Ffe 4 I 2
Ffe 4 I 2
Ffe 4 I 2
GM’s Box
of Duct
Tape
GM’s Box of Duct Tape ©2023
ForeverDM products
All rights reserved
2
Authors
The Forever DM & Kevin Willis
Artists
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Playtesters
Dorland, vosk, hval,
closetmonster, numac, J., splenda,
Jonathan (miles)
3
TABLE OF CONTENTS
Part I: Player Options
Prestige classes 8
Anti-Mage 9
Blood Mage 10
Chaos Caster 13
Monster Hunter 17
Subclasses 19
Commander Fighter 21
Death Dancers Bard 23
Oath of the Black Void 25
Gunmage Sorcerer 28
Crypt Domain Cleric 31
Luchador Wrestler Barbarian 33
Spells 36
Arcane 36
Divine 41
Nature 45
Blood Magic 49
4
The Annihilator 62
Arance Sentry 66
Dittote 69
Endanoss the Ever-Changing 71
Jelly Cube Swarmer 75
Suffocator 77
The Shepard 79
Monster Feature Tables 82
Breath Weapon 84
Gazes 85
Auras 90
Regeneration 92
Legendary Abilities 93
Legendary pools 94
5
Foreword and Intro:
The Thing No One Reads
T
hanks for taking the time to look at my stuff. My co-author and I wrote this
book. Everything in here was brought about from some experience we have
had running games. Most things here are things we have tried to remedy sit-
uations or variant rules we have tried and found fun. Most of the new content in this
book was written from the viewpoint of ‘why isn’t this in the game yet?’
Prestige classes, some magic items, rules of alignment, and better curses/diseases were
all born out of this simple question. There may also be a bit of ranting from me in the
‘meta-commentary’ chapter, but most GMs will be able to sympathize. The point of
that chapter is more to open up topics in the ‘community’ that I have barely, if ever,
seen addressed.
You might be wondering: “So, why is it free? What’s wrong with it?”
6
Part I:
Player
Options
(aka. power creep)
Prestige classes
Subclasses
Spells
7
Prestige Classes
N
ow, you might know prestige classes from other systems or editions. That is
not what these are. ‘Prestige class’ is simply the best name I could come up
with. These are sets of abilities based on a theme that can go with multiple
classes. Every prestige class has a restriction, but they give excellent benefits. As I
originally designed, they are meant to go ON TOP of your normal class abilities.
For example, as an Anti-mage, at level 5, you gain the ‘magic disrupting aura’ feature. This is
IN ADDITION to whatever your base class gives you at level 5. For a rogue, this would be
extra sneak attack damage. For fighters or barbarians, this would be extra attack.
Recent years’ splat books have already put the power creep of players out of whack.
Which I complain about later in the ‘meta commentary’ chapter. These ‘prestige classes’
are intended to be competitive with those.
Because they are supposed to give giant power spikes to players, they should be distributed
evenly to the players around the table. All players should have the ability to get one if they
wish. However, this is basically the equivalent of giving the players a very rare or legendary
magic item in terms of how strong it makes them. So this should never be given out for
free. These should only be obtainable through in-game quests and actions.
For my games, I make these prestige classes into factions. If the player knows they want
to be an anti-mage, they must seek out a member, and do a favor for them to gain
admittance into their sect to learn their ways.
It should be noted that when I actually run these as an option, multiclassing is outright
banned. Having a druid/fighter that TECHNICALLY meets the requirements for both
the monster hunter AND a blood mage prestige classes is impossible to balance.
Finally, each prestige class has a restriction. Since prestige classes are not built with any
particular base class in mind, they are restricted based on the group of classes that I built their
aesthetic to match. (I.e. Anti-Mages are only supposed to be fighters, barbarians, and rogues).
8
Prestige Classes
Variant rule - In case the GM thinks it’s way too strong, you could also
just replace subclass with prestige class. As in, the prestige class replaces any
subclass features you would gain on the same level. Example: Take a 5th-level
champion fighter. Usually, champion fighters get improve critical at level 3.
With this variant, you would instead be playing an ‘anti-mage fighter’ and gain
the anti-mage’s ability to deflect ranged magical attacks at level 3.
Anti-mage
restriction: can not cast spells
T he entire point of this prestige class is to hunt down, fight, and kill mages. The
idea of this would be an order of zealots that have a fervor against magic and its
users, calling it unnatural.
9
Anti-Mage
Level 6 - Killswitch: You gain the ability to innately cast dispel magic 2/day.
Level 7 - magician killer: If a creature within 5 feet of you casts a spell, you
can use your reaction to attack them. When you hit a creature concentrating on
a spell, they have disadvantage on their concentration check. This attack happens
before their spell completes.
Level 9 - Spell Turning :If you roll a natural 20 on a saving throw against a
spell, and the spell is 7th level or lower, the spell has no effect on you and instead
targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting
ability of the caster.
Level 13 - Magical Void Zone: You gain the ability to cast an anti-magic field
centered on yourself once per day.
Blood mage
Restriction: must be a full caster
T hese casters are another order that is reviled by normal society. Their meetings
are held in dank basements away from prying eyes. They worship vile or fiendish
gods and patrons, using their own life essence, or sometimes other people’s, to fuel
their magic to new heights.
Level 3 - Tap In: As a bonus action, you may expend your hit dice, rolling them
and then taking damage equal to the number you rolled to regain spell slots equal in
level to the number of dice you rolled (roll 3 hit dice to regain a 3rd level slot)
10
Level 5 - Spell Empowerment: Anytime you cast a spell, you may roll any
number of dice to damage yourself to empower your next spell with that damage
(or healing). These do not have to be hit dice and do not have to be uniform.
(For example, You could roll 2d20 AND 3d4, take the damage rolled, then add
that damage (or healing) to your next spell. If this damage would reduce you to 0
hitpoints, your spell fizzles before it can be cast and you fall unconcious. Additionally,
when you deal the killing blow to a target with blood, you regain health equal to a roll
of one of your hit die + your level.)
Level 6 - Bloody Advantage: While the target is at half of its max hitpoints
or less, you gain advantage on spell attacks, and the target has disadvantage on saving
throws against your spells.
Level 7 - Fast healer: You gain the second wind ability from the fighter class.
You also gain the song of rest ability from the bard class, but it only affects yourself.
Level 9 - Scar Tissue: You retroactively gain 1 extra hitpoint per level and 1
extra hitpoint for each level going forward. Additionally, your constitution score
increases by 2 to a maximum of 22.
Level 10 - Blood For the Blood God: You gain access to
2 unique channel divinity options in addition to any you may already have.
11
Blood Mage
Channel Divinity: Turn The Living: Any creature of your choice within 30 feet
with blood in their body must make a Wisdom save against your spell save DC, or be
turned as described in the turn undead feature.
Channel Divinity: Blood Clot: The target must make an Intelligence saving
throw. Upon a failure, the target has vulnerability from the next source of damage
taken.
Level 11 - Finish Them Off: As a bonus action on your turn, you can use the
blood of an enemy to your advantage. Any creature that has blood AND is bloodied
(half health or less) is susceptible to this. The creature makes a con save vs. your
spellcasting ability or takes 2d8+your spellcasting modifier cold damage.
Level 13 - Blood Sacrifice: You can, once per week, do a ritual over 8 hours and
sacrifice one innocent sentient being with a soul. Upon completing the ritual, you
receive a blood garnet. Blood garnets are used as consumable material components in
the following spells. (full description found in the spells section of this book)
12
Prestige Classes
Chaos Caster
restriction: full casters
only
1. Magic suddenly leaves you in a flash of technicolored light, leaving you feeling
exhausted. Until your next rest (short or long), all attacks and ability checks you
make are done so at disadvantage.
2. You are suddenly polymorphed into a seal! This follows the standard
polymorph rules.
3 You are polymorphed into a tuft of sweet grass, delicious! You retain your
intelligence and are aware of what is happening around you, but become unable
to move, act, or speak. This effect lasts as per the polymorph spell, where you
have 1 AC and HP in your polymorphed form.
4. Ice bursts forth from your body, encapsulating it. You become restrained and
must use an action to attempt to break free by making a DC 14 Athletics check.
13
Chaos Caster
Others may choose to attempt this check or may attack the ice. The ice is magical
in nature, is vulnerable to fire damage, has an AC of 10, and has 30 hitpoints.
Any damage dealt over its hitpoint threshold harms you. Any time a creature or
affect targets you while you are restrained by the ice, it targets the ice instead.
5. You cast Confusion centered on yourself. All creatures within the area are
targeted.
6. All creatures within 10 feet of you, including yourself, are engulfed in a quick
burst of flame. Each creature must make a Dexterity saving throw as the flames
manifest, taking 3d6 fire damage on a failure or half as much on a success.
7. The wind strengthens, and a Torrential downpour with raucous thunder forms
in a 90-foot radius around you for the next minute. All creatures are deafened,
The area is heavily obscured, and all ranged attacks have disadvantage.
9. The ghostly form of a long-dead cleric or priest appears before you and waggles
its finger at you. You become utterly unable to lie. Whenever someone asks you a
question, you feel compelled to answer. This lasts for three days.
10. Each creature within 30 feet of you becomes invisible for 1 minute. The
invisibility ends on a creature if it attacks or casts a spell.
11. Your next attack becomes psychically sympathetic to all creatures within 30
feet of the target (and yourself ). Each creature within the radius (and yourself )
take half as much psychic damage as was dealt to the target.
12. Shadowy tendrils lash around you. Each creature of your choice you can see
within 30 feet of you must succeed on a Constitution saving throw or take 1d12
necrotic damage. You also gain 1d12 temporary hit points.
13. You teleport up to 30 feet to an unoccupied space you can see. For the next
minute, you can use this effect again on each of your turns as a bonus action.
14
Prestige Classes
14. You summon an intangible spirit that looks like a wolf or a whale (your
choice), which appears within 5 feet of you. At the end of each of your turns, the
spirit performs an action. Wolf: One target within 10 feet of you takes force
damage equal to your level. Whale: An ally within 10 feet of you is healed, an
amount equal to your level.
15. Magic infuses one weapon of your choice within 60ft. For the next minute,
the weapon’s damage type changes to force, and it gains the light and thrown
properties, with a normal range of 20 feet and a long range of 60 feet. If the
weapon leaves its owner’s hand, the weapon reappears in their hand at the end
of the current turn.
16. Designate a creature within 60ft of you. For the next minute, whenever your
designated creature is hit by a melee attack, magic tentacles lash out in relation,
dealing 1d6 damage to all enemies within 5ft.
17. For the next minute, you are surrounded by multicolored, protective lights;
you gain a +1 bonus to AC, while within 10 feet of you, your allies gain the
same bonus.
18. The ground within 15 feet of you becomes difficult terrain for your enemies.
As gnarled vines sprout from the ground.
19. A bolt of light shoots from your chest. Another creature of your choice that
you can see within 30 feet of you must succeed on a Constitution saving throw or
take 1d6 radiant damage and be blinded until the start of your next turn. For the
next minute, you can use this effect again on each of your turns as a bonus action.
20. The cosmos smiles upon you. You may choose one effect:
• A small meteorite falls from the sky and strikes a creature within 120 ft of
you, dealing 8d6 damage on a failed dex save or half as much on a success.
• A creature within 120 ft of you regains 4d8 hitpoints.
• A new environmental effect is added to the scene. It is advantageous for
you or detrimental for your enemies. (as decided by the GM)
15
Chaos Caster
Level 5 - Whim of Fate: You may give yourself advantage on any roll, then roll
1d2. On a 1, a Burst happens, and you regain the use of this ability. On a 2, you must
wait until a short or long rest to regain the use of this ability.
Level 6 - Twisted Clairvoyance: Every morning at dawn, you roll 2d20 and
record the answers in order. You may then use your reaction to substitute any roll that
day made by any creature with one of the numbers you rolled. However, when you use
this feature, you must roll 1d2. The result decides which of your recorded 2 rolls gets
used. 1=first roll, 2=second roll. Each result may only be used once per day
Level 7 - Shrug Off The Bad: You may ignore the results of your Chaos
burst and reroll, you can do this as many times as your proficiency modifier per long
rest. You can use this ability more than once on a single chaos burst instance
Level 9 - Power Fluctuations: When you roll damage or healing dice as the
result of a spell you cast, you add 1d20 to the normal roll.
Level 10 - Fickle Intervention: You gain the divine intervention feature from
the cleric class. However, the rate of success is 50%. Also, on a failure, something
terrible happens. These are both up to DM discretion, but it should be something
suitably ironic if it fails. (example: The player asked for all allies to be fully healed, but
instead, all enemies are fully healed.)
Level 11 - Chaotic power battery :Every day at dawn, roll 1d4, then roll a die
with as many faces as spell LEVELS known. The result of the d4 is how many EXTRA
spell slots the caster gets of the level that is equal to the result of the second die roll.
(Example: a level 11 cleric can cast 6th-level slots. So they would roll 1d4 first.)
They get a 3. Then, they roll 1d6 and get a result of 5. That means that they would
gain 3 additional spell slots of 5th level. Until their next long rest.
Level 13 - You Win Some, You Lose Some: The universe’s chaotic energies
focus upon you. You may pick one card from the deck of many things. However, one
bad card is picked for you by the DM. This event only happens once per campaign.
16
Prestige Classes
AUTHOR’S NOTE:
The player and DM should figure out which level 13 ability will destroy the cam-
paign less.
Monster Hunter
restriction: requires the extra attack feature
T his can be any group of monster hunters. The members of this order typically
specialize in one type of monster and are considered exterminators. When the
kingdom has a problem with orcs, dragons, undead, etc. You call in one of these guys
to get the job done.
Level 6 - Tools of the Trade: Gain the ability to innately cast hunter’s mark
2/day. Additionally, you gain 2 innate uses of the divine smite feature, flavored to the
god of your choosing. These smites also deal an extra 1d8 damage (total 3d8) against
your specialty.
Level 9 - Cleave: When you take a creature’s hit points to 0, and there is another
target within striking range of the first, you may roll your attack roll again. If the
second roll hits the AC of the second target, any leftover damage from the first hit is
applied to the second target.
