3 work weeks 5 _

Your Strength score is increased by 1 while you wear this belt. You may only benefit from one item that increases your Ability Scores at a time.


Chaperon of Intellect

Enchantment (any Masterwork Chaperon)


Craft Time Wealth DC Materials
3 work weeks 5 _

Your Intelligence score is increased by 1 while you wear this hat. You may only benefit from one item that increases your Ability Scores at a time.



Cloak of Comfort

Enchantment (any Masterwork cloak)


Craft Time Wealth DC Materials
2 work weeks 8 _

While wearing this cloak, you have advantage on Constitution saving throws against the effects of extreme weather.

In addition, you gain a +1 bonus to survival checks made when attempting to take downtime in the field.


Flaming Blade

Enchantment (any Masterwork sword or axe)


Craft Time Wealth DC Materials
2 work weeks 5 Brimstone

On your turn, you can use a bonus action to cause the weapon to erupt in flame shedding bright light in a 15-foot radius, and dim light for an additional 15 feet. You can use a bonus action to douse the flame, otherwise it lasts until you make a successful attack with this weapon.

While ignited, this weapon deals an additional 1d4 fire damage.


Flaming Munitions

Enchantment (any Masterwork bow or crossbow)


Craft Time Wealth DC Materials
2 work weeks 5 Brimstone

On your turn, you can use a bonus action to cause your loaded ammunition to erupt in flame shedding dim light in a 10-foot radius. You can use a bonus action to douse the flame, otherwise it lasts until your ammunition is fired. If it hits a target, it lasts until after the damage is dealt.

While your loaded ammunition is ignited, ranged attacks with this weapon deal an additional 1d4 fire damage.


Gleaming

Enchantment (any clothing, armor, or weapon)


Craft Time Wealth DC Materials
3 work days 5 a smooth stone

This item wicks away dirt and never seems to get dirty.


Moonlit Sword

Enchantment (any Masterwork sword)


Craft Time Wealth DC Materials
1 work day - Elf blood

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.


Seeking Ammunition

Enchantment (any Masterwork arrow or bolt)


Craft Time Wealth DC Materials
1 work day - Blood of
man and beast

This ammunition has been enchanted to seek the hearts of living creatures.

When you make a ranged weapon attack against a living creature using this ammunition, the target gains no benefit from half and three-quarters cover.


Wand of the Weave

Enchantment (any Masterwork wand)


Craft Time Wealth DC Materials
1 work day 5 Ectoplasm

This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to activate the wand.

When activated, the wand sheds bright bluish light in a 10-foot radius and dim light for an additional 10 feet. The fabric of the weave within the radius of this bright light becomes faintly visable.

Alchemical Decoctions


Alchemist's Fire

Alchemical weapon


Craft Time Wealth DC Materials
3 work days 8 _

This sticky adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact.

Each creature within a 15-foot radius must succeed on a Dexterity saving throw (DC = 12 + your proficiency modifier), or take 1d4 fire damage.


Healing Draught

Alchemical Decoction


Craft Time Wealth DC Materials
3 work days 5 _

As a bonus action, you can consume this draught, allowing you to spend 1 hit die to heal.

Alternatively, as an action, you can pour this draught into a living creature's mouth, allowing the creature to spend 1 hit die to heal.

When a creature drinks this draught without any hit dice remaining, the creature heals for 1d4, and recieves 1 level of Exhaustion.


Potion of Haste

Alchemical Decoction


Craft Time Wealth DC Materials
3 work days 5 _

As a bonus action, you can consume this potion, granting yourself the effects of the Haste spell for a number of rounds equal to your Constitution modifier (minimum of 1).

At the end of this time, you suffer 1 level of Exhaustion.


Potion of Strength

Alchemical Decoction


Craft Time Wealth DC Materials
3 work days 5 _

As a bonus action, you can consume this potion, granting yourself +2 Strength for the next hour.

At the end of the hour, you suffer 1 level of Exhaustion.


Smoke Powder

Alchemical weapon


Craft Time Wealth DC Materials
1 work week 5 Dragon blood

This unstable black powder is highly volitile, and explodes if handled roughly or set alight.

Some eastern cultures use this powder to prime great guns which can breach stone walls.

When ignited, each creature within a 15-foot radius Takes 3d4 fire damage and must succeed on a Constitution saving throw (DC = 12 + your proficiency modifier), or take 3d4 force damage and fall prone.

Maneuvers

This list of additional maneuvers is intended to supplement those from the Player's Handbook and includes several maneuvers with prerequisites.

Execute

Prerequisite: Greataxe proficiency


While wielding a greataxe, you can expend one superiority die, forgoe advantage and use your action to make a special attack against a creature within your reach that is prone.


If the attack hits, it is always a crit, and you add the superiority die to the attack's damage roll.

Halfsword

Prerequisite: Longsword proficiency


While wielding a longsword in two hands, you can expend one superiority die and use your action to make a special attack against a creature within your reach, slipping the blade through a gap in a target's defenses. Make your attack against the creature's unarmored AC (usually, 10 + Dexterity modifier).


If the attack hits, add the superiority die to the attack's damage roll.

Shiv

Prerequisite: Dagger proficiency


While wielding a dagger, after you win a contested check to grapple a creature, maintain a grapple, or escape a creature's grapple, you can expend one superiority die and use your reaction to make a single weapon attack with your dagger, against that creature.


If the attack hits, add the superiority die to the attack's damage roll.

Staggering Strike

Prerequisite: Flail, Longsword, Mace, or Warhammer proficiency


When you hit a creature with a weapon attack using a Flail, Longsword, Mace, or Warhammer, you can expend one superiority die to hammer down upon them with staggering force.


The creature must succeed on a Constitution saving throw. If the creature fails its save, its movement speed is reduced by 5 feet, and it has disadvantage on its next attack roll made before the start of your next turn.


If the attack is made using a Flail, Mace, or Warhammer, add the superiority die to the attack's damage roll.


Part 3: The World

Monarchies of the West

Albica

The Kingdom of Albica is a prosperous nation, under the just rule of Queen Miriella I.