Level 10 - Titan’s Grip: You gain the two-weapon fighting style and the ability
to dual-wield 2 two-handed weapons without penalty for doing so. You can add your
strength or dex modifier to damage rolls with your offhand weapon. Additionally,
your AC increases by 1 if you are duel-wielding 2-handed weapons.
Level 11 - Frenzied Rage: You gain the ability to go into a frenzied rage twice
per day. You gain resistance to all damage. And while enraged in this way, you do
extra damage equal to your proficiency modifier. If you already have the rage ability,
the extra damage stacks and the Frenzied rage uses are in a different pool than your
regular rage ability.
Level 13 - Rage Beyond Death: You will no longer drop unconscious due to
hitting 0 hit points as long as your frenzied rage lasts. You still need to make death
saves as usual and take death saves as normal from damage. You die if you hit 3 failed
saving throws without being healed.
18
Subclasses
H
ere are some subclasses for existing Classes. There are a total of only 6, but that
is because each one was made with a very specific idea in mind. Each one is
built around some aesthetic, problem, or clunkiness I have stumbled upon in
the base game.
The Commander Fighter was built as a support fighter. It’s main ability “battle
standard” was trying to capture the feel of a war drummer raising the morale of their
allies.
The College of Death Dancer’s Bard was built around the idea of having a
mostly non-combat political game focused class that specializes in poisons, and makes
them viable.
The Oath of the Black Void is a Cthulhu paladin. Plain and simple. I wanted
an oath that was still centered around a deity, but a non-standard deity that also gave
them anti-magic abilities.
The Gunmage Sorcerer was built around the aesthetic of a western cowboy with a
bolt-action rifle. With the mechanics of amping the nuker potential of sorcerers up to
11.
The Crypt Domain Cleric is for one thing: making necromancers viable. Which
mostly means getting rid of the tedious book keeping that comes with having an army
of zombies.
(These were not playtested at the same time as the prestige classes, and were not
designed to be used together. Use at your own risk.)
19
20
Subclasses
Commander Fighter
T his archetype is the quintessential “Lead from the front’’ type. The battlefield
lieutenant that leads their men into battle. Supporting their allies with buffs and
healing while also being able to dish out moderate damage.
3rd Level - Head of the spear - On the first round of combat, if you move up
to half your movement speed towards a hostile creature, you can allow up to 6 allies to
move up to half their speed with you towards the enemy.
3rd Level - Rallying cry - when you use your second wind ability, all allies
within 60 feet regain the same amount of health.
3rd Level - Commander dice. You can inspire others through stirring words and
your pressence. To do so, you use a bonus action or reaction to choose one creature
other than yourself within 60 feet of you who can hear you. That creature gains one
Commander die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to
one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls
the d20 before deciding to use the Commander die, but must decide before the GM says
whether the roll succeeds or fails. Once the commander die is rolled, it is lost. A creature can
have only one Commander die at a time. If you bestow a commander dice as a reaction, the
recipient of the die may use it immediately, before the results of roll are announced.
You can use this feature a number of times equal to your Strength modifier (a
minimum of once). You regain any expended uses when you finish a short or long rest.
Your Commander die changes when you reach certain levels in this class. The die
becomes a d8 at 7th level, a d10 at 10th level, and a d12 at 15th level.
7th level - Battle Standard: Using your bonus action to plant your battle
standard into the ground to inspire your companions. The standard is a medium sized
creature, has an AC of 10 with 25 hitpoints, immunity to psychic and poison damage,
and vulnerability to bludgeoning.
21
Commander Fighter
All creatures of your choice that can hear you (including yourself ) within 90ft get one
of the following benefits until the banner is destroyed. Each creature benefitting from
the battle standard can pick their own benefit:
• Gain a single extra melee or ranged attack until the end of your next turn
• Heal for 1d8+your strength modifier.
• gain 1d8+ your strength mod in temporary hitpoints
• Gain +2 to AC and have advantage on Dex saves until the end of the turn.
• Gain advantage on your next attack roll, or give disadvantage on a single target
of your next saving throw.
Each turn the battle standard stays without being destroyed, the benefits reapply
at the start of the fighter’s turn. Once you have used this ability you can not use it
against until after you finish a short or long rest.
10th Level - Rousing Speech:After you finish a short or long rest, you can grant
up to 6 creatures temporary hitpoints equal to twice your level + twice your Strength
modifier.
15th Level - Protective Commander: You learn to fend off strikes directed
at other creatures nearby. If a creature you can see within 15 feet of you is hit by an
attack, you may roll an inspiration die from your pool as a reaction. Roll the die, and
add the number rolled to the target’s AC against that attack.This dice may be rolled
after the attack dice are rolled, but before an outcome is determined. If the attack still
hits, the target has resistance against the attack’s damage.You may use this ability as
many times as your strength modifier, you regain these uses when you finish a short or
long rest.
18th Level - Commanding Shout: In the heat of battle, you give coordinated
directions. As an action you give orders to your allies. All allied creatures that can hear
you may immediately take an extra action, including spells and features.You can use
this ability once per long rest.
22
Subclasses
AUTHOR’S NOTE:
This is an extremely niche subclass for a
very specific type of player who wants to
play a very specific type of character in
a very specific type of game. If you take
this subclass in a combat-heavy dungeon
crawl without long sessions of roleplay at
a lord’s manor, with no complex political
webbings to get tied up in, you will have
a bad time.
Additionally, if you roll a 7 or below on the die for said skill, you may treat said roll as
an 8.
3rd Level: tools of the trade - You gain proficiency with the Poisoner’s Kit.
If you already have proficiency with this tool, you may instead choose another tool
proficiency. Whenever you roll a 7 or below on the die using this tool, you may treat
the roll as an 8.
Additionally, when using your Poisoner’s Kit to craft poisons, you may add your
Charisma modifier.
23
College of the Death Dancers Bard
3rd Level: Poison master - You gain a number of slots equal to your Charisma
Modifier plus your Proficiency Bonus that allow you to create unique versions of
poisons that require no material components needed to craft them. The types of
poisons you can craft are shown on the table below, along with the number of slots it
costs to craft each poison. Each bottle of poison you craft uses as many of these slots
as it says on the chart below.
Finally, you may douse your weapons in your unique poison as a bonus action instead
of an action.
6th Level: Quiet Casting - You gain the ability to cast magic without the
need for verbal or somatic components. You can cast any of your spells without any
components (so long as they don’t have a gold cost). You can do this as many times up
to ½ of your profiency bonus (rounded down). Your uses of this ability refresh after a
long rest.
6th Level: Double Expertise - Whenever you make a skill check you have
expertise in, you may spend a usage of this ability to add your proficiency bonus once
more to said roll; i.e. if you have a proficiency bonus of +5, an ability score modifier
of +3, and expertise in the skill, Normally, said skill roll would have +13. Using
this ability on this roll would instead increase the bonus to +18 by applying your
proficiency bonus a third time. You may use this ability equal to ½ of your
24
Subclasses
proficiency bonus (rounded down). You regain expended usages of this ability after
completing a long rest.
14th The killing blow - Any weapon attack made against a surprised or
unconscious creature is automatically a critical hit, and said creature automatically
fails your poison’s Constitution Saving Throw.
25
Oath of the Black Void
Level 7: Aura of Dread - Enemies within 15ft of the paladin suffer a penalty
AUTHOR’S NOTE:
There are 3 channel divinities above that I believe all fit the style and aesthetic
I was going for, however You can only choose 2 of them. Decide with your
players or game master which seems the best fit for your character personally.
The choice is permanent.
26
Subclasses
Bind Minion - Once per day, you may perform a ceromy that takes 1 hour to
bestow some of your otherworldly power upon others, stealing their free will in the
process. You target a creature, the target must make a charisma Saving throw against
your Spellcasting DC. upon failing, they are transformed, gaining the stat block of a
wight. Except they are an aberration instead of undead. You can mentally command
your minions as desribed in the ‘animate dead’ spell. A creature can willingly fail this
save, with the same results. You do not need to re-establish control over your minions,
and you may have a number of minions equal to your proficiency modifier.
Enslave - The paldin targets one creature it can see within 30 feet of it. The target
must succeed on a Charisma saving throw or be magically charmed by the paladin
until the Paladin dies or until it is on a different plane of existence from the target.
The charmed target is under the paladin’s control and can’t take reactions, and the
Paladin and the target can communicate telepathically with each other over any
distance. Whenever the charmed target takes damage, the target can repeat the saving
throw. On a success, the effect ends. No more than once every 24 hours, the target
can also repeat the saving throw when it is at least 1 mile away from the Paladin. This
ability recharges on a long rest. You may have as many enslaved subjects at one time as
is equal to ½ your proficiency modifier (rounded down)
27
Gunmage Sorcerer
Gunmage
Sorcerer
T he origin of a Gunmage’s power
is flexible as it is not the defining
factor for this subclass, as what makes
a Gunmage unique is how the sorcerer
uses their power. Gunmages use a simple
lever action firearm to channel their raw
magical potential through. A bow or
crossbow could also be substituted.
1st Level: Rugged Times - you gain proficiency in medium armor, ranged martial
weapons and firearms (1d8 lever action rifle 80/320 range)
1st Level- Ol’ Reliable - Whenever you finish a long rest, you can touch one
ranged weapon that you are proficient with. When you attack with that weapon, you
can use your Charisma modifier, instead of Strength or Dexterity, for the attack and
damage rolls. This benefit lasts until you finish a long rest. Additionally, you gain the
pact of the blade feature from the warlock’s class list, except it can only be used on a
ranged weapon.
1st Level: Magical Ammo - You gain the ability to channel your magical prowess
through your bonded ranged weapon. You may expend spell slots to use the addi-
tional options below, in the special ammo options section. Each special ammo option
requires the use of a first level spell slot unless stated otherwise. Metamagics may also
be used on special ammo options
28
Subclasses
6th Level: Additional Special Ammo - you gain the ricochet shot, Seeker
Shot, and Rapid Fire special ammo options (details below).
6th Level: New Meta Magic Option: Sorcery Point Ammo - burn
sorcery points to increase damage on your special ammo shots on a ratio of 1 sorcery
point per 1 extra damage die.
14th Level: Extra Attack - you gain the extra attack feature
18th Kevel: Action Ssurge - you gain the action surge feature from the fighter
class
Exploding Shot - 3d6 fire damage. +1d6 per spell level in a 10ft
sphere, dexterity saving throw vs your spellcasting DC
29
Gunmage Sorcerer
the maximum distance of the weapon that fired it. If the target is
out of range, the projectile disappears. If within range, the target
must make a Dexterity saving throw. On a success the target
dodges the projectile, and no other effects happen. On a failure,
the target takes the damage it would normally take from a hit, and
you know the target’s exact location for the next 10 minutes.
AUTHOR’S NOTE:
This subclass was the hardest to get my head around balance wise, as it is so
flexable. The main idea was to take the ‘nuker’ aspect of the sorcerer and crank
it up to 11. This class, in theory, allows a high level (level 18) sorcerer to make
2 special ammo (stinging shot) attacks, both twin spelled, action surge and do
it again, for a total of 8 attack rolls, totalling 24d8 (108 average damage) in a
single turn if every attack hits with no crits.
All at the low cost of 4 first level spell slots, 4 meta magic points, and their
action surge.
For DM’s reading this, you may immediately disallow anyone from using
this because of the insane burst potential, however I urge you to reconsider,
because once they sorcerer is out of spell slots and meta magic, they are near-
ly useless in combat until they get a long rest. If you run multiple combats a
session, and resource management is a big part of your game, I think this sub-
class would fit right in. On the other hand, if you like to run fewer, very deadly
encounters while your party is at full resources, then yes; this class might end
up being a bit insane on the damage output per round.
30
Subclasses
Crypt Domain
Cleric
A true necromancer class that
aims to alleviate the tedium
and logistical problems of a baseline
necromancer.
As a bonus action, you can command your ghost to possess any large or smaller
friendly or inanimate corpse within 60ft, the corpse gains the stats of a skeleton or
zombie. If used on a friendly animated undead, instead, you can instead boost the
creature’s AC by 2, give it temporary hitpionts equal to 5 times your cleric level, and
its attack and damage rolls are increased by your wisdom modifier.
The possession ends when the creature is dropped to zero hitpoints, the ghost is
forcibly expelled, or you use a bonus action to command the ghost to leave the body.
your ghost can only posses any corpse a number of times equal to 1/2 your
proficiency bonus (rounded up).
31
Crypt Domain Cleric
6th Level: Once An Enemy, Now A Friend - Your ghost can now possess
fallen enemies, the corpse is brought back to life with half its original hitpoints, the
original creature’s AC is reduced by 2, and cannot use any spells, reactions, bonus
actions, legendary actions, or special abilities or actions the creature had in life, such
as a breath weapon, legendary resistances, or a gaze attack. Innate abilities such as a
ghoul’s stench, or a Roc’s flight speed are up to the GM to decide if the body retains
it, and/or the ghost can successful use it once possessed. Once this body is reduced
to 0 hitpoints, or 8 hours have passed, your familiar is forced out, and the body is no
longer animatable or posssesable.
8nd Level: Pocket Zombies - Any undead you summon through any
means may be summoned without the need for corpses, bones or other non-gold
requirements, such as the ‘night’ requirement listed in the ‘create undead’ spell.
Additionally, undead under your control, as a bonus action, can be shunted to or
retrieved from extradimensional space until your control over them ends. If your
control over them ends while in this extradimensional space, they spill out of the
extra-dimensional space in front of you, and attack randomly.
Finally, when you cast animate dead or create undead, you may cast it with the
outcome as if you had casted it with a spell slot one level higher than what was
actually used. (if you use a 3rd level slot to cast animate dead, you get 3 zombies, as if
you had cast it at 4th level instead while only expending your 3rd level slot.)
3rd Level:
Signature Moves
- You gain the ability
to perform signature
moves (listed below).
You have a pool of uses
for these moves worth
your barbarian level +
your strength modifier.
33
Luchador Wrestler Barbarian
6th Level: Grandstand and No-Sell - As an action, You taunt and show-
boat against your enemies. All hostile creatures that can see or hear you within 60ft
must make a wisdom save vs your signature move DC. Upon failure, they must
attack you during their next round of combat. If the creature is unable to attack
you they must move as close as possible to you without injuring themselves from
environmental hazards. Creatures that attack you before the start of your next turn
have advantage on attack rolls.
Until the end of your next turn, you have a damage threshold of 8. (any attack that
does less than 8 damage has no effect, attacks that do more than 8 damage apply
damage as normal) Your damage threshold increases to 12 at level 10, and 16 at level
14.
Once you use this feature, you must finish a short or long rest before you can use it
again.An action (or one attack from your attack action) to perform the move,
10th Level: Iron Grip - Your grapple no longer ends when you use a signature
move.
14th Level: Finisher - You use your action and reaction to ready a finisher. If the
target does not move out of your range by the start of your next turn, you make an
attack at advantage against them. On hit, they take 10d6+40 force damage. If this
reduces the target to 0 hit points, you regain all uses of your signature moves. You
regain the use of this ability after a long rest.
34
Subclasses
Signature moves:
DDT - Make an attack roll against the grappled creature. they take
3d6 damage and fall prone. The grapple then ends.
35
Arcane
Spells
The following spells are either spells from specific classes found in this book,
or my own homebrew spells that add special and unique effects not found in
the base game.
For clarity, Spells have been divided into 3 general categories: Arcane, Di-
vine, and Nature. I have also added a 4th sub-category for the blood mage
specific abilties.
Arcane Spells:
Boss Eater
3rd level Evocation
Casting Time: 1 action
Range: 60ft
Target: a creature you can see within range
Components: V,S
Duration: Instantaneous
Classes: Wizard, Sorcerer, Warlock, Bard, Druid, Cleric, Ranger, Paladin
You chip away at the target’s constitution. Make a ranged spell attack roll, if it hits,
you deal 1d4 psychc damage, and expend one of the targets legendary resistances. The
target also loses one use of its legendary actions until the end of its next turn.
Monsters resistant or immune to psychic damage are not affected by this spell in any
way, and the spell slot is wasted.
Cause Chaos
2nd level enchantment
Casting Time: 1 action
Range: 30ft
Target: 3 creatures within range
Components: VSM(a rubber chicken)
Duration: Concentration up to 10 minutes
Classes: Chaos Caster
36
Spells
Choose 3 humanoids within range. They must make a Charisma saving throw against
your spell save dc or become charmed. Until the spell ends the affected creatures
become charmed and become as chaotic as possible, breaking things, rioting and
generally acting aggressive and excited. If you are in combat with affected creatures
this does not prevent them from attacking you. The spell ends if the creature is
unconscious, restrained, magic is used to counter this spell, or if another creature
makes a persuasion check against your spell save DC to calm them down. Once the
spell ends the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or
higher, you can target one additional humanoid creature for each slot level above 2nd.
Chaotic Arc
4th level evocation
Casting Time: 1 action
Range: 30ft
Target: Creatures within range
Components: V, S, M (a copper rod and three copper rings)
Duration: Instant
Classes: Chaos Caster
37
Arcane
You conjure a barrage of chaotic lightning bolts to strike creatures within 30 feet of you.
Roll a d8, and select a number of creatures within range equal to the number you
rolled. If there aren’t enough hostile creatures within the area, you must target allies
or neutral creatures instead. Each creature can only be targeted once.
Each targeted creature must make a Dexterity saving throw, taking 8d8 lightning
damage on a failed save, or half as much on a successful save.
Environmental Adaptation
1st level transmutation
Casting Time: 1 action
Range: Touch
Target: Any willing creature within range
Components: V,S,M (A fish scale)
Duration: 10 minutes
Classes: Bard,Cleric,Druid,Ranger, Sorcerer,Warlock,Wizard
Choose an adaptation:
Aquatic: gills and fins sprout from the body. For the duration of the spell, the target
gains a swimming equal to their walking speed and can breathe underwater.
Mountainous: sticky spines sprout from the target’s forearms, and a leathery flap
connects their wrist to their waist. For the duration of the spell, the target gains a
climbing speed equal to their walking speed. The creature is also considered under the
effect of the feather fall spell.
At higher levels: target two additional creatures for every spell slot above 1st.
Mental exhaustion
7th level Illusion
Casting Time: 1 action
Range: 30ft
Target: One target you can see within range
Components: VSM (a link of chain)
Duration: Concentration, up to 1 minute
Classes: Bard,Druid,Sorcerer,Warlock,Wizard
38
Spells
You summon Illusioinary chains to bog down the target. The target must make an in-
telligence saving throw or take 1 level of exhaustion. The target must make this save
again at the end of its turn, suffering another level of exhaustion on failure or ending
the effect on a success.
Power Sapping
4th level evocation
Casting Time: 1 action
Range: 120ft
Target: A point in space you can see within range
Duration: Concentration up to one minute
Classes: Bard,Cleric,Druid,Ranger, Sorcerer,Warlock,Wizard
When a creature moves into the spell’s area for the first time on a turn or starts
its turn there, that creature must succeed on a Constitution saving throw
or take 3d10 cold damage. Additionally, on a failure, the target’s strength,
constitution,dexterity,wisdom,intelligence or charisma score (you choose as part of
casting the spell) is reduced by 1d4.
The target dies if this effect reduces any of its ability scores to 0. Otherwise, the
reduction lasts until the target finishes a short or long rest.
Sensory Overload
4th level-enchantment
Casting Time: 1 action
Range: 60ft
Target: Creatures within range
Components: V,S,M (earmuffs and sunglasses)
Duration: Concentration, up to a minute
Classes: Bard, Druid, Sorcerer,WarlockChoose up to 3 humanoid targets that you
39
Arcane
can see within 60 feet, and then roll a d6. Each target must succeed on a Wisdom saving
throw, or be afflicted by the effect corresponding to the number you rolled Afflicted
creatures get to make another saving throw at the end of each of their turns.
6: weak mind: the targets are dominated, and you can mentally command them on
your turns, requiring no action. They get to remake the save when taking damage
5: Neural shutdown: The targets are paralyzed.
4: Muscle cramps: The targets are stunned.
3: Tremors: The targets are restrained
3: Blind deaf and dumb: the targets are blinded, deafened, and muted
2: stomach ache: the targets are poisoned
If you roll a 1, roll again. This time, the effect only hits you, and no longer requires
concentration, meaning you can’t willingly end it on yourself. If you roll a 1 or 6 on the
second roll, the spell has no effect.
When cast at higher level: when cast at 6th level or above, you can target any type of
creature except undead or constructs.
Yeah Whatever
Cantrip- conjuration
Casting Time: 1 action
Range: 30ft
Target: A point in space
Components: S
Duration: Instant
Classes: Chaos Caster
As an action, Make any large or smaller object or prop you want appear in your hands or
anywhere within 30ft in a puff of sparkly pink or purple smoke. The object lasts for an
hour, or until it is damaged. It can not be used for any kind of mechanical advantage, to
do damage, and any attempt to pass it off a valuable will be quickly foiled.
40
Spells
Divine Spells:
Dart of Light
Evocation Cantrip
Casting Time: 1 action
Range: 60ft
Target: One creature within range that you can see
Components: S
Duration: Instantaneous
Classes: Cleric, Druid, Sorcerer, Warlock
You throw a dart of light from your fingertips. Make a ranged spell attack roll agaisnt
the target. On a hit ,the target takes 1d8 radiant damage. And is marked. While
marked, the target is unable to turn invisible, and you know the direction of the mark
until it fades at the end of the targets next turn.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8),
and 17th level (4d8).
Healing Roulette
1st level, Evocation
Casting Time: 1 bonus action
Range: 60ft
Target: A creature within range
Components: VM (an ominous revolver)
Duration: Instant
Classes: Chaos Caster
Choose any creature in range to heal with your wild magics. Roll 1d4 and consult the
chart below.
41
Divine
When cast at higher levels, the healing becomes unstable. If this spell is casted at third
level or above, roll 1d6 instead, and consult the chart below.
Heal Undead
4th level Necromancy
Casting Time: 1 action
Range: 120ft range, 60ft radius
Target: An point in space you can see within range
Components: V,S
Duration: Instantaneous
Classes: Cleric, Sorcerer, Wizard
A point in range which you can see floods with anti-life. Any undead in the area
of your choice are instantly healed for 2d10 hitpoints, and gain 2d8 temporary
hitpoints.
Additionally, any undead in the targeted area that you previously had control over
that have died within the last minute are instantly brought back to life with 2d10
hitpoints.
Hex Bloodline
5th level necromancy
Casting Time: 1 action
Range: 120 ft
Target: One target you can see within range
Components: V,S,M (blood of your enemy)
42
Spells
You attempt to curse the bloodline of the target creature. The target must make a
charisma saving throw, on a success the spell has no effect. On a failure, the target and
all other creatures directly related to it by blood is cursed in one of the ways listed
below.
The weaker, less impactful of these curses may be lifted with a greater restoration or
remove curse spell, but the more harsh spells require something special to lift the
curse, such as a vampire’s fang, the core of an elemental, hippogriff feathers, a witch’s
eye, blood from a loved one, ect.
The DC to resist this spell may be modified in the same way as a ‘Scrying’ spell.
Mundane Transformation - this curse changes the species of the target and
their bloodline. The target can turn into an animal or a different humanoid.
Curse of Bad Luck - the cursed family has a -2 to all ability checks, saving
throws, and attack rolls until the curse is dispelled. Additionally, all creative mundane
tasks are doomed to fail. Any crops grown will die, any practical items made such as
tools or furniture will turn out faulty, and any art created will be ugly and offensive.
Curse of Infertility - the target creatures are doomed to be the end of their
bloodline. They are simply unable to bear children.
43
Divine
Curse of Enmity - The target gains the hatred of a specific group of people or
entities. They are despised by this group, shunned, or perhaps even hunted down.
Curse of Truthfulness -The target lose the ability to lie or reject any
proposition.
Curse of the Pagan - Praying or trying to commune with your diety becomes
physically painful for you. You are unable to enter hallowed areas such as churches.
Finally, you have disadvantage on saving throws to maintain concentration on spells
that rely on a deity’s or patron’s power.
44
Spells
When targeted by a spell that only targets you, you may use your reaction to attempt
to send the spell back towards the caster. Any spell of 2rd level or lower gets reflected
immediately. For each spell of 3rd level or higher on the target, make an ability check
using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful
check, the spell is reflected back at the caster, who automatically fail the saving
throw, or gets hit by the attack roll if the spell requires one. If this spell requires
concentration, the caster can not willingly drop concentration.
Nature Spells:
Artillery Barrage
5th level conjuration
Casting Time: 1 action
Range: 150ft, 40ft cylinder
Target:
Components: VSM
Duration: Instant
Classes: Gunmage Sorcerer, Ranger
You shoot a projectile at a point within range. Hundreds of duplicates of the
ammunition fall in a volley from above and then disappear. Each creature in a
40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity
saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on
a successful one. The damage type is the same as that of the ammunition or weapon.
Elemental Ammo
3rd level transmutation
Casting Time: 1 bonus action
Range: Touch
Target: Self
45
Nature
You infuse your next shot with either acid, poison, cold, fire, lightning, or thunder
damage. On a hit, the target takes 4d8 extra damage. Wether or not the attack hits, all
creatures within 10ft of the target must make a dex saving throw against your spellcasting
DC or take an additional 2d10 damage of the chosen type. The spell then ends.
On each of your turns until the spell ends, you can use a bonus action to make two
attacks with a weapon that uses ammunition from the ammo pouch. Each time
you make such a ranged attack, your ammo pouch magically replaces the piece of
ammunition you used with a similar piece of nonmagical ammunition. Any pieces of
ammunition created by this spell disintegrate when the spell ends. If the ammo pouch
leaves your possession, the spell ends.
Induce Coma
4th level enchantment
Casting Time: 1 action
Range: 60ft
Target: One creature you can see within range
Components: VS
Duration: 1 minute
Classes: Druid, Sorcerer, Warlock, Wizard
46
Spells
You put the target into a vegitate state for 1 minute. Forcing them into a magically
induced slumber. If the target has 100 hitpoints of fewer, it falls unconcious,
otherwise, the spell has no effect. Any damage or a hard shake will wake the target up.
Magnetic Jaunt
4th level transmutation
Casting Time: 1 action
Range: 120 ft range, 30ft sphere
Target: A point in space you can see within range
Components: V,M (A small magnetic rock)
Duration: Concentration, up to 1 minute
Classes: Druid, Bard, Cleric, Sorcerer
All creatures in the area must make a strength save or have any metal they are wearing
or holding be sucked towards the casting point. On a failure, metal weapons fly up to
50ft towards the middle, and armor knocks the creature prone, and drags them 15ft
towards the middle. Any creature starting their turn in the area must make the save
again. A strength (athletics) check is required to pick up a weapon that was pulled
from a creature’s grasp.
Finally, while in the affected area, and wearing metal armor, moving away from the
center costs double movement speed. However, moving towards the center doubles
your speed until you pass the center of the spell.
Oxidizing Cloud
3rd level transmutation
Casting Time: 1 action
Range: 90 foot range, 40ft sphere
Target: A point in space you can see within range
Components: V,S,M (a flake of rust)
Duration: Instantaneous, lasts 1 minute
Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard
Creates a 20-foot radius cloud of rust-inducing gas. All creatures in range of the cloud
must make an intelligence save to cover their weapons and armor in some kind of
protection or else all their metal armor, weapons, and equipment take a permanent
and cumulative -1 penalty to attack, damage, and AC bonus.
47
Nature
The fog spreads around corners. It lasts for the Duration or until strong wind
disperses the fog, ending the spell. The fog moves 10 feet away from you at the start of
each of your turns, rolling along the surface of the ground. The vapors, being heavier
than air, sink to the lowest level of the land, even pouring down openings.