Blessed with a warm, humid climate, Albica is known for producing some of the finest wines in the known world. The beautiful capital city of Carcona lies at the edge of the Red Wine Sea, and is home to over thirty-three thousand souls.

Avarr

Revark is ruled by King Villna II, brother of Queen Miriella I, of Albica.

This small kingdom lies north of the Kingdom of Albica, and was granted to King Villna II by his father Villna I.

Avarr is barely more than a dutchy and is entirely reliant on its alliance with Albica for defense.

Edassa

At the edge of the Great Sea lies the Kingdom of Edassa, ruled by Queen Anna II.

Poorer than her neighbors, Edassa's primary exports are iron and lumber. The capitol city of Limrik has a population of nearly thirty-eight thousand people.

Minors Powers

Myraa

The merchant republic of Myraa is ruled by Doge Tommala.

This small island republic is nestled in the Red Wine sea, and facilitates nearly all of the trade between the eastern and western realms.

Vinar

The northern realms of Vinar are home to several warring clans. The land is hostile to life, as are the people. There is little of value here for those who desire a long life.


Scarbia

Scarbia is ruled by King Wymark IV.

Bordered by mountains and forests, the Kingdom of Scarbia is somewhat isolated, but its access to large quantities of silver has given the realm a fair degree of influence with the Church of the Sun.

The capital of Scarbia, Glint, has a population of just over twenty-nine thousand.

Teryion

The kingdom of Teryion has long been renouned for its highly trained and regimented army.

King Magnus I is said to be the greatest general of this age, and perhaps the only man alive who could rival the dragonslayers of old in personal combat.

Tuilant

The great and expansive Kingdom of Tuilant is ruled by King Renout III.

The temperate climate and fertile soil of central Tuilant have made for a prosperous and populous realm.

The capital of Tuilant is Rosant, and it is home to well over fourty-thousand people.

Yarva

The Kingdom of Greln is ruled by King Dorrick II.

The North of the Red wine sea

Planar Spaces

The Heavenly Sphere

The Heavenly Sphere is said to be the home of the Fabled Gods of Old, as well as the Saints of the Church of the Silver Flame.

The Prime Material Plane

The prime Material plane is home to humans, goliaths, halflings, firbolgs, and goblins. It is a plane dominated by the various squabling kingdoms of man.

Alfheim, Domain of the Fey Court

Elves and Gnomes originate from this plane which is divided into countless sub-planes. These sub-planes are islands unto themselves which can be accessed through the Prime Material Plane.

Many of these planes are dominated by Great Elven Houses which serve as homes for elven families large enough to rival small human settlements.

The elves are ruled by the Moonlit King, who is the elf charged with performing the rite of spring, which grants the race its immortality. (Lunar Devil ToB p.110)

Purgatory

The Astral Sea lies far beneath the forested islands of Alfheim. The souls of the dead wait here to be judged.

The Seven Hells

Devils and Demons originate from this plane which is divided into seven subplanes, each sub-plane is dominated by a single devil with the exception of the Abyss, which is a bottomless pit populated by demons.

The devils lay claim to damned souls as they descend toward the 7th level. Souls left unclaimed are either devoured by demons, or left to spiral into the maddening vortex.

1st level -Hell's Landing

Ttivilus (MToF p.178)

2nd level

Zariel (MToF p.180)

3rd level

Molach (MToF p.172)

4th level -

Mammon (ToB p.100)

5th level -

Bael (No block available)

6th level -

Asmodeus (No block available)

7th level - The Maddening Abyss

Various demons reside in this infinite abyss.

Western Pantheon

Deity Alignment Domains Symbol
Vuthras LN Blood, Honor, War, Forge A three-Headed Dragon
Avatea LG Life, Light, Knowledge A Phoenix, wreathed in Silver flames
Sylhana CG Life, Nature A great white tree in full bloom
Nipha CN Tempest, Trickery, Grave The skull of a stag
Pyriel CN Madness, Death A skull on a stone, bound together by chains

Vuthras

Vuthras was the first of the Dragons. He sired countless generations of dragons which shared his divine blood.


The god of blood cared little for his duplicitous progeny, and bestowed his divine favor upon mortals who bested them through force of arms.


It is from Vuthras himself that the bloodlines of the dragonslayers of old derive their divine right to rule.

Avatea

Above the material plane, held aloft on the back of Vuthras himself, sits the heavenly sphere where Avabennu, the phoenix goddess awaits her rebirth at the dawn of the next golden age.


When the worthy souls of the lower planes are all gathered within her heavenly vessel, the world will be born anew, purified of evil.

Sylhana

Sylhana is a great tree which rises out of the Astral Sea, her blood holds within it the power to restore life to the dead.


Long ago, the elves stole her away and corrupted her gift to grant themselves eternal life. For this outrage, Sylhana used her great roots to split their world asunder.


Despite this treachary, Sylhana's children still grow across the planes, and through their generosity, the church can yet perform miracles.


(Note: The sap of the sacred trees can resurrect the dead, but if taken forcefully, it carries a terrible curse.)


Nipha

Nipha is a powerful storm which ravages the Astral Sea. Nipha seeks to vex Pyriel, the god of death, and deny him souls, so that he will fall into the Abyss.

Pyriel

Pyriel, also known as the god of death, the chained madman, or the god of the passage, appears as a tall humanoid figure in a tattered grey cloak.


Although titled as a god, Pyriel's position is one of divine punishment.


Pyriel, who was once a mortal man, angered Vuthras. In his maddness, he claimed to be a divine being greater than any other.


Aeons ago, Vuthras bound Pyriel in a thick chain, which was itself affixed to a great stone. Vuthras cast the stone into the Maddening Abyss and said unto Pyriel "Go forth and pass judgement upon the dead. For each unworthy soul you reap, I shall lengthen this chain, and forstall your fate."

Elvish Pantheon

Deity Alignment Domains Symbol
The Moonlit King NE Trickery, Arcana, Nature The Full Moon and a black tree
Nipha CN Tempest, Trickery, Grave The skull of a stag

Eastern Pantheon

Deity Alignment Domains Symbol
Jinn LE Trickery, Grave, Arcana A blackened dagger with smoke rising from it
Dagon LE Trickery, Tempest A Fish with the legs of a Crab
Zamiel LE Nature A Longbow
Chernobog LE War
Mourn LE War
Apollyon LE Death, War

Jinn

Jin is a dealer in arcane secrets.