Petrifying Mist
8th level transmutation
Casting Time: 1 action
Range: 30ft, 20ft sphere
Target: Point in space you can see within range
Components: V,S,M ( a chuck of petrified gorgon)
Duration: Concentration up to 1 minute
Classes: Cleric, Druid, Sorcerer, Wizard
You attempt to turn all creature in a 20ft sphere within range to stone. If the target’s
body is made of flesh, the creature must make a Constitution saving throw. On a
failed save, it is restrained as its flesh begins to harden. On a successful save, the
creature isn’t affected.
Any creature restrained by this spell must make another Constitution saving throw
at the end of each of its turns. If it successfully saves against this spell three times,
the spell ends. If it fails its saves three times, it is turned to stone and subjected to
the petrified condition for the duration. The successes and failures don’t need to be
consecutive; keep track of both until the target collects three of a kind.
If any of the creatures are physically broken while petrified, they suffer from similar
deformities if they reverts to their original state.
If you maintain your concentration on this spell for the entire possible duration, the
creatures are turned to stone until the effect is removed.
48
Spells
Snoozle
3rd level enchantment
Casting Time: 1 action
Range: Touch
Target: Willing creatures within range
Components: VSM (A sleeping mask)
Duration: 10 minutes
Classes: Gunmage Sorcerer, Ranger
You magically induce slumber on up to three willing creatures of your choice that
you can see within range fall unconscious for the spell’s duration. The spell ends on a
target early if it takes damage or someone uses an action to shake or slap it awake. If
a target remains unconscious for the full duration, that target gains the benefit of a
short rest, and it can’t be affected by this spell again until it finishes a long rest.
49
Blood Magic
Blood Beam
6th level blood magic
Casting Time: 1 action
Range: 60ft
Target: 1 creature within range
Components: SM (a blood garnet is required)
Duration: Instant
Classes: Blood Mage
You target one creature and use the concentrated power of the blood garnet to snuff
them out. The blood garnet is comsumed by this. The taget must make a dexterity
saving throw against your spell casting DC. The target takes 20d6+80 force on
failure. None on a success.
Puppeteer
5th level blood magic
Casting Time: 1 action
Range: Touch
Target: 1 creature within range
Components: VSM (a blood garnet is required)
Duration: Concentration, up to 24 hours
Classes: Blood Mage
You attempt to embed the blood diamond in any creature within range. The target
must make a charisma saving throw or be completely dominated for the spell’s
duration. If the creature fails this save, they are charmed by you. Creatures that are
immune to charm automatically succeed.
While the creature is charmed, you have a telepathic link with it as long as the two
of you are on the same plane of existence. You can use this telepathic link to issue
commands to the creature while you are conscious (no action required), which it does
its best to obey. You can specify a simple and general course of action, such as “Attack
that creature,” “Run over there,” or “Fetch that object.” If the creature completes the
order and doesn’t receive further direction from you, it defends and preserves itself to
the best of its ability.
You can use your action to take total and precise control of the target. Until the
50
Spells
end of your next turn, the creature takes only the actions you choose, and doesn’t
do anything that you don’t allow it to do. During this time, you can also cause the
creature to use a reaction, but this requires you to use your own reaction as well.
Regardless of whether the target succeeds or fails, the blood garnet is consumed.
Commandeering Presence
6th level blood magic
Casting Time: 1 action
Range: Touch
Target: Self
Components: SM(a blood garnet is requied)
Duration: 24 hours
Classes: Blood Mage
Until the spell ends, when you make a Charisma check, you can replace the number
you roll with a 15. Additionally, no matter what you say, magic that would determine
if you are telling the truth indicates that you are being truthful.
Bloody Duplicate
7th level blood magic
Casting Time: 1 action
Range: Touch
Target: One beast of humanoid within range
Components: SVM (a blood garnet is required)
Duration: 24 hours
Classes: Blood Mage
You instantaneously create a duplicate of the target creature as per the simulacrum
spell. Except this version only requires an action to cast and the duplicate lasts for
only 24 hours before melting into a puddle. Otherwise, it is under all the same
restrictions as a normal simulacrum. Additionally, no material components or gold
costs are needed besides the blood garnet.
52
Monsters
Monster List
T
he following monsters all have some kind of strange unique mechanic. I find
another big bag of hitpoints with a big damage club boring, so these monsters
should give you more memorable encounters, different from anything you
will find in the baseline game. Additionally, there are 4 example NPCs of the prestige
classes listed in this book that can be used to show off the class’s potential to your
players.
Anti-Mage
53
Anti-mage
Traits:
Fighting Style: Dueling - +2 damage to one-handed melee weapons
Additional Fighting Style: Defense - +1 AC
Action Surge (1/day): Extra action
Improved Critcal: crit on 19 or 20
Magic Resistance: You have advantage on saving throws against magical spells
and effects
Indominable (2/day): Reroll any saving throw
Killswitch ( 2/day): You gain the ability to innately cast dispel magic
Spell Turning: if you roll a 20 for the save and the spell is 7th level or lower, the
spell has no effect on you and instead targets the caster, using the slot level, spell
save DC, attack bonus, and spellcasting ability of the caster.
Magical Void Zone (1/day)::You gain the ability to cast an anti-magic field
centered on yourself, once per day
Actions:
Multiattack: 3 attacks with glaive or bow
Glaive: +9 to hit, 1d10+6 slashing
Longbow: (150/600)+9 to hit, 1d8+4 piercing
Bonus Actions:
Second Wind(1/day): 1d10+13 hitpoints
54
Monster List
Reactions:
Deflect Magic Missiles: you can use your reaction to deflect or reflect the
missile when you are hit by a ranged magical attack. When you do so, the damage
you take from the attack is reduced by 1d10 + your Dexterity modifier + your
level.
Magician Killer: If a creature within 5 feet of you casts a spell, you can use
your reaction to attack them. When you hit a creature concentrating on a spell,
they have disadvantage on their concentration check. This attack happens before
their spell completes.
Thrill Of The Hunt: whenever a creature within 120ft of you casts a
spell, you may use your reaction to move up to twice your movement without
provoking opportunity attacks in a straight line towards the target.
Counterspell (2/day): cast countespell
Bloodmage
This is an example
bloodmage for you to
use against your players
as an antagonist or as a
mentor for evil-aligned
characters.
55
Bloodmage
Armor Class: 13, 16 with mage armor Hit Points: 124 Speed: 30ft
Traits:
Spell Castiing: DC 17, +9 to hit
Arcane recover (1/day): Use the arcane recovery ability
Spell Empowerment: Anytime you cast a spell, you may roll any number of dice in
damage against yourself to empower your next spell with that much damage. These do
not have to be hit dice, and do not have to be uniform, you could roll 2d20 and 3d4,
take that damage, then add that damage to your next spell.
Bloody Advantage: While the target is bloodied, you gain advantage on spell
attacks, and the target has disadvantage on saving throws against your spells.
Scar Tissue: You retroactively gain 1 extra hitpiont per level, and 1 exra hitpoint
for each level going forward. Additionally, your constitution score increases by 2,
to a maximum of 22.
Sculpt Spells: Beginning at 2nd level, you can create pockets of relative safety
within the effects of your evocation spells. When you cast an evocation spell that
affects other creatures that you can see, you can choose a number of them equal
to 1 + the spell’s level. The chosen creatures automatically succeed on their saving
throws against the spell, and they take no damage if they would normally take half
damage on a successful save.
Potent Cantrip: Your damaging cantrips affect even creatures that avoid
the brunt of the effect. When a creature succeeds on a saving throw against
your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no
additional effect from the cantrip.
56
Monster List
Actions:
Dagger: +7 to hit, 1d4+3 piercing
Firebolt: +9 to hit, 3d10 +5 fire
Blood For The Blood God: You gain access to 2 unique channel divinity
options in addition to any you may already have.
Channel Divinity: Turn the living: Any creature within 30 feet with blood in
their body must make a wisdom save against your spell save DC, or be turned as
described in the turn undead feature.
Channel Divinity: Blood Clot: The target must make an intelligence
saving throw, upon a failure, the target has vulnerability from the next source of
damage taken.
Bonus Actions:
Tap In: As a bonus action, you may expend your hit dice, rolling them and then
taking damage equal to the number you rolled to regain spell slots equal in level
to the number of dice you rolled (roll 3 hit dice to regain a 3rd level slot))
Fast Healer: You gain the second wind ability from the fighter class.
Finish Them Off: As a bonus action on your turn, you can use the blood of
an enemy to your advantage. Any creature that has blood, AND is bloodied
(half health or less) is susceptible to this. The creature makes a con save vs your
spellcasting ability, or takes 2d8+your spellcasting modifier cold damage.
Reactions:
Shield Counterspell
57
Bloodmage
Spell List:
1st Level: shield, find familiar, magic missile
2nd Level: misty step
3rd Level: fireball, lightning bolt, blood explosion, counterspell
4th Level: greater invisibility, blood boil, dimension door
5th Level: Puppeteer, cone of cold, dominate person
6th Level: commandeering presence, contingency, chain lightning
7th Level: Bloody Duplicate, symbol, reverse gravity
Chaos Caster - 10th level Circle of the land Druid: Medium Humanoid Chaotic good
Traits:
Expanded Spell List: Circle of Land: arctic
Chaotic Burst: roll 1d8 every time you expend a spellslot, on a 1, a burst
happens. When a Chaotic Burst happens by any means, immediately roll 1d20
and consult the chart found under ‘Chaos Caster’ listed previously in this book
under the “prestige classes” section.
Whims of Fate: You may give yourself advantage on any roll, then roll 1d4.
On an odd result, a Chaotic Burst happens and is resolved immediately after the
action that triggered it. You regain the use of this ability. On an even result, you
must wait until a short or long rest to regain the use of this ability.
Twisted Clairvoyance: Every morning at dawn, you roll 2d20, and record the
answers in order. You may then use your reaction to substitute any roll that day
made by any creature with one of the numbers you rolled. However, when you use
this feature, you must roll 1d4. the result decides which of your recorded 2 rolls
gets used. odd=first roll, even=second roll
58
Monster List
Land’s Stride: moving through nonmagical difficult terrain costs you no extra
movement. You can also pass through nonmagical plants without being slowed by
them and without taking damage from them if they have thorns, spines, or a similar
hazard.In addition, you have advantage on saving throws against plants that are
magically created or manipulated to impede movement, such those created by the
entangle spell.
Shrug Off The Bad: You may ignore the results of your Chaos burst and reroll,
you can do this as many times as your proficiency modifier per long rest. You can use
this ability more than once on a single chaos burst instance
Power Fluctuations: When you roll damage or healing dice as the result of a
spell you cast, you add 1d20 to the normal roll
Nature’s Ward: you can’t be charmed or frightened by elementals or fey, and you
are immune to poison and disease.
Fickle Intervention: You gain the divine intervention feature from the cleric
class. However, the rate of success is 50%. Also, on a failure, something bad happens.
These are both up to DM discretion, but if it fails, it should be something suitably
ironic. (example:. the player asked for all allies to be fully healed, but instead, all
enemies are fully healed.)
Actions:
Wild Shape (2/day): Any beast CR 1 or lower.
Staff: +5 to hit, 1d6+1 bludgeoning damage.
Staff (shillelagh): +9 to hit, 1d8+5 bludgeoning damage.
Poison Spray: con save DC 17, 2d12 damage on failure.
Fickle intervention: Divine intervention, 50% chance of success.
Bonus Actions:
Shillelagh Healing Word
Spells Known:
Cantrip: Druidcraft, guidance, mending, poison spray, shillelagh
1st: Cure wounds, goodberry, healing word, jump.
2nd: Hold person, spike growth, flame blade, moonbeam heat metal
3rd: Sleet storm, slow, conjure animals, call lightning, plant growth
4th: Freedom of movement, ice storm, stone shape, giant insect, confusion
5th: Commune with nature, cone of cold, greater restoration, Reincarnate
59
Monster Hunter
Monster Hunter - 6th level Hunter Ranger: Medium Humanoid, Lawful neutral
Traits:
Favored Enemy - Humanoids (orc)
Natural Explorer - mountains
Fighting Style - archery (+2 to attack rolls made with ranged weapons)
Spellcasting: save DC 14, +6 to hit
Field of Expertise: You choose one monster type, as defined in the favored
enemy class feature from rangers. This choice is permanent. This is your ‘specality’.
[humanoids (orc)]
Honed Senses - You gain the ability as an action, to sense any monster that
is your ‘speciality’ in a 1 mile radius, this ability also tells you where they are, and
how many of them are within range.
Monster Slayer - Your weapons become permanently infused with
righteous fury, any attack against your ‘specialty’ gains a +6 to attack and damage
rolls, as well as allowing you to get a critical hit on 18,19,or 20. Additionally, your
weapons glows to warn you if your chosen monster is within 300 ft of you.
Tools Of The Trade: You gain the ability to innately cast hunters mark 2/day.
Additionally you gain 2 innate uses of the divine smite feature, flavored to the god
of you choosing, these smites also deal an extra 1d8 damage (total 3d8) against
your speciality.
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Monster List
Actions:
Multiattack: 2 attacks with longsword or longbow per round
Longsword: +7 to hit, 1d8+4 slashing damage (+13 to hit, 1d8+10 damage vs
orcs only)
Longbow: +7 to hit, 1d8+4 Piercing damage (+13 to hit, 1d8+10 damage vs
orcs only)
Bonus Actions:
Hunter’s mark
Spells Known:
1st: Goodberry, Cure Wounds, Detect Magic, Hunter’s Mark, Divine Smite
2nd: Silence, Spike Growth
61
The Annihilator
The Annihilator
A perfect spell-focused BBEG for the highest level of
campaigns. This monster is an altered version of the last boss
I used for a plane-hopping campaign that had 6 players all at
level 20, with extra boons, and loaded to the gills with high
level magic items.
Armor Class: 24
Hit Points: 1000 Speed: 30, 60 ft fly (hover)
Innate Spellcastng: All of The Annhilator’s spells are innate and require no
spell slots. His spell save DC is 26, and spell attacks have +18 to hit
Master Spellcaster: The Annhiltor knows all mortal spells from all
spellcasting lists. The Annhilator can cast multiple leveled spells per turn (see actions
below). Additionally, he can concentrate on up to two different spells at once
Magic Resistance: The Annhilator has advantage on any saves against spells or
spelllike abilities.
Legendary Resistance (3/day): If The Annhilator fails a save, he can choose
to succeed instead.
Actions:
MultiSpell: The Annhilator may cast any number of leveled spells per turn so
long as their combined spell level does not exceed 9.
Defense of Bones (Recharge 6): The Annhilator uses his still-living
minions as shields, swirling their bodies around himself to deflect incoming
attcks. All minions used in this way are instantly dropped to 0 hitpoints.
While this shield persists, The Annhilator’s AC is increased by 2 for every body
protecting him. Every missed attack against the Annhilator while this shield
persists destroys a body, and lowers The Annhilator’s AC by 2 until the shield is
depleted.
Bonus Actions:
Eternal slumber: The Annhilator Curses an unconcious target. The
target must recieve 60 cumulative hitpoints worth of healing before regaining
conciousness with 1 hitpoint.
Reactions:
Counterspell: The Annhilator Casts Counterspell at 3rd level
Shield: The Annhilator casts shield
Legendary Actions (3/turn):
Cast Greater spell (3 actions): The Annihilator casts a spell of 5th level
or lower
Cast Lesser spell (2 actions): The Annihilator Casts a spell of 3rd level or
lower
Cantrip: The Annihilator Casts a cantrip
Teleport: The Annihilator teleports to a spot he can see within 120ft
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Monster List
Lair Actions:
Lair actions occur on initiative count 20, losing ties. A lair action can not be used
a second time until a different lair action has been used
Summon Hoard:
The Annihilator Summons his choice of:
-24 skeletons
-12 shadows
-3 wraiths
or
-1 mummy lord
All minions summoned this way take their turn immediately after The
Annhilator’s turn for that round.
65
Arance Sentry
Arance Sentry
This monster is a conglomerate of failed liches sewn together as punishment for
their evil acts. It is like a weaker version of my Annhilator stat block. Its still very
strong, but not only beatable by level 20 characters. Typically these should be used as
guardians, defending entrances as their movement is very limited.
Traits:
Innate Spell Casting: The arcane sentry is a supremely magical being, all of its
casts are innate, requiring no material components, and consuming no spell slots. The
Arcane Sentry uses intelligence, wisdom, and charisma as its spellcasting modifiers
equally. it has +10 to hit on ranged spell attacks, and its spell save DC is 19
Multibodied: The arcane sentry is made up of 6 failed liches sewn together. For
each body alive, the lich can cast 1 spell level worth of spells on its turn. If the lich
takes 50 damage or more from a single target on a turn, one of the bodies dies.
(Cantrips count as a first level spell for this ability)
Split concentration: The Arcane sentry can hold concentration on a number
of spells up to half (rounded down) of the number of bodies it has left alive.
66
Actions:
Multi - Casting - The arcane sentry can cast multiple spells a turn, relative
to how many bodies it has left, as described in the Multi-bodied ability.
Fire Bolt: +10 to hit, range 120ft 3d10 fire damage
Chill Touch: +10 to hit, range 120ft3d8 necrotic On hit, the target can’t
regain hit points until the start of your next turn. Until then, the hand
clings to the target. If you hit an undead target, it also has disadvantage on
attack rolls against you until the end of your next turn.
Ray of Frost: +10 to hit, range 60ft 3d8 cold damage On hit, the
target’s speed is reduced by 10ft until the start of your next turn
Bonus Actions:
Misty Step- the arcane sentry casts misty step
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Arance Sentry
Reactions:
Multi-Reaction - The Arcane Sentry can take a reaction for each body that is
still alive
Legendary Actions:
Cantrip (1 action) - the Arcane Sentry casts a cantrip.
Lesser Spell (2 actions) - The Arcane Sentry casts a 1st or 2nd level spell
Greater Spell (3 actions) - The Arcane Sentry casts a 3rd or 4th level spell
Spells Known:
Cantrip: Fire Bolt, Chill Touch, Ray of Frost
1st: Magic Missile, Burning Hands, Thunderwave
2nd: Flaming Sphere, Misty Step, Scorching Ray, Acid Arrow, Hold Person
3rd: Dispel Magic, Fireball, Lightning Bolt, Counterspell, Sleet storm, Slow,
Stinking Cloud
4th: Dimension Door, Ice Storm, Greater Invisibility, Polymorph
5th: Cone of Cold, Cloudkill, Wall of Force, Hold Monsters
6th: Disintegrate, Chain Lightning, Circle of Death.
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Monster List
Dittote
[WARNING]:This
monster is just mean. As it
doesn’t attack the characters
so much as it attacks the
players themselves. The
dittote is a shapeshifting
creature that feeds on the
mental energy of nearby
creatures. It has a high
intelligence and uses that
for manipulation. This is a
very weak monster, so an
encounter must be built
around it. It is not your
standard monster to throw
in as a random encounter.
The ideal way to encounter this monster would be to find it, perhaps in the guise
of a baby monkey, Injured bird, or puppy, cowering in an Orc tent or goblin cave,
pretending to be helpless and defenseless. The monster wants the players to find it
cute and likeable, it wants the players to trust it. It may do things to endear itself to
the players, like bring them small pieces of food or show them the correct way to
navigate a trapped corridor.
This, however, is so it can feed on them later. The Dittote only attacks the party when
they are in combat with other enemies. You should treat the dittote like a familiar or
non-combat animal companion, passively mention the dittote retreats from combat,
but doesn’t stray too far, hiding in the far back behind the spell casters.
Once per combat, at the start of the second round, the Dittote will force the party to
make their saves as described in its mind sear ability. The challenge of this monster is
to figure out why, over the course of 3 or 4 fights they are being forced to keep making
saves, and why their wisdom score keeps dropping. It is up to the players to figure out
that the enemies they are fighting aren’t casting spells, and the only common factor is
that these saves only started when they adopted the Dittote.
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Dittote
At which point the real twist of the knife comes. Now the players have to get rid
of the Dittote, a real ‘old yeller’ moment. To make matters worse, if one of the
character’s wisdom has dropped to 1, they will not willingly part from it. Which will
likely lead to PVP. It is likely that if you deploy this monster, your players will be upset
with you in real life. So use at your own risk.
Traits:
Empathy: The Dittote can sense the emotions and intentions of creatures
within 60ft of it.
Limited Telepathy:
The Dittote can send small messages to intelligent creatures it can see within 60ft.
It is smart enough to know which creature can and can’t talk, and will only use
this ability if its current form is appropriate.
Actions:
Mind Sear (Recharges after a short or long rest): The Dittote
targets up to 10 creatures within 90ft of it. The targets must make Wisdom saving
throws (DC 15). On failure, the target’s Wisdom score is reduced by 1d3. To
a minimum of 1. If the target’s wisdom score reaches 1, they gain the following
indefinite madess: “The Dittote is my best friend, I will never leave it, and I will
defend it with my life.” Curing this madness requires Greater Restoration or
similar high-level magic.
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Monster List
Shapechange: The Dittote can use its action to change its shape into any sort
of tiny creature. This is a non-magical shifting of the Dittote’s biology and as such
does not show up on any sort of divination magic or the detect magic spell.
71
Endanoss the Ever-Changing
Armor Class: 21 Hit Points: 350 Speed: 40ft., 40ft climb, 80ft. fly
Traits:
Prismatic Alignment: AnyTime Endanoss takes damage from fire, cold, acid,
poison, lightning, or thunder, Endanoss Can choose to change his form to the
corresponding damage type. (I.e. fire damage would allow him to shift to gold)
This does not require his reaction.
Prismatic Resistances: While in different forms, Endanoss Gains immunity,
resistances, vulnerabilities, and a special breath weapon dependent on that form.
(Special breath weapons not included on this statblock.)
Prismatic: No immunities or vulnerabilities, resistant to all sources of damage.
No special breath.
Gold: Immunity to fire, Resistant to all other elements, vulnerable to cold. Gains
Weakening Breath.
Silver: Immune to cold, Resistant to all Other Elements, Vulnerable to fire.
Gains Paralyzing Breath.
Copper: Immune to acid, Resistant to all Other Elements, vulnerable to poison.
Gains Slowing Breath.
Mercury: Immune to acid, Resistant to all Other Elements, vulnerable to
poison. Gains Sleep Breath.
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Monster List
Actions:
Multiattack: Endanosss can use his Frightful Pressence ability, and make three
attacks per round. Two claws and one bite.
Claw: Melee weapon attack. +16 to hit, one target. 10ft range. 2d8+10 slashing
damage.
Bite: Melee weapon attack. +16 to hit. One taget. 15ft range 2d10+10 piercing
damage.
Tail: Melee weapon attack. +16 to hit. One target. 15ft range 2d8+10
bludgeoning damage
Frightful Pressence: Each creature of Endanoss’s choice that is within 120
feet of Endanoss and aware of him must succeed on a DC 19 Wisdom saving
throw or become frightened for 1 minute. A creature can repeat the saving throw
at the end of each of its turns, ending the effect on itself on a success. If a creature’s
saving throw is successful or the effect ends for it, the creature is immune to
Endanoss’s Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6): Eight multicolored rays of light flash
from Endanoss’s mouth. Each ray is a different color and has a different power
and Purpose. Each creature in a 90-foot cone must make a DC 22 saving throw
(type dependant on which ray hits them). For each target, roll a d8 to determine
which color ray affects it.
1-Red: Dex save. The target takes 12d10 fire damage on a failed save, or half as
much damage on a successful one.
2-Orange: Dex save. The target takes 12d10 acid damage on a failed save, or
half as much damage on a successful one.
3-Yellow: Dex save. The target takes 12d10lightning damage on a failed save,
or half as much damage on a successful one.
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Endanoss the Ever-Changing
4-Green: Con save. The target takes 12d10 poison damage on a failed save, or
half as much damage on a successful one.
5-Blue: Con save. The target takes 12d10 cold damage on a failed save, or half
as much damage on a successful one.
6-Indigo: Con save. The target takes 12d10 Thunder damage on a failed save, or
half as much damage on a successful one.
7-Violet: (See special breaths for the kind of save required.)The target
gets affected by the special color-dependent breath weapon of Endanoss’s
Current form. (see Prismatic Resistances above)
8-Special: The target is struck by two rays. 1 violet and 1 random. reroll the die,
rerolling any 7s or 8s. To determine the Damage type.Target must make a separate
save for each ray.
Bonus Actions:
Shift Alignment: Endanoss changes to any color he wishes.
Legendary Actions:
Endanoss, The Everchanging can take 5 legendary actions, choosing from the
options below. Only one legendary option can be used at a time and only at
the end of another creature’s turn. Endanoss, The Everchanging regains spent
legendary actions at the start of his turn.
Detect: Endanoss makes a Wisdom (Perception) check.
Tail Attack: Endanoss makes a tail attack
Wing attack (2 actions): Endanoss beats his wings. Each creature within
15 feet of Endanoss must succeed on a DC 23 Dexterity saving throw or take 15
(2d6 + 8) bludgeoning damage and be knocked prone. Endanoss can then fly up
to half its flying speed.
Catch Breath (3 actions): Endanoss regains his breath weapon
74
Jelly Cube Swarmer
What makes this monster fun is that not only does it attack ability scores, it can also
attack a character’s inventory directly. Mixing the feeling of a rust monster with a
swarming enemy. I’m confident having the items in their backpack destroyed while
they aren’t using them is something that your players will remember for a long time.
75
Jelly Cube Swarmer
Traits:
Mucous Form: The Jelly Swarmer can move through spaces as small as 1 inch
without squeezing
Unusual Nature: The Jelly Swarmer does not need air, sleep, food, or water.
Magically Corrosive: The penalties given from the cube leech ability affect
non-artifact magic items the same way as mundane items, destroying them when
their AC bonus becomes 0, or when they reach a -5 penalty otherwise.
Actions:
Multiattack: the Jelly Cube warmer gets a cube leech attack for each 25
hitpoints of health it has remaining.
Cube Leech: +7 to hit, 5ft, one target, 1 damage
On hit, the target gets applied with a single stack of ‘cube leech’. While cube leech
is applied to a creature, the creature’s movement speed is reduced by 10ft per stack
of ‘cube leech’. A single stack of ‘cube leech’ can be scraped off using an action.
Alternatively, if the target afflicted with ‘cube leech’ is subject to an area of effect,
a number of cube leeches die equal to the number of damage dice rolled.(this
damage does not effect the Jelly Swarmer’s hitpoint pool) If the creature still has
stacks of cube leech at the end of their turn, roll 1d6 for each stack still affecting
the target:
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Monster List
On a 1-2, the cube leech is on the skin, and 1 point is subtracted from the
creature’s constitution score. If this lowers the creature’s constitution bonus,
change their max HP. if a creature’s constitution score reaches 0, the creature dies.
On a 3, the cube leech affects the weapon of the creature, giving it a cumulative
-1 penalty to attack and damage rolls. If the penalty becomes -5, the weapon is
destroyed entirely.
On a 4, the cube leech affects the armor and or shield of the creature, giving it
a cumulative -1 penalty to the AC it provides. If the armor’s AC is reduces to 10,
it is destroyed. If a shield’s bonus to AC is reduced to +0, it is destroyed. If the
creature is wearing no armor, it instead affects the skin, as described above.
On a 5-6, the cube leech gets into the creature’s inventory. The GM chooses 1
mundane object in the creatures inventory to destroy completely, or 1 magic item
to give a -1 penalty to. If a -1 penalty is not normally applicable, keep track of the
penalty, if it reaches -3, the magic item is destroyed completely.
Suffocator
This small clear ooze is a little
monster that plays with a mechanic
that is nearly unheard of in the
current edition: suffocation and
drowning. These monsters dont do
alot of damage, but instead try to
just drown their prey, letting the
water do the killing for them.
77
Suffocator
Traits:
Amorphous: The Suffocator can move through a space as narrow as 1 inch
wide without squeezing.
Ooze Nature: The Suffocator doesn’t require sleep.
Transparent: Even when the Suffocator is in plain sight, it takes a
successful DC 14 Wisdom (Perception) check to spot a Suffocator that has
neither moved nor attacked. A creature that tries to enter the Suffocator’s
space while unaware of it is surprised by the Suffocator.