Dagon

Fishy dude.

Zamiel

Chernobog

Orthus

Mourn

Apollyon

This dude wants to break the cycle of rebirth brought about by Avatea.

Part 4: The Market

Wealth Conversion Chart

Gold Cost Wealth DC
Less than 10 gp 5
10 to 39 gp 8
40 to 89 gp 10
90 to 249 gp 12
250 to 799 gp 15
800 to 1249 gp 18
1250 to 1799 gp 20
1800 to 4999 gp 22
5000 to 11,999 gp 24
12,000 to 49,999 gp 26
50,000 to 99,999 gp 28
100,000 to 199,999 gp 30
200,000 to 499,999 gp 32
500,000 to 799,999 gp 34
800,000 to 1,249,999 gp 36
1,249,000 to 1,999,999 gp 38
2,000,000 to 3,000,000 gp 40

Armor

Type Wealth DC Armor Class (AC) Strength Stealth Weight
Light Armor
   Padded Aketon 5 11 + Dex modifier –– –– 8 lb.
   Heavy Aketon 8 12 + Dex modifier –– –– 12 lb.
Medium Armor
   Scale Mail 8 13 + Dex modifier (max 3) –– Disadvantage 40 lb.
   Chain Mail 10 14 + Dex modifier (max 3) –– Disadvantage 35 lb.
   Brigandine 12 15 + Dex modifier (max 3) –– Disadvantage 45 lb.
Heavy Armor –– ––
   Breastplate 16 16 + Dex modifier (max 2) Str 11 Disadvantage 30 lb.
   Plate Harness 18 17 + Dex modifier (max 2) Str 13 Disadvantage 65 lb.
   Fluted Plate 20 18 + Dex modifier (max 2) Str 15 Disadvantage 75 lb.
Shields
   Buckler 5 +1 –– –– 2 lb.
   Shield 8 +2 –– –– 4 lb.

Armor Properties


Heavy Armor While wearing heavy armor you must choose to benefit from either your Dexterity modifier, or from the flat AC bonus granted by a shield or buckler.


Glancing Blows Weapon attacks that exactly match AC deal reduced damage against heavy armor. Replace each result for the weapon's damage die with 1, then add the damage modifier as usual.


For example; A greatsword deals (2d6 + Str modifier) normally, but a glancing blow deals (2 + Str modifier) instead.


Shields. Shields and bucklers provide a flat bonus to AC when wielded by an unarmored creature, or one wearing only light or medium armor.


Spellcasting in Armor

While wearing medium armor, you suffer a -1 malus to your spell save DCs and your spell attack modifier.

This malus increases to -2 while wearing heavy armor.

Simple Weapons

Type Wealth DC Damage Weight Properties
Simple Melee Weapons
   Club 1d4 bludgeoning 2lb. Light
   Dagger 3 1d4 piercing 1lb. Light, thrown (range 20/60)
   Greatclub 3 1d8 bludgeoning 8lb. Two-handed, heavy (13)
   Handaxe 3 1d6 slashing 2lb. Light, thrown (range 20/60)
   Light-Hammer 3 1d4 bludgeoning 2lb. Light, thrown (range 20/60)
   Mace 3 1d8 bludgeoning 4lb. –––––
   Quarterstaff 1d8 bludgeoning 2lb. Two-handed, versatile (11)
   Sickle 3 1d4 slashing 2lb. Light
   Spear 3 1d8 piercing 3lb. Thrown (range 20,60), reach, versatile (11), two-handed
Simple Ranged Weapons
   Shortbow 6 1d6 piercing 2lb. Ammunition (range 80/320), two-handed
   Sling 1d4 bludgeoning Ammunition (range 30/120)
   Slingstaff 1d6 bludgeoning 2lb. Ammunition (range 60/240), two-handed

Weapon Properties

Many weapons have special properties related to their use as shown in the weapons table.


Munition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Heavy. Tiny creatures cannot use heavy weapons. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for these creatures to use effectively. A Strength score is listed in parentheses after the heavy property. You can only wield this weapon if your Strength score meets or exceeds the listed value.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9 of the PHB.

Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicated the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Reach. This weapon adds 5 feet to your reach when you attack with it.

Long-Reach. This weapon adds 10 feet to your reach when you attack with it, but you have disadvantage against targets within 5 feet of you.

Special. A weapon with the special property has unusual rules governing its use, explained in the weapon's description in the next section.

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack.

Two-handed. Attacks made with this weapon require the use of two hands.

Versatile. This weapon can be used with one or two hands. A Strength score is listed in parentheses after the versatile property. You can wield this weapon in one hand if your Strength score meets or exceeds the listed value.

Martial and Exotic Weapons

Type Wealth DC
Damage Weight Properties
Martial Melee Weapons
   Battleaxe 5 1d8 slashing 4lb. Two-handed, versatile (13)
   Flail 5 1d8 bludgeoning
2lb. –––––
   Glaive 5 1d10 slashing 6lb. Heavy (13), reach, two-handed
   Greataxe 8 1d12 slashing 6lb. Heavy (13), two-handed
   Greatsword 8 2d6 slashing 7lb. Heavy (13), reach, two-handed
   Halberd 5 1d10 slashing 6lb. Heavy (13), reach, two-handed
   Lance 5 1d12 piercing 6lb. Heavy (13), reach, Special
   Longsword 8 1d10 slashing 3lb. Two-handed, versatile (13)
   Mancatcher 5 ––– 5lb. Special, reach, two-handed
   Pike 5 1d10 piercing 18lb. Heavy (13), long-reach, two-handed
   Shortsword 3 1d6 piercing 2lb. Light
   War pick 3 1d8 piercing 2lb. –––––
   Warhammer 5 1d8 bludgeoning
2lb. Two-handed, versatile (13)
Martial Ranged Weapons
   Crossbow, hand 10 1d6 piercing 3lb. Munition (range 30/120), light, loading
   Crossbow, heavy 8 1d10 piercing 18lb. Munition (range 30/150), heavy (13), loading, two-handed
   Longbow 8 1d8 piercing 3lb. Munition (range 150/600), heavy (13), two-handed
   Heavy Longbow 10 1d10 piercing 4lb. Munition (range 150/600), heavy (15), two-handed
Exotic Melee Weapons
   Falchion 8 1d10 slashing 3lb. Two-handed, versatile (13)
   Kopesh 8 2d4 slashing 2lb. Light
   Scimitar 5 1d6 slashing 2lb. Light
   Whip 3 1d4 slashing 3lb. Reach
Exotic Ranged Weapons
   Atlatl 5 1d8 piercing 3lb. Munition (range 30/120), two-handed
   Blowgun 1 1 piercing 1lb. Munition (range 25/100), loading
   Net 1 ––– 3lb. Special, thrown (range 5/15)