Silent Stalker: The Suffocator has advantage on stealth checks while moving.
Thin Skin: While grappling a creature, the Suffocator takes only half the
damage dealt to it, and the creature it is grappling takes the other half.
Actions:
Cling: One Large or smaller creature that the Suffocator can see within 5 feet
of it must succeed on a DC 14 Dexterity saving throw or be grappled (escape
DC 16). While grappled in this way, the Suffocator squeezes the air out of the
target lungs, initating the ‘drowing and suffocation’ rules. The grappled creature
is restrained, and unable to breath. The grappled creature has a number of
rounds equal to its Constituion modifer (minimum 1 round) to get a breath of
air, or they drop to 0 hitpoints at the start of their next turn. If the Suffocator
is still clinging to a incapacitated creature at the start of their turn, they take an
automatic 2 failed death saves in addition to the normal death save they have to
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Monster List
make. Finally, a creature that the Suffocator is clinging onto can not be stablized
until they are able to breathe again.
Wring: The suffocator uses its action to wring more air of out of a creature it
is grappling. The grappled creature must make a DC 14 strength save or lose
another round of breath.
Slam: +6 to hit, 5ft range, 1d6+4 bludgeoning
The Shepard
Quick flat out warning on this one: This is a monster that steals player levels.
Stealing levels is an old mechanic that didn’t get ported forward into the current
edition, and probably for good reason. The monster presented here is much like a
pendulum, as it can be EXTREMELY swingy and RNG dependent. If the players
keep passing the saves, this will be a cake walk. If they have a run of back luck, it can
quickly (death)spiral into the point where the shepard’s saves are no longer passable.
79
The Shepard
Armor Class: 13 (starting) Hit Points: 140 (starting) Speed: 50ft, fly hover
Traits:
The Reach of Despair: The area for 1 mile in all directions of the Shepard’s
lair if under his influence. every time a non-undead creature suffers at least 10
points of damage while within range of the lair causes them to make a DC 14
Charisma saving throw or lose a level. This drops the creature’s maximum HP
and can make spell slots or newly attained feats unusable as their experience and
power is ebbed away. These levels will be regained instantly after The Shepard
is destroyed. Otherwise, Levels lost are regained after a long rest, a Greater
Restoration may also replenish 1 level lost this way.
Incorporeal Movement: The Shepard can move through other creatures and
objects as if they were difficult terrain. The shepard takes 5 (1d10) force damage if
he ends his turn inside an object.
Sunlight Sensitivity: While in sunlight, The Shepard has disadvantage
on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Feast on Experience: For each level Non-undead creatures lose while within
1 mile of the Shepards lair, The Shepard becomes stronger. His maximum HP
goes up by 20, he heals for 20 hitpoints, his AC raises by 1, and his attack rolls
and saving throw DC increase by 1.
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Monster List
Into the Eyes of Hopelessness: When a creature that can see the Shepard’s
Eyes starts its turn within 60 feet of the Shepard, The Shepard can force it to
make a DC (10+ levels stolen) Charisma saving throw; If the Shepard isn’t
incapacitated and can see the creature. If the saving throw fails by 5 or more,
the creature is reduced to 0 hit points, unless it is immune to the frightened
condition. Otherwise, a creature that fails the save Loses a level as described in the
Feast on Experience feature.Unless surprised, a creature can avert its eyes to avoid
the saving throw at the start of its turn. If the creature does so, it has disadvantage
on attack rolls against The Shepard until the start of its next turn. If the creature
looks at The Shepard in the meantime, it must immediately make the saving
throw.A creature forced to look at The Shepard agaisnt their will fails the save
automatically
Actions:
Multiattack: The shepard can make 3 attacks with his Sharpened shadow, or a
single Focused gaze attack.
Focused Gaze:
Weapon attack +11 to hit (starting) 60ft range
1 psychic damage.
A creature hit by this instantly loses a level, as described in the Reach of
Despair trait above.
Sharpened Shadow:
Weapon attack +11 to hit (starting) 5ft range
4d8 psychic damage
Advantage on attack rolls while in darkness or dim light.
Reactions:
Hellish Rebuke: The Shepard Casts Hellish Rebuke at first level.
Legendary Actions:
The shepard gets 3 legendary actions per turn
Command (1 action) - the Shepard casts command
Shadowy Step (1 action): The Shepard teleports to another shadowy area
within 60ft of him that he can see.
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The Shepard
Lair Actions:
Claiming The Body: If there is any creature that is unconscious or dead, the
floor sinks beneath them, as small boney hands rise from the dirt, holding the
body down as it sinks. The unconscious creature is restrained DC 14 strength
(athletics) check to break free. If not Broken free by the next round, they are
encapsulated. an unconscious creature is killed, and their body destroyed. A
conscious creature begins suffocating, and will be at disadvantage for their
strength checks to dig them selves out of the ground.
Snuff Light: Any lights, magical or not, are extinguished.
A Little Help: The Shepard summons a Wraith in any available space within
30 ft of himself. The wraith goes on the Shepard’’s turn.
T
he following section contains a modular list of monster features; its intended
use is to easily slap these features onto existing monster stat blocks so you can
take a mundane encounter and turn it into a mini boss at a glance! An Ogre
with a breath weapon; regular zombies with a gaze attack; or an orc warcheif with an
aura to buff his allies.
Swallow
Here is how this ability is usually presented:
“The creature attempts to consume its target whole. The target must succeed on a
Strength or Dexterity saving throw (at the GMs discretion) or be swallowed by the
Creature. A swallowed creature is blinded and restrained, has total cover against
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Monster Feature Tables
attacks and other effects outside the creature, and takes (typically) acid damage at the
start of each of the creature’s turns.
If the swallowing Creature takes a fixed amount of damage on a single turn from a
target inside of it, the creature must succeed on a Constitution saving throw at the
end of that turn or regurgitate all swallowed creatures, which fall in a space within 10
feet of the Creature.”
83
Breath Weapon
84
Monster Feature Tables
Save DC 13 15 18 22
Damage 3d6 6d8 10d10 14d10
Range 15ft 30ft 60ft 90ft
Gazes
Gazes are a hodge-podge of all sorts of abilities and effects being put under the same
umbrella. As such this is the most disorganized section of the chapter, as each gaze has
something unique about it. Obviously you can scale up lower level abilities to higher
brackets, but some of the higher level abilities are not meant to be scaled down, so do
so at your own risk.
“Unless surprised, a target can avert its eyes to avoid the saving throw at the start of
its turn. If the target does so, it can’t see the creature until the start of its next turn
(imposing disadvantage on all attacks made against the creature that require sight),
when it can avert its eyes again. If the target looks at the creature in the meantime, it
must immediately make the save.”
Furthermore, some abilities have a second degree of failure, where if you fail the save
by 5 or more something extra bad happens. These will be noted in the ability.
Finally, a couple of the abilities have little added mechanics unique to them, such
as the way to cure Petrification if a Greater Restoration isn’t available, or if Greater
Resetoration seems boring for your table.
85
CR:1-4 CR:5-9 CR:10-14 CR:15-20 CR: 18+
Charm,
Damage, Paralyzed,
Effect Stunned, Dominated Lethal
Petrification Life-sapping
Confusion
Save DC 11 14 18 20 23
Range 30 30 60 90 120
Greater
restoration
Wish or
Cure Lesser Greater Greater or dispel
Divine
restoration restoration restoration magic at
Intervention
7th level or
higher
86
Gaze Types
Gaze Types:
Charming gaze
Target must make a charisma saving throw or be charmed by the creature. If the saving
throw fails by 5 or more, the target instead feels compelled to defend the creature, this
is different from the dominate feature, and does not force you to take lethal action
against your allies. (But perhaps you would feel the need to heal the monster, or use
the help action for it, to give it advantage on it’s next attack.) The target may make
another save at the end of each of its turns.
Stunning Gaze
The target makes a wisdom saving throw, on a failure, they are stunned until the effect
ends. Taking damage allows the target to make another saving throw immediately.
Failing this save by 5 or more instead causes the paralyzed condition with all other
factors staying the same as described in this ability. The target gets to make another
save at the end of each of its turns.
Confusing Gaze
The target must make a wisdom save, or be under the effects of a confusion spell. This
spell does not require concentration.The target gets to make another save at the end
of each of its turns.
Damaging Gaze
The target must make a constitution save or take the damage listed below. On a failure
of 8 or more, this damage is maximized. The CR is the same as stated above. The
damage type is whatever is appropriate for the monster.
Damage 1d6 (4) 2d6 (7) 3d8 4d8 4d10 5d12 6d12 7d12
(14) (18) (22) (33) (39) (46)
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Gaze Types
Petrifying Gaze
When a target that can see the Monster’s eyes starts its turn within 30 feet of the
creature, the creature can force it to make a Constitution saving throw if the creature
isn’t incapacitated and can see the target. If the saving throw fails by 5 or more, the
target is instantly Petrified. Otherwise, a target that fails the save begins to turn to
stone and Restrained. The restrained target must repeat the saving throw at the end
of its next turn, becoming Petrified on a failure or ending the effect on a success. The
petrification lasts until the Target is freed.
Intensity
Not all monsters possess petrification of equal power. Weaker monsters
will thus have a weaker intensity meaning it’s easier to cure a victim of the
petrification. The weakest monsters’ petrification last only 24 hours while
stronger monsters’ require the use of high level spells. However, you may
choose to allow players to harvest the blood of the creature and have an
alchemist whip up a petrification cure that works only for that specific
kind of monster.
Paralyzing Gaze
The target must make a wisdom saving throw or become afflicted with the paralyzed
condition. If the saving throw fails by 5 or more, the target takes 2 levels of
exhaustion. Taking damage while paralyzed does not allow you to make additional
saving throws. The target gets to make another save at the end of each of its turns.
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Gaze Types
Life-sapping Gaze
The target must make a constitution saving throw, on failure taking damage as shown
on the damaging gaze table above. Additionally, The monster regains hitpoints
equal to the damage taken in this way. If the save fails by 5 or more, the damage is
maximized.
Finally, if the damage over-heals the monster, the remainder become temporary hit
points.
Dominating gaze
The target must make a Charisma saving throw or become dominated by the monster.
While dominated this way, the monster can, as a free action, command the target.
The target must follow the order to the best of their ability, so long as it is not
suicidal in nature. Taking damage while dominated lets the target make another save
immediately. The target gets to make another save at the end of each of its turns. This
effect does not require concentration from the monster.
While dominated, the target’s movement and abilities are not hindered in any
way. (I.e. If tasked with defending the monster, the target would do their best to
accomplish it, whether that means casting a high level-defensive spell on the monster,
or slashing at their teammates with all of their weapon attacks.)
Lethal gaze
The target must make a constitution saving throw or drop to 0 hitpoints.
On a failure of 5 or more, the target dies outright.
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Auras
Auras
Many monsters in 5e have auras, most inflict some kind of condition, while others
inflict damage every turn. This ability is a simple way to hammer hard on a melee-
heavy group that is overconfident in their barbarian or paladin. Also remember, the
damage rolls have no save, they just happen if the PC is within range at the start of his
or her turn.
Damage aura
Con save DC 10 13 16 20
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Buff aura
Sometimes the most interesting things you can do is not make the enemies do more
damage, or give the players crippling disabilities, but instead give the enemies buffs
with extra abilities. These auras would be best suited on some sort of ‘leader’ monster,
like a boss. These buff auras are designed to help the minions live a bit longer.
Obviously these are designed to be scaled up as well, just because you have a CR 10
monster doesn’t mean you can’t give it a Regeneration and Evasion aura, as well as
Magic Resistance aura.
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Buff Aura Feature Table
Magic
Regeneration,
Evasion, Reistance,
Resistance
Effect Advantage Freedom of Holy Aura,
to Fear and
aginst Turn Movement, Antimagic Field
Charm,
Undead Cunning
bless
Action
Dice (if
applicable) 1d6 2d10 4d12 12d6
Regeneration
A good way to keep a monster
alive a little longer, and make the
players stop and think, is to give the
monster the regeneration ability.
there are two types of regeneration,
one that happens if the monsters
still has at least 1 hitpoint, and one
that happens even if the monster is
‘dead’ at 0. However, there are two
things you should keep in mind:
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Regeneration Feature Table
2.) Look at what kinds of damage your party can deal beforehand. If you make
lightning the only type of damage that will keep the monster dead, and no one has
any spells, magic items, or items that deal lightning damage, its an unfair encounter.
Health
Regained 10 15 25 50
Legendary abilities
It’s no secret that a somewhat balanced action economy is vital to keep a fight from
being completely one-sided. There is nothing worse than having a single boss monster
get surrounded on all 4 sides, and having 8 melee attacks thrown at them every turn,
plus whatever nonsense the casters are doing. While the boss can do nothing but wait
for its turn. Legendary actions are typically reserved for high CR monsters, but they
don’t need to be. Simply temper how many legendary actions lower CR monsters get,
and what they can do with them accordingly. (I.E. a low level CR 3 wizard probably
shouldn’t be able to cast spells on the player’s turns as legendary actions, but a CR
20+ custom ancient lich absolutely should.)
Additionally, legendary resistances are also vital to keeping the fight interesting against
a group that has at least one caster. Setting up a big bad evil guy, spending all this time
making special custom abilities, only to have him fail three wisdom saves in a row vs hold
person, and not get a single action before the party kills him with their free advantage
and auto-crits is going to be very frustrating for you, and boring for the players.
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Buff Aura Feature Table
Side note:
It is HIGHLY recommended that you always give a ‘boss’ monster some kind of
movement ability in their legendary actions that ignores opportunity attacks. This
can be used to simply move out of danger of the Rogue, Barbarian, and Paladin all
surrounding them. Or, more deviously, to simply walk past the front line, and right
up to the squishy caster in the back.
# of
Legendary 1 2 3 5
Actions
# of
Legendary 1 2 3 5
Resistances
Legendary Pools
This is an idea that works with the above section of giving
out legendary actions.
Say you want to run a bunch of beefed up zombie ogres, or
wyrmlings, that each have a legendary action to move or
attack or maybe use their poison gas breath weapon from the
‘breath weapon’ section.