Special Weapons


Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also a lance requires two hands to wield when you aren't mounted.

Mancatcher. This weapon works like a net attatched to a polearm. In addition to the effects of the net, creatures which attempt to escape from the mancatcher suffer 1d6 piercing damage.

Net. A Large or smaller creature hit by a net is restrained until it is freed, A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack, regardless of the number of attacks you can normally make.

Masterwork Weapons

Expert craftsmen are capable of creating weapons of extraordinary quality. Masterwork weapons gain a +1 bonus on to-hit and damage rolls. Unless the masterwork is a simple weapon or a net, it also gains one of the properties listed below:


Aerodynamic. When applied to a bow or crossbow, this property increases the weapon's short and long ranges by 30 feet. When applied to a weapon with the thrown property, the weapon's short and long ranges increase by 10 feet instead.


Ergonomic. This item has been meticulously fashioned to facilitate ease of use. Its components have been carefully chosen to prioritize light weight and comfort. When applied to Heavy Armor, or to a weapon with the Versatile, or Heavy property, the Strength requirement is reduced by 1.


Gilded. This weapon has been covered in incredibly intricate patterns which have been etched and filled with gold. When displayed on your person, this weapon grants a +1 bonus to Charisma checks and Saves.


Silvered. This weapon has been covered in incredibly intricate patterns which have been etched and filled with silver. Melee attacks with this weapon count as magical for the purposes of overcoming resistences.


Keen. This weapon was carefully honed using specialized techniques first developed in Kotush. If you roll a natural 1 on an attack roll with this weapon, you can treat the roll as a 10 instead.


Masterwork weapons cost ten times as much as similar weapons of lower quality.


Masterwork Armor

I should probably put some flavor text here. Masterwork armors don't gain a +1 bonus to AC, but they do gain one of the properties below. These properties cannot be applied to shields.


Ergonomic. This armor has been meticulously fashioned to facilitate ease of use. Its components have been carefully chosen to prioritize light weight and comfort. When applied to heavy Armor, or to a weapon with the Versatile, or Heavy property, the Strength requirement is reduced by 1.


Gilded. This armor has been covered in incredibly intricate patterns which have been etched and filled with gold. When applied to medium or heavy armor, gilding grants a +1 bonus to Charisma checks and Saves.


Silvered. This armor has been covered in incredibly intricate patterns which have been etched and filled with silver. When applied to medium or heavy armor, you gain a +2 bonus to Saving throws against Spells, but suffer a -2 malus to your own Spell Save DC. In addition, you are immune to damage from Magic Missile.


Tarred. This armor has been dyed midnight black. When applied to light armor, you gain a +1 bonus to Stealth checks while in dim light or darkness.


Masterwork armors cost ten times as much as similar armors of lower quality.

Other Masterwork Items

Expert craftsmen may also make an assortment of items of masterwork quality.


Silver Shackles. This set of shackles bares intricate silver detailing. These shackles render the wearer incapable of spellcasting.


Silvered Munition. This piece of ammunition has been dipped in silver. Ranged attacks made with this munition count as magical for the purposes of overcoming resistences.


Blunt-Tipped Munition. This piece of ammunition can be used to deliver non-lethal damage to medium and larger creatures. When using this ammunition, your weapon's maximum range is equal to its short range.


Bodkin Tipped Munition. This piece of ammunition can be used to help circumvent armor. When using this ammunition against a humanoid in heavy armor or any creature sized huge or larger, add 1d4 -1 to your to-hit.


Masterwork items cost ten times as much as similar items of lower quality.

Training

The life of a peasant isn't easy, and self-defense is difficult for those who lack any formal training. Teachers of various skill levels may be found in the world, and through their services, you may learn how to use various skills or weapons effectively.

Weapon Training

Weapon Type Training Time Wealth DC Limit
Spear and Shield 1 week 3 1
One Simple Weapon 6 weeks 5 3
One Martial Weapon 12 weeks 6 2
One Exotic Weapon 12 weeks 7 1

Skill Training

Skill Type Training Time Wealth DC Limit
One Language 12 weeks 15 5
One Tool Proficiency 8 weeks 10 3
One Skill Proficiency 8 weeks 10 2
One Skill Expertise 12 weeks 15 1
One Ability Score (+1) 8 weeks 20 2


Training may only be completed a limited number of times. Ability scores cannot be increased beyond 15 using this method.


Class Training

Weapon Type Training Time
Barbarian 1 week
Bard 3 weeks
Blood Hunter 3 week
Cleric 8 weeks
Druid 8 weeks
Fighter 3 weeks
Monk 6 weeks
Paladin 6 weeks
Ranger 3 weeks
Rogue 3 weeks
Sorcerer 1 week
Warlock 1 week
Wizard 8 weeks

Class Training A character seeking to aquire their first level in a new class will usually need to seek out training from a capable source. Training in a new class will take time, but it may also have an associated gold cost. Clerics, and Paladins, are required to surrender their gold, and Monks are expected to surrender all of their material possessions. Experts in some fields may be difficult to find.

Tools

Item Wealth DC Weight
Alchemist's Supplies 10 8 lb.
Brewer's Supplies 8 9 lb.
Scribes's Supplies 8 5 lb.
Carpenter's Tools 8 6 lb.
Cartographer's Tools 8 6 lb.
Cobbler's Tools 5 5 lb.
Cook's Utensils 5 8 lb.
Fisherman's Tackle 5 8 lb.
Fletcher's Tools 3 3 lb.
Glassblower's Tools 5 5 lb.
Healer's Kit 5 3 lb.
Jeweler's Tools 5 2 lb.
Leatherworker's Tools 5 5 lb.
Mason's Tools 5 8 lb.
Painter's Tools 5 5 lb.
Poleturner's Tools 5 5 lb.
Potter's Tools 8 3 lb.
Smith's Tools 8 8 lb.
Tinker's Tools 10 10 lb.
Weaver's Tools 5 5 lb.
Woodcarver's Tools 5 5 lb.

Part 4: Magic

                               Wild Magic

Wild Magic Surge Table                          (1-100)

d500 Effect
1 You immediately make two more Surge rolls.
2-5 You gain Devil's Sight for 1 minute.
6-9 Your race changes.
10-19 Your gender changes.
20 Your next successful attack roll results in a critical hit.
21-29 You grow a short, lizard-like tail.
30-33 You grow eight spider-like legs, and gain a climb speed equal to your base speed.
34 A compromising sketch of yourself is added to a party member's inventory.
35 Roll a d20, your age increases by the result.
36 Roll a d10, your age decreases by the result.
37-39 All creatures within 60 feet are frightened of each other for one minute.
40-41 All of your ability scores are now 13.
42 You gain expertise in insight.
43 You are frightened by the sight of rabbits.
44-49 Your undergarments are teleported 300 feet in a random direction.
50 Increase one ability score by 1, and decrease another score by 2.
51 You learn one druid spell of 3rd level or lower.
52-59 Flaming cabbages descend upon you. Everyone within 30 feet takes 6d8 fire damage.
60-68 One of your teeth falls out.
69 You gain expertise in performance.
70-79 Your mouth is full of tiny spiders. You take 4d4 poison damage.
80 Your nearest ally increases one of their ability scores by 1, to a maximum of 20.
81-85 You gain 2d20 temperary hitpoints.
86 A creature of your choice, whose name and face are known, will die in 1d8 days.
87-89 You grow 1d6 inches taller.
90-93 All magical items within 30 feet become mundane.
94-97 The effects of gravity do not apply to you for 1 minute.
98-99 There is a skunk in your backpack.
100 Your backpack transform into a bag of holding, but the previous contents are lost.

Wild Magic Surge Table Continued     (101-300)

d500 Effect
101 You immediately make two more Surge rolls.
102 You are petrified for 1d4 hours.
103 You gain the benefits of a long rest.
104-115 Your mouth is full of spicy mayonaise. You suffer 1 fire damage.
116-129 You may take one additional action immediately.
130-149 If you die during this combat, roll on this table at the end of every round until combat ends.
150-169 You transform into a tiny non-venomous snake for 1d6 hours.
170-186 All creatures within 60 feet heal for 2d10 hitpoints.
187 Another player character gains +1 to an ability score if they murder you within 1d6 minutes.
188-199 Another player character of your choice gains a level.
200 You have advantage on attack rolls, ability checks, and saves for 1 minute.
201-219 You cast Minute Meteors at 4th level.
220-229 You transform into a 5 foot tall pyramid of cabbages.
230-239 One hostile creature of your choice is teleported to an unknown location.
240-244 Your legs go numb. You fall prone, and your movement speed becomes 0 until the end of your next turn.
245-249 You summon an imp who will aid evil characters for 1d6 hours.
250-254 You summon a pseudodragon who will aid good aligned characters for 1d6 hours.
255-259 One of your ability scores becomes 9. Roll 1d6 to determine which one.
260-261 One of your ability scores becomes 19. Roll 1d6 to determine which one.
262-264 You gain one of the secret feats, chosen by the DM.
265-269 You gain immunity to non-magical damage for one minute.
270-274 Your base Armor Class becomes 20 for 1d4 rounds.
275-279 You cast grease centered on yourself.
280-282 Your allies gain the effects of haste for 1d4 rounds.
283-284 Up to three Hostiles within 60 feet gain the effects of haste for 1d4 rounds.
285 You shrink by 1d4 inches.
286-289 You have disadvantage on attack rolls, ability checks, and saves until combat ends.
290-299 You cast Ray of frost on yourself.
300 You gain the Polearm Training feat, and a shield.

Wild Magic Surge Table Continued     (301-500)

d500 Effect
301 You immediately make two more Surge rolls.
302 Magical darkness spreads out from your location and fills a 15 foot sphere for 10 minutes.
303 You cast Heat metal at 5th level on the nearest metalic object.
304-309 You spontaniously combust. You suffer 3d6 fire damage at the end of your next three turns.
310-321 Squirming black tentacles emerge at your location, and last for 1 minute.
322-329 You cast sleep at 8th level, centered on yourself.
330-333 All items in your inventory are now soaked in an unknown fluid.
334 Everyone who knows you believes your name is Wort.
335-339 If you die within the next minute, your corpse explodes in a 7th level fireball.
340-349 Your base Armor Class becomes 7 for 1d4 rounds.
350 You find bears remarkably attractive.
351 Bears find you remarkably attractive.
352-359 You cast Ray of enfeeblement on yourself.
360-362 The nearest hostile creature explodes in a 5th level fireball.
363-369 You are teleported 30 feet in a random direction.
370-374 You are coated in honey and ants. you take 1 damage at the end of each round until combat ends.
375-399 You may expend any number of hit dice and add the result to your next damage roll.
400 You are teleported to the Astral Sea.
401-421 You gain a +2 bonus to your Strength for the next hour.
422-429 You cast Ray of enfeeblement on your nearest ally.
430-431 Blood is forcefully ejected from your eye sockets, coating everything within 15 feet. You die.
432-443 A hostile beast is teleported to a location within 120 feet of you.
444 A magical item appears in your inventory.
445-474 You gain the Brawny feat.
475-479 You taste oatmeal right now.
480-489 There is a Black Pudding in your backpack.
490-498 Wild magic fills you with determination. You may choose to negate the next wild magic effect you roll.
499 You teleport 300 feet up, turn inside out, and explode.
500 You cast wish immediately.