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Legendary Pools
This is an idea to basically distill all your monster’s hard to keep track of abilities into
a single pool of legendary actions and or resistances that can be divided amongst
the monsters and used however you see fit. A quick example would be: You have
2 different dragons, each with 3 legendary actions. So they would share a pool for
6 legendary actions, but they could split it half and half, or 4 and 2 or 6 and 0 ect.
Which dragon that takes the legendary action doesn’t matter. This way we eliminate
the extra book keeping of having to keep track of 2 separate monsters. In the same
manner, we can say that the dragon’s breath weapons both recharge at the same time,
rolling a single dice per round. However to balance this, I would suggest manually
nerfing the damage dice that the breath weapons do.
I also have added a couple ideas for special legendary actions that monsters can take,
but only in a group of the same kind of monsters, big battle-changing actions that the
monsters by themselves wouldn’t be able to do. These only make sense to be flavored
to the monster type, and will be separated by category instead of specific monsters.
While writing these, I had in mind how a group of hags together gets extra abilities.
Why not let other monsters join the fun?
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Legendary Pools
Fiends
Portal - 5 legendary actions used jointly from the pool
The fiends creature a portal of inky black somewhere on the battlefield that must be
within 120ft of each summoner The portal gets its own initiative and goes directly
before the creature whose turn this ability was activated upon (an entire round needs
to go by before anything happens) The portal is a creature with 25-75 hitspoints
(depending on player levels) with AC 10 and immunity to psychic and poison
damage. If the portal is not destroyed, closed, or dispeled, on its turn it summons
1 fiend of 1 CR higher than most of the other fiends in the encounter. Every
subsequent turn the portal is not destroyed, another fiend spawns from it.
Elementals
Going nuclear - 3 legendary actions used jointly from the pool
The elementals use their non-organic bodies to their advantage, releasing pulses of
radiation.
Each creature that starts its turn within 10ft of any elemental must make a DC 10-18
(based on player level) Constituion saving throw or take 1 level of exhaustion
Undead
Scourge - 4 legendary actions used jointly from the pool
Rot and disease lingers on the corpses, ready to spread.
As long as each undead can see at least one other undead, they all get a secondary
condition on all melee attacks:
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Legendary Pools
Fey
Why ffiight? - 3 legendary actions used jointly from the pool
Every creature within 60 ft of any of the fey must make a DC 10-18 charisma saving
throw or be charmed for 1 hour. Targets may make the save again at the end of their
turn, ending the effect early on a success.
However, if the entire party becomes charmed at any moment, the charm is complete.
And strengthened. The party awakens 1d10 hours later someplace else with no
memory of what happened, and they each are each missing 2d6 mundane item from
their inventories. Or a magic item if the GM is particularly vindictive.
Aberrations
The Maw of Madness - 4 legendary actions used jointly from the pool
The inhuman nature of the aberrations frays the minds of the adventurers. Each non-
abberation that can see the aberrations must make a dc 10-18 (Based on player level)
intelligence saving throw. Each creature that fails, gains a short-term madness from
the madness chart. (not included in this book)
Celestials
Divine aura - 1 action used jointly from the pool
One of the celestials begins to give off an angelic aura with a 60ft radius that lasts for
1 minute. This does not require concentration. The aura can be manipulated further
with other actions
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Legendary Pools
Constructs
Assemble - 5 legendary actions used jointly from the pool
The constructs give up fighting alone, and instead decide to build ontop of one
another. Each construct in the fight fuses into a single huge sized creature. The new
construct has the compiled hitpoints of all the remaining hitpoint of the constructs
used to build it, and has as many attack as constructs were used to create it. The to hit
bonus and damage from each slam attack is proportional to the group’s level, ranging
from +3 dealing 2d4 damage per hit, to +16 dealing 4d12 damage per hit. The AC of
the new construct is the same as the constructs used to build it.
Plants
Brambles - 3 legendary actions used jointly from the pool
The plants cast both plant growth AND spike growth on a point they choose within
range. This effect does not require concentration
Humanoids
Enmity- 2 legendary actions used jointly from the pool
The group of humanoid ‘brands’ the player characters as ‘kill on sight’ to whatever
faction they are allied to. ( GM note: This could be a goblin survivor telling tale of
how their tribe was wiped out by the player characters to other tribes in the area,
so now all goblins in the nearby area are hostile to the players even if they weren’t
directly connected to the first tribe that ‘branded’ the player characters.
For a more civilized race, the faction from which they belong would be more
appropriate. A bandit gang ‘branding’ the player characters would make other
criminal and underworld organizations such as smugglers and thieves much less
willing to talk to or work with the player characters.)
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Legendary Pools
Monstrocities
Chorus of roars - Chorus of roars- 1 legendary action each used jointly from the
pool
The sheer ferocious virgor of these monsters instills fear and doubt in any person. The
monstrocities let out a building cacophony of roars, each one louder than the last.
(These roars have to be used in order, and must have at least 1 player character act
between each consecutive roar.)
First Roar. Each creature that fails a DC 11-19 Wisdom saving throw is
frightened for 1 minute. A frightened creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success.
Second Roar. Each creature that fails a DC 11-19 Wisdom saving throw is
deafened and paralyzed for 1 minute. A paralyzed creature can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a success.
Third Roar. Each creature makes a DC 11-19 Constitution saving throw. On a
failed save, a creature takes (2d10-8d10) thunder damage and is knocked prone.
On a successful save, the creature takes half as much damage and isn’t knocked
prone.
Oozes
Converge. 3 legendary actions used jointly from the pool
All oozes within a 60 foot range rush together, forming into one large Conglomerate
of ooze. The resulting monster is a huge sized ooze whose hitpoints equal the sum
of all oozes remaining hitpoints who participated in the converge action. The
Conglomerate Ooze also has a multiattack ability with as many attacks equal to
how many oozes participated in the converge action. The GM decides which ooze
statblock the Conglomerate uses for its psuedopod or slam attacks.
All creatures in the way of an ooze moving to converge or on the space the
conglomerate forms must make a DC 12-20 (depending on player character level)
dexterity saving throw or become engulfed as described in the Gelatinous Cube stat
block
The Conglomuate Ooze also has the split reaction found on the Ochre Jelly stat block
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Legendary Pools
Giants
Curse - 3 legendary actions used jointly from the pool
The giants use their runic knowledge of the old tongue to curse the party. Each player
that can hear the giants must make a DC 10-17 wisdom saving throw or be afflicted
by one of the curses described in the ‘Hex Bloodline’ Spell featured in this book.
Dragons
Renewed Furvor - 3 legendary actions used jointly from the pool
The frightful presence immunity is revoked, and the afraid condition can once against
be instilled. Until another successful save is made.
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Legendary Pools
Part 3:
The GM Stuff
Chapter
This chapter contains stuff for the GM. Starting with magic
items. Then homebrew rules my co-author and I have
cooked up over the years, testing and reformulating things
to see what worked for us. Finally we have rules for weapons,
alignment, diseases, and how to make elemental damage
seem more impactful.
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Magic Items
Magic Items
T
he following small collection of magic items are mostly things that can be
used as plot devices (the Compass of Desire, Everstab, Guisppe Coin) or just
for fun flavor (Pan of Frying, Shoelace of Tying, and Tethering Anchor). The
Insta-Trap manacles and Spell Lock Collar were also made for use by NPC bounty
hunters. Possibly the anti-mage prestige class NPC listed in this book?
Blooddrop Ring
Rare, Requires Attunement
While attuned to this item, you gain extra strength at low health.
When below 50% of your maximum health, you do an extra weapon die of damage
on each meele hit.
Cursed: while attuned to this item, you only regain half the hitpoints from hit dice
during a short rest.
Compass of Desire
Wondrous Item- Very Rare
A creature that focuses on this compass may make a Secret DC 14 intelligence check
to have it point in the direction of, and tell your distance from, what you most desire
at this moment. On a failure, it points towards what your subconscious most desires
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Everstab
Everstab
Wondrous item-rare
This syringe contains enough fluid
for a single application, on a single
person. At dawn each day it refills
with the last fluid it was filled with.
Once the kazoo has been blown once, it loses its magical properties. And becomes an
ordinary annoying instrument.
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Guiseppe Coin
Guiseppe coin
Wondrous Item-Legendary
This small brass coin has the visage of a winking goblin in a jester hat.
As an action, you ask for the gods of chaos to assist you. Flip the coin and let it hit the
ground. At which point it dissolves into vapor as one of the effects below takes place.
Heads(even): Your plea to the cosmic chaos is successful. You gain the benefits as if
you had just successfully cast divine intervention. This is up to GM discretion, but
the GM should take into consideration that the deity helping is one of utter chaotic
neutral energy.
Tails(odd): The gods have decided your demise would be funnier. You gain some
kind of curse befitting the situation. This is also up to GM discretion, but it should
be something suitably ironic. (I.E. the player asked for all allies to be fully healed, but
instead all enemies are fully healed.)
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Insta-Trap Manacles
Insta-Trap Manacles
Wondrous Item, Uncommon
These manacles seem to be made of rubbery metal that stretches with pressure.
When you throw these manacles at a creature, make an improvised ranged attack roll,
on hit, the manacles deform, and wrap themselves around the target’s wrists, pulling
them behind the target’s back, and imposing the restrained condition to the target.
A DC 20 athletic check is required to break them physically. A DC 15 thieves tool
check would also get the target free.
Pan of Frying
Wondrous Item- Common
You may activate the Pan of Frying by
twisting the handle and triggering the inlaid
circuitry. After one minute it will heat up
enough to cook with. You can turn it off by
twisting the handle once again.
Shoelaces of Tying
Wondrous Item- Common
Speak the command word to have these laces
tie themselves.
A DC 10 sleight of hand check is is needed
to untie the knot. Or a DC 10 athletics
check is needed to break the shoelaces. The
laces repair themselves after an hour.
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Spell Lock Collar
Make an improvised melee attack roll, if it hits, the collar is fastened around the
targets neck. While in place, the collar functions as a small localized anti-magic field.
No magic can be cast by the person wearing this collar, and no hostile spell can target
them.
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Tethering Anchor
Magic Weapon (GreatClub), Rare (Requires Attunement)
This anchor is bladed on either end, has runes down the front, and its chain seems
bound to its wielder’s forearm. You gain +1 bonus to attack and damage rolls made
with this magic weaon.
As an action you can throw the anchor.(range:30/60) Your target must succeed on
a strength saving throw (DC 16) or be pulled in a straight line towards you until
they are within 5 feet of you. If the target is a size category larger than you, they gain
advantage on the saving throw, or you can instead choose to pull yourself to the target
without requiring a roll.
If you instead choose a structure, wall, or large item such as a statue for your attack,
you can pull yourself to that structure with no roll required.
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Gem of (Class Ability)
This could be a gem that gives the wielder the action surge ability from the Fighter
class, or the sneak attack ability from the Rogue class.
The power of the gem, and its subsequent rarity if up to the GM.
Gems may be socketed or taken out of a socket over the course of a short rest. Gems
are not bound to any weapon, and are not destroyed when pulling them out of a
weapon.
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Gem of (Greater Spell)
As opposed to the above gem, this gem would instead give some kind of buff to the
base core of the character. Something like +5 movement speed, a climbing speed
equal to their regular movement speed, or the ability to breathe underwater. This
could also be something like darkvision, the ability to speak more languages, or even a
feat if you are feeling generous.
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Greater Socketed Weapon
The power of the gem, and its subsequent rarity if up to the GM.
Gems may be socketed or taken out of a socket over the course of a short rest. Gems
are not bound to any weapon, and are not destroyed when pulling them out of a
weapon.
110
Veg’s Variant Rules
111
Varian Rule: Corruption
112
Variant Rule: Alignment That Matters
113
Variant rules: More Interesting Weapons
Socketed Weapons
Players always need a new gold sink, and you always
need new crap to shove in chests. Enter; Socketed
Weapons. The idea is simple, there are weapons in
the world with sockets in them and magical gems
you can shove in there. Populate the world with
gems that each have a spell or minor ability assigned
to them that once socketed into a weapon, allows
that weapon to cast said spell.
Finally, Stuff those gems into Shops and Dungeons and give your martial players a
new range of options and customization.
(We have added a sample socketed weapon along with sample gems in the magic
items section of this book.)
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Elemental Weapons
This is a very fast and easy fix to make. In which, what weapon your fighter uses
actually matters. Simply remove all ‘magic’ damage from the game, there are no basic
+2 weapons, instead every weapon is now a +2 elemental weapon. It still gives the
bonus to ‘to hit’ and ‘damage’ rolls but now the weapon does a specific elemental type
of damage, which a monster can be resistant or immune to.
The end result of this may very well be your fighter has 3 or 4 different weapons they
carry around in a golf bag for any kind of enemy they face.
You can also use the same idea for armor, all armor is ‘of x resistance’. Its a nerf to
straight up +1 armor, but having a Helmet of acid resistance is much more unique
and memorable when it actually saves you from dropping to 0 hitpoints. (Don’t
forget to give your humanoid monsters elemental-resistant armor too!)
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Sovereign Weapons
Sovereign Weapons
Sovereign Weapons are class-agnostic magical weapons whose power grows alongside
that of players and intended to be of use even for pure casters. Over the course of
a campaign, the weapons themselves will level up independently and gain access to
feat pools of which players may pick one for each tier level. There are three tier levels
total of Sovereign Weapon feats and it is suggested that you spread them out evenly
over the course of a game. Additionally, these weapons are balanced and designed
so that players may only ever have one. If your players attune to more than one and
begin benefiting from multiple feat tiers, the balance of your game may go wildly
out of whack; For this reason we suggest a thematic forewarning to your players as
to why they can’t have multiple Sovereign Weapons. Players might go insane, or start
attacking the party or just plain old get possessed. Lastly, we did not bake in the math
of +1, +2, +3 and such levels to the weapons; as these numbers are heavily dependent
on what level bracket you are in and when you introduce the weapons into your
campaign. In most campaigns, players have a +1 weapon by level 5. And you may well
never see a +3 weapon if your game only lasts to level 10. As a GM, you should decide
accordingly when, if at all, a Tier of Sovereign Weapons feats also passively upgrades
the weapon by an additional +1.