Raise Dead

5th-level necromancy


Casting Time: 1 hour
Range: Touch
Components: V,S,M (a drop of sap from a sacred tree, which the spell consumes, and a sprinkle of loose earth)
Wealth DC: 15
Duration: Instantaneous

You return a dead creature you touch to life, provided that it has been dead no longer than 7 days. If the creature's soul is both willing, and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poisons and cures any nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target completes a full day of downtime, the penalty is reduced by 1, until it disappears.

In addition, the target suffers one failed death saving throw, which is permanent.


Reincarnate

5th-level transmutation


Casting Time: 1 hour
Range: Touch
Components: V,S,M (rare oils, unguents and incence, which the spell consumes)
Wealth DC: 20
Duration: Instantaneous

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 24 hours, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.

The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. Roll a d100 and consult the following table to determine what form the creature takes when restored to life.

d100 Race
1 Songbird
2-9 Goblin
10-19 Firbolg
20-29 Goliath
30-49 Halfling
50-100 Human

On a roll of 1, the reincarnated creature loses all memory of its past life, becoming a creature of the forest, otherwise the reincarnated creature recalls its former life and experiences and it retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

Resurrection

7th-level necromancy


Casting Time: 1 hour
Range: Touch
Components: V,S,M (a vial of sap from a sacred tree)
Wealth DC: 20
Duration: Instantaneous

You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.

This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like: if such effects aren't removed prior to casting the spell, they afflict the targer on its return to life.

This spell closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target completes a full day of downtime, the penalty is reduced by 1, until it disappears.

In addition, the target suffers one failed death saving throw, which is permanent.

Revivify

3rd-level necromancy


Casting Time: 1 action
Range: Touch
Components: V,S,M (a drop of sap from a sacred tree)
Wealth DC: 15
Duration: Instantaneous

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

In addition, the target suffers one failed death saving throw, which is permanent.

True Resurrection

9th-level necromancy


Casting Time: 1 hour
Range: Touch
Components: V,S,M (a drop of sap from Sylhana, freely given)
Wealth DC: 30
Duration: Instantaneous

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.

This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.

The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.

Part 5: Generic Stat Blocks

Animals


Almiraj

Small beast, unaligned


  • Armor Class 13
  • Hit Points 3 (1d6)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 10 (+0) 2 (-4) 14 (+2) 11 (+0)

  • Skills Perception +4, Stealth +5
  • Senses darkvision 30 ft., passive Perception 14
  • Languages None
  • Challenge 0 (10 XP)

Keen Senses. The almiraj has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Horn Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Brown Bear

Large beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 38 (4d12+12)
  • Speed 40 ft., climb 30ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 2 (-4) 12 (+1) 7 (-2)

  • Senses passive Perception 13
  • Languages ––
  • Challenge 2 (400 XP)

Keen Senses. The bear has advantage on Wisdom(Perception) checks that rely on hearing.

Trample. If the bear moves at least 20 feet before attacking, the target must succeed on a DC 13 Strength saving throw or be knocked prone. The Bear may use a bonus action to attack prone creatures with its Bite.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.


Bull

Large beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 21 (3d12+3)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 2 (-4) 11 (+0) 7 (-2)

  • Senses passive Perception 12
  • Languages ––
  • Challenge 1 (200 XP)

Trample. If the Bull moves at least 20 feet before hitting with gore, the target must succeed on a DC 13 Strength saving throw or be knocked prone. The Bull may use a bonus action to attack prone creatures with its hooves.

Actions

Gore. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) piercing damage.

Hooves. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.


Chicken

tiny beast, unaligned


  • Armor Class 13
  • Hit Points 1
  • Speed 30ft.

STR DEX CON INT WIS CHA
3 (-4) 10 (+0) 08 (-1) 2 (-4) 10 (+0) 4 (-3)

  • Senses passive Perception 8
  • Languages ––
  • Challenge 0 (0 XP)

Glide If the Chicken moves at least 10 feet it can use its remaining movement speed to fly until the start of its next turn.

Actions

Peck and Claw. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Cat

tiny beast, unaligned


  • Armor Class 13
  • Hit Points 2 (1d4)
  • Speed 40ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 08 (-1) 4 (-3) 12 (+1) 8 (-1)

  • Skills Stealth +3, Perception +4
  • Senses darkvision 60ft., passive Perception 15
  • Languages ––
  • Challenge 0 (0 XP)

Keen Hearing and Smell The cat has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Scratch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Cow

Large beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 19 (3d10+2)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 2 (-4) 11 (+0) 7 (-2)

  • Senses passive Perception 12
  • Languages ––
  • Challenge 1/2 (100 XP)

Trampling Charge. If the Cow moves at least 20 feet before hitting with gore, the target must succeed on a DC 12 Strength saving throw or be knocked prone. The Cow may use a bonus action to attack prone targets with its hooves.

Actions

Gore. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) piercing damage.

Hooves. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.


Cart Horse

Large beast, unaligned


  • Armor Class 10
  • Hit Points 15 (2d12+2)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

  • Senses passive Perception 10
  • Languages ––
  • Challenge 1/4 (50 XP)

Actions

Hooves. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage.


Dog

small beast, unaligned


  • Armor Class 12
  • Hit Points 7 (2d6)
  • Speed 40ft.

STR DEX CON INT WIS CHA
08 (-1) 14 (+2) 11 (+0) 3 (-4) 12 (+1) 8 (-1)

  • Skills Perception +3
  • Senses passive Perception 14
  • Languages ––
  • Challenge 0 (10 XP)

Keen Hearing and Smell The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics The dog has advantage on an attack roll against a creature if at least one of the dog's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) piercing damage.


Mastiff

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 8 (2d6+1)
  • Speed 40ft.

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

  • Skills Perception +3
  • Senses passive Perception 14
  • Languages ––
  • Challenge 1/8 (25 XP)

Keen Hearing and Smell The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics The dog has advantage on an attack roll against a creature if at least one of the dog's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.


Riding Horse

Large beast, unaligned


  • Armor Class 10
  • Hit Points 15 (2d12+2)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

  • Senses passive Perception 10
  • Languages ––
  • Challenge 1/4 (50 XP)

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage.

Monsters


Brazen Bull

Large construct, unaligned


  • Armor Class 19
  • Hit Points 150
  • Speed 40ft.

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

  • Condition Immunities petrified
  • Senses darkvision 60 ft., passive Perception 15
  • Languages None
  • Challenge 7 (2900 XP)

Trampling Charge. If the Brazen Bull moves at least 20 feet before hitting with gore, the target must succeed on a DC 16 Strength saving throw or be knocked prone. The Brazen Bull may use a bonus action to attack prone targets with its hooves.

Actions

Gore. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 19 (2d12 + 6) piercing damage.

Hooves. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 17 (2d10 + 6) piercing damage.

Fire Breath. The Brazen Bull exhales and ignites a flamable gas in a 15 foot cone. Each creature in that area must make a DC 18 Dexterity or Constitution saving throw, taking (6d6) fire damage on a failed save, or half as much on a success.



Black Pudding

Large ooze, unaligned


  • Armor Class 7
  • Hit Points 85 (10d10+30)
  • Speed 20 ft., climb 20 ft.

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

  • Damage Immunities acid, cold, lightning, slashing
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  • Languages None
  • Chalange 4 (1100 XP)

Amorphous. The pudding can move through a space as narrow as 1 inch wide without squeezing.

Corrosive Form. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent -1 penalty to damage rolls. If the penalty reaches -3, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

Spider Climb. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent -1 penalty to the AC it offers. The armor is destroyed if this penalty reaches -3.


Goblin Scout

Small humanoid (goblinoid), neutral evil


  • Armor Class 12
  • Hit Points 8 (2d6+1)
  • Speed 30ft

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

  • Skills Stealth +6
  • Senses darkvision 60ft., passive perception 9
  • Languages Goblin
  • Challenge 1/4 (50 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Gang up. You have advantage on an attack roll against a creature if at least 2 of your allies are within 5 feet of the creature and those allies aren't incapacitated.

Actions

Club. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 3 (1d4 +1) bludgeoning damage.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 3 (1d4 +1) bludgeoning damage.


Goblin Warrior

Small humanoid (goblinoid), neutral evil


  • Armor Class 14 (shield)
  • Hit Points 11 (3d6+1)
  • Speed 30ft

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

  • Skills Stealth +6
  • Senses darkvision 60ft., passive perception 9
  • Languages Goblin
  • Challenge 1/2 (100 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Gang up. You have advantage on an attack roll against a creature if at least 2 of your allies are within 5 feet of the creature and those allies aren't incapacitated.

Actions

Spear. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit: 6 (1d8 +2) bludgeoning damage.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 +2) bludgeoning damage.



Goblin War Boss

Small humanoid (goblinoid), neutral evil


  • Armor Class 16 (Chain Mail)
  • Hit Points 16 (4d6+2)
  • Speed 30 ft

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 8 (-1) 8 (-1) 8 (-1)

  • Skills Stealth +6
  • Senses darkvision 60ft., passive perception 9
  • Languages Goblin
  • Challenge 1 (200 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Gang up. You have advantage on an attack roll against a creature if at least 2 of your allies are within 5 feet of the creature and those allies aren't incapacitated.

Actions

Multiattack. The goblin makes two attacks with its spear.

Spear. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit: 6 (1d8 +2) bludgeoning damage.

Slingstaff. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 +2) bludgeoning damage.

Reactions

Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.


Roc

Gargantuan monstrosity, unaligned


  • Armor Class 15 (Natural Armor)
  • Hit Points 248 (16d20 + 80)
  • Speed 20 ft., fly 120 ft.

STR DEX CON INT WIS CHA
28 (+9) 12 (+1) 20 (+5) 3 (-4) 10 (+0) 7 (-2)

  • Saving Throws Dex +4, Con + 9, Wis + 4, Cha + 3
  • Skills Perception + 4
  • Senses passive Perception 14
  • Languages None
  • Challange 11 (7200 XP)

Keen Sight. The roc has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The roc makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.

Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until the grapple ends, the target is restrained, and the roc can't use its talons on another target.

NPCs


Commoner

Medium humanoid (any race), any alignment


  • Armor Class 10
  • Hit Points 5 (1d8)
  • Speed 30ft.

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

  • Senses passive Perception 10
  • Languages any one language
  • Challenge 0 (10 XP)

Actions

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 2 (1 + 1) bludgeoning damage

Dagger. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 3 (1d4 + 1) piercing damage.


Courtier

Medium humanoid (any race), any alignment


  • Armor Class 12 (Padded armor)
  • Hit Points 9 (2d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 12 (+1) 12 (+1) 12 (+1) 16 (+3)

  • Skills Deception +5, Insight +3, Persuasion +5
  • Senses passive Perception 11
  • Languages any two languages
  • Challenge 1/4 (50 XP)

Actions

Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 1 (1 + 0) bludgeoning damage

shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 5 (1d6 + 2)

Reactions

Parry. The courtier adds 2 to its AC against one melee attack that would hit it. To do so, the courtier must be wielding a melee weapon and must not be surprised


Guardsman

Medium humanoid (any race), any alignment


  • Armor Class 17 (Brigandine)
  • Hit Points 16 (3d8 +3)
  • Speed 30ft.

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

  • Senses passive Perception 12
  • Languages any one language
  • Challenge 1/2 (100 XP)

Actions

Guards can make unarmed strikes, but are usually equiped with a club and a either a crossbow or polearm.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 2 (1 + 1) bludgeoning damage

Club. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 3 (1d4 + 1) bludgeoning damage

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit 5 (1d6 +2) piercing damage.

Halberd. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit 6 (1d10 + 1) slashing damage.


Goliath Bruiser

Medium humanoid (Goliath), any alignment


  • Armor Class 12 (Unarmored)
  • Hit Points 30 (2d12 +6)
  • Speed 30ft.

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

  • Senses passive Perception 10
  • Languages any one language
  • Challenge 1 (200 XP)

Giant's Resolve. The goliath has advantage on saving throws against non-magical effects.

Thick Skin. When the goliath takes damage, it can reduce the damage total by its Constitution modifier.

Powerful Build. The goliath counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

Actions

Greatclub. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) bludgeoning damage.


Goliath Mercenary

Medium humanoid (Goliath), any alignment


  • Armor Class 17 (Brigandine)
  • Hit Points 30 (2d12 +6)
  • Speed 30ft.

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

  • Senses passive Perception 10
  • Languages any one language
  • Challenge 2 (400 XP)

Giant's Resolve. The goliath has advantage on saving throws against non-magical effects.

Thick Skin. When the goliath takes damage, it can reduce the damage total by its Constitution modifier.

Powerful Build. The goliath counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

Actions

Multiattack. The goliath makes two melee attacks.

Greatsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) slashing damage.

Heavy Longbow. Ranged Weapon Attack: +4 to hit, range 150/600, one target. Hit 8 (1d10 + 3) piercing damage.


Gnome

Tiny humanoid (Gnome), any alignment


  • Armor Class 12 (Unarmored)
  • Hit Points 3 (1d6)
  • Speed 20ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 15 (+2) 14 (+2) 12 (+1)

  • Senses darkvision 60ft., passive Perception 14
  • Languages Gnomish, one other language
  • Challenge 1/4 (50 XP)

Wind Resistant. You have resistance to damage received from falling.

Nimble No creature's space is difficult terrain for you, and you can move through hostile creatures as easily as allies. You still can't end your turn in a hostile creature's space.

Gang up. You have advantage on an attack roll against a creature if at least 2 of your allies are within 5 feet of the creature and those allies aren't incapacitated.

Actions

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 0 (1-1) bludgeoning damage.

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


Gnomish Magician

Tiny humanoid (Gnome), any alignment


  • Armor Class 12 (Unarmored)
  • Hit Points 6 (1d6 +3)
  • Speed 20ft.

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

  • Senses darkvision 60ft., passive Perception 14
  • Languages Gnomish, one other language
  • Challenge 2 (200 XP)

Wind Resistant. You have resistance to damage received from falling.

Nimble No creature's space is difficult terrain for you, and you can move through hostile creatures as easily as allies. You still can't end your turn in a hostile creature's space.

Gang up. You have advantage on an attack roll against a creature if at least 2 of your allies are within 5 feet of the creature and those allies aren't incapacitated.

Spellcasting. The magician is a 1st level spellcaster. Its spellcasting ability is Intelligence (spell save DC, +6 to hit with spell attacks). The Magician has the following wizard spells prepared:

Cantrips (at will):
   prestidigitation, shillelagh, fire bolt

1st level (2 slots):
   magic missile

Actions

Staff. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 3 (1d8 -1) bludgeoning damage.

Slingstaff. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 2 (1d6 -1) piercing damage.

Variant: Gnomish Mage

Most gnomes have some familiarity with the weave, but Gnomish mages study it in great detail.

Spellcasting. The mage is a 3rd level spellcaster. Its spellcasting ability is Intelligence (spell save DC, +6 to hit with spell attacks). The Mage has the following wizard spells prepared:

Cantrips (at will):
   prestidigitation, shillelagh, fire bolt

1st level (3 slots):
   magic missile, shield

2nd level (2 slot):
   mirror image

3rd level (1 slot):
   counterspell, dispel magic, fireball


Pikesman

Medium humanoid (any race), any alignment


  • Armor Class 17 (Brigandine)
  • Hit Points 16 (3d8 +3)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 8 (-1) 10 (+0) 8 (-1)

  • Senses passive Perception 12
  • Languages any one language
  • Challenge 1 (200 XP)

Actions

Pikemen can make unarmed strikes, but are usually equiped with a shortsword in addition to their pike.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 2 (1 + 1) bludgeoning damage

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

Pike. Melee Weapon Attack: +4 to hit, reach 15ft., one target. Hit 6 (1d10 + 1) slashing damage.

Reactions

Polearm Expert While the pikeman is wielding its pike, creatures provoke an attack of opportunity from you when they enter your reach.


Knight

Medium humanoid (any race), any alignment


  • Armor Class 19 (Plate Harness)
  • Hit Points 52 (8d8 +16)
  • Speed 30ft.

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

  • Saving Throws Con + 4, Wis + 2
  • Skills Athletics +4, Perception +2
  • Senses passive Perception 12
  • Languages any one language
  • Challenge 3 (700 XP)

Brave. Knights have advantage on saving throws against being frightened.

Actions

Multiattack. The knight makes two melee attacks.

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

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

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 7 (1d10 + 2)

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d10 +2)

Reactions

Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must be wielding a melee weapon and must not be surprised.


Knight (Veteran)

Medium humanoid (any race), any alignment


  • Armor Class 20 (Suit of Plate)
  • Hit Points 58 (9d8 +18)
  • Speed 30ft.

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

  • Saving Throws Con + 4, Wis + 2
  • Skills Athletics +5, Perception +2
  • Senses passive Perception 13
  • Languages any one language
  • Challenge 4 (1100 XP)

Brave. Knights have advantage on saving throws against being frightened.

Actions

Multiattack. The knight makes three melee attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) bludgeoning damage

Dagger. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) bludgeoning damage

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

Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3)

Reactions

Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must be wielding a melee weapon and must not be surprised.


Noble

Medium humanoid (any race), any alignment


  • Armor Class 18 (Breastplate)
  • Hit Points 33 (6d8 +6)
  • Speed 30ft.

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

  • Saving Throws Wis + 2, Cha +6
  • Skills Deception +6, Insight +4, Persuasion +6
  • Senses passive Perception 12
  • Languages any two languages
  • Challenge 1 (200 XP)

Actions

Multiattack. The noble makes two melee attacks.

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

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 7 (1d10 + 2)

Reactions

Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the noble must be wielding a melee weapon and must not be surprised.