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Sovereign Weapons Tier 1
If you are not running those rules or if the players already have access to magic
weapons, it is suggested you simply make this tier a flat +1 or silvered weapon feature.
Heavenly Weapon
Appearance: Golden Metalwork that emits a dim golden glow
Ignores Resistances: Fiend, Undead, Aberration
Abyssal Weapon
Appearance: Black metal work with shadowy whisps emanating from it
Ignores Resistances: Dragons, Celestials
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Sovereign Weapons Tier 1
Ensorcelled Weapon
Appearance: Glowing arcane runes dot the metalwork of the weapon
Ignores Resistances: Fey, Elementals, Plants
Legacy Weapon
Appearance: Rather mundane all things considered
Ignores Resistances: Monstrosities, Beasts, Oozes
Bloodthirsty Weapon
Appearance: Dark red coloration to the metalwork
Ignores Resistances: Humans, Giants, Constructs (This includes class
features such as Barbarian’s Rage, feats and even magical item effects)
Dark spirits dwell within these weapons; they have a thirst for
flesh and some say they cannot be sheathed again until they have
claimed at least one life. Demons, Devils, Vampires and Wraiths.
What dwells in the blade is always evil, but also always offers
its power.
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Sovereign Weapons Tier 2
Spell Focus
Prerequisite: Ability to cast 1st level spells
Effect: +2 for attacks and damage rolls made with a chosen school; increase
spell save DC by 2
Sovereign Channeling
Prerequisite: Ability to cast 1st level spells
Effect: Change the damage type of spells you cast
When you cast a spell with a spell slot, using your Sovereign
Weapon as your casting focus, you can temporarily replace its
damage type with a type that appears in another spell, which
magically alters the spell’s formula for this casting only. You
must have at least 1 spell that does the type of damage you
wish to switch to.
119
Sovereign Weapons Tier 2
Weapon Familiarity
Prerequisite: None
Effect: You may use an ability score of your choosing in place of Strength/Dex
for weapon attacks
Titan Grip
Prerequisite: Strength score of 16 or higher
Effect: Dual Wield two-handed weapons, and gain +1 AC
Sneak Attack
Prerequisite: Dexterity of 14 or higher
Effect: You gain the Sneak Attack feature
Once per turn, you can deal an extra 1d8 damage to one
creature you hit with an attack if you have advantage on the
attack roll. You don’t need advantage on the attack roll
if another enemy of the target is within 5 feet of it, that
enemy isn’t incapacitated, and you don’t have disadvantage on
the attack roll. If you are already have access to a similar
feature, the damage dice is simply added to your damage roll.
120
Sovereign Weapons Tier 2
Elemental Weapon
Prerequisite: None
Effect: 1d4 Elemental damage type of your choosing
Cleaving Attack
Prerequisite: None
Effect: Increased number of attacks
Riposte
Prerequisite: Nothing held in your off hand
Effect: Enhanced Dodge action
When you take the Dodge Action you instead go into a Riposte
Stance. While in this stance anyone who moves into your range
provokes an attack of opportunity. You may also make one
attack against any enemy who misses you as part of their attack
action, as a free action.
121
Sovereign Weapons Tier 3
Returning Weapon
Prerequisite: None
Effect: As a bonus action, this weapon returns to your hand on command
Ethereal Weapon
Prerequisite: None
Effect: Your weapon can be conjured at will and may remain hidden if you
so choose
The Spirit within your weapon freely moves in and out of the
spirit world. You may choose to order the weapon into the
spirit world as a free action. It becomes intangible, and invisible
as it moves into another plane. You may also conjure the
weapon to your hand; it teleports into place from within the
spirit world.
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Sovereign Weapons Tier 3
You may use your Sovereign Weapon as a spell focus from any
range that you can see, for the purpose of calculating range.
For example, should you thrust you sword into the ground and
leave that position. You may choose to cast touch ranged spells
on any creature that comes within range of the spell. Similarly,
spells that have a fixed ranged will calculate that range from
the sword’s position regardless of where you are standing.
Sovereign Camouffllage
Prerequisite: Proficiency with Stealth
Effect: You turn invisible while hidden and stationary
When you take the hide the action and are undetected; you
become invisible for so long as you remain stationary. Any
movement, or action of any kind will break the camouffllage.
Stored Spell
Prerequisite: None
Effect: Your weapon is now imbued with a spell that can be used once per day
123
Sovereign Weapons Tier 3
Sentient Weapon
Prerequisite: None
Effect: Your weapon is now alive
124
Sovereign Weapons Tier 3
Immovable Weapon
Prerequisite: None
Effect: The weapon adopts features akin to an immovable rod
You can speak a command word (Which you choose when you take
this feature) which causes the weapon to become magically fixed
in place. Until you or another creature uses an action to speak
the command word again. the weapon doesn’t move, even if it
is defying gravity. The weapon can hold up to 8,000 pounds of
weight. More weight causes the weapon to deactivate and fall.
A creature can use an action to make a DC 30 Strength check,
moving the fixed weapon up to 10 feet on a success
Merciful Blade
Prerequisite: Heavenly Weapon
Effect: The blade will not take innocent life
125
Variant rules: Diseases
There are classic tales throughout history about some mysterious aliment that needs
an oracle or a brew of some special medicine. Made from the heart of a fire elemental,
or you must venture to a mountain top for a specific flower. This kind of setup is
great for side quest hooks. This is also a great excuse to break out the more obscure
monsters that don’t fit narratively into your campaign’s main story.
Below are a few sample diseases that you can use to challenge your players.
Blue Tongue
[Mechanically, this is a disease that eats spells slots over time
until you permanently lose the ability to cast magic.]
This is disease that feasts on magic. Only creatures innately magical, or able to cast
spells are vulnerable to this disease. This disease is further spread by magic.
When a creature infected with Blue Tongue casts a spell on another creature (harmful
or helpful) that has magical abilities, the targeted creature must make a DC 18
constituion saving throw or contract this disease. If a non-infected creature targets an
infected creature with a spell or magical ability (harmful or helpful) they must also
immediately make the save or contract the disease.
While infected, The disease claims spell slots, slowly eating away at the magic of the
diseased creature. The next time an infected creature finishes a long rest, one of their
1st level spell slots is already used for the day. Each day this effect persists the infected
creature becomes more and more divorced from its magic, as another spell slot is
taken away. If they run out of 1st level spell slots, move on to their 2nd level spell slots
and so on.
126
Soul Rot
Once a creature is completely devoid of magic in this way, they are cured. However,
they are also permanently unable to cast spells or magic abilities ever again.
This disease can be dispelled with a casting of ‘Dispel Magic’, ‘Lesser Restoration’,
‘Remove Curse’, or other such magical treatments. But, the creature casting the spell
must succeed on a DC 18 CON saving throw or else be infected by the disease
themselves.
Finally, a creature can not cure themselves of the disease, a ‘Lesser Restoration’ spell or
similar magic cast upon ones self fizzles.
This disease may also be cured by making an obscure remedy from an elemental’s core.
To make this antidote, you must be proficient with alchemy supplies or an herbalism
kit, and use the core of any kind of elemental, which is consumed by the creation of
the cure.
Soul Rot
[Mehcanically, this disease bypasses all immunity, physically changes
you into the form of a devil, and shifts your alignment to evil]
This is a heinous disease from the bowls of a devil’s mind. This disease can only target
those of good or nuetral alignment.
This disease typically has to be injested or injected to take hold of the host. When
this happens, the targeted creature must make a DC 15 constitution saving throw or
become infected.
This disease bypasses all immunities to disease, all advantage against disease, or any
bonuses the target would normally get while trying to save against a disease.
Once infected, the creature will slowly start to feel their morality wither as their body
starts to become grotesque. Over the course of 3d4 days, their outward appearance
127
Healer’s Bane
will become that of a devil or demon at the GMs discretion. Once the full time has
passed, the characters alignment will also shift to evil.
This disease can be be cured with a ‘Greater Restoration’ or ‘Remove Curse’ spell,
along with a DC 15 spellcasting ability check by the caster. Other, weaker abilities
that normally cure diseases will not work on this disease.
However, finding a Cleric or Druid willing to help you might be difficult, as this
disease also renders divination magic, or effects that sense a creatures nature,
inaccurate. If ‘Divine Sense’ or ‘Primevil Awareness’ is used on you, you will show up
as a fiend. If mind-reading or other truth-related magic is cast, it will show you are
lying.
A sure-fire way to cleanse this disease is to devote a week to meditation, prayer, and
inner healing at a consecrated place.
Healer’s Bane
[Mehcnaically, this disease
forces all healing to
be at the expense of the
spellcaster’s own hitpoints]
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Soul Rot
When exposed to this disease, the creature must make a DC 15 constitution saving
throw or be infected. The disease incubates until the next long rest, If cured before
a long rest elapses, the spores dont fuse to the nervous system and no damage roll is
necessary for their removal. Otherwise, the spores will spread throughout the body
and fuse to the creature’s nervous system. The Infected creatures skin will become
yellowish in color and mushroom-like growths will start appearing all over the body.
The infected creature sustains the following ailments:
As long as the creature is infected with Healer’s Bane, any healing through magic or
abilities they preform, will come at the cost of their own hitpoints. Damage caused
this way causes concentration checks.(Example: Healing a creature for 11 hitpoints,
injures you for 11 hitpoints as the magic accelerates the growth of the fungus, quickly
ballooning from under the skin, and rupturing. This looks like painful blisters and
cracked skin.)
Additionally, the infected creature only receives half the normal hitpoints regained
from all sources of healing except rests. As the parasitic spores steal some of the
healing for itself.
Finally, curing this disease can be done through a ‘Lesser Restoration’ or stronger
magic, however the shock of having the spores ripped from your nervous system in
this way is extremely painful, and possibly deadly. the Infected creature healed this
way instantly takes 15d10 damage
The safe way to cure this disease is to get a druid or anyone who can talk to plants
to soothe and coax the fungus into hibernation (DC 20 persuasion check). At
which point it will detach from the infected creature’s system and may be painlessly
removed.
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Part 4:
GM meta-commentary
[AKA - The complaints chapter]
This next section is aimed at meta commentary of the game as a whole, just some stuff
I wanna talk about. Some of these things have been covered by lots of others, but some
topics talked about here, I have never seen anyone talk about.
These are just my stupid opinions for how a good game should be run, and complaints
about the system in general.
While I tried to come at this chapter from the perspective of talking to a newer GM and
giving advice, I don’t have an actual answer to several of the problems discussed below.
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Dexterity is bad game design
Now compare all of those stats with dex, and you begin to see how dexterity is the
single best stat because it is flat out better than everything else. You get more benefit
out of a high dex than any other stat in the game.
And thats why it’s bad game design. If you offer the players of any game, be it
TTRPGs or video games or even board games, an optimal strategy to always get
an advantage. They will use nothing else. Because why would they? Its factually
mathematically better to put as high a number into dex over any other secondary stat
for your class. So why not?
My only real solution to this, would be to just change stuff around. Don’t rewrite the
whole ability score system, but maybe make less spells works off dex saves. Maybe
make initiative based on intelligence. Maybe make all melee and ranged weapons
+dex for ‘to hit’ rolls, but +strength for damage rolls.
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Challenge Rating: A worthless measurement
As such, I have mostly thrown it out, just eyeballing stat blocks and guesstimating
how much damage something should do for a certain level of group. I still have it in
my monster stat blocks in this book, but it’s just a ballpark.
The best thing I have found to do, is err on the side of too strong, and if it turns out
your monster is overtuned, just lessen the damage a bit, or make it take unnecessary
opportunity attacks, or maybe its health mysterious drops by 50 points. Or maybe it
doesn’t use all its legendary actions this turn. This is just normal GM stuff I assume
most people learn over time. Its all about ‘sleight of hand’ and ‘tricking’ your players
into thinking they totally earned that dragon boss fight win even though you had to
fudge 5 rolls in a row to avoid a TPK.
This leads into another topic that is ‘feircly debated’ for some reason, about fudging
and trying to keep the players alive. And I’m firmly in the camp of belief that players
should only die when they do something remarkably stupid AND the dice don’t go
their way.
The players should never come away feeling like you were out to get them. If they die,
or if there was some TPK, they should feel like it was their own fault (because it was).
That way, they can plan better next time, and hold onto their next character more
carefully.
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Keep it simple, stupid
There is no sure-fired way to fix this problem. High CR monster’s stat blocks are
abuseivly large because they have to be. They NEED to have a ton of options to make
them a challenge for whatever shenanigans a 15th level Druid-Monk combo can
come up with.
133
Keep It Simple, Stupid
Well, put something on the map, if it’s physical like a bright color mark, then put it in
line of sight, put it on a square on the board, something you have to look at that will
remind you that mechanic is in play. If its on a virtual table top, put notes directly on
the map on the GM layer.
Another tip would be to lay off spellcasting bosses as much as possible. The squishy
ultra-powerful 19th level wizard is far too swingy. One of two things is going to
happen. 1.) He gets counter spelled every single turn, and dies without doing any
damage, or 2.) he instantly TPKs the party with an 8th level ‘Circle of Death’ because
no one rolled well enough to pass the save.
Magic and spells are awesome, and fun to use for your villains, and its a treat for us
GMs to use those super high level spells that never see play normally, but unless you
want to throw out concentration entirely, and make all its abilities innate and require
no components so they can’t be counter-spelled; just go easy on caster bosses.
You might be tempted to make ‘phases’ for your big boss, like a video game. But
I would advise against that. From my experience, It just leads to you forgetting
something important because you are trying to spin even more plates than what’s
required.
For example: If you put a rope bridge across canyon, and then have a pack of griffons
attack them, you should be prepared to let a griffon fall to its death when the party
somehow makes it go prone, thus falling on its turn.
This not only makes your environmental hazards meaningful, engaging, and fun. But,
it also makes the players feel smart of ‘outsmarting’ the monster.
134
When it comes to riddles, players are lazy, not stupid
I said five minutes because thats about the perfect amount of time. There is a
particular balance in these sorts of things, where if you make it too easy, the players
will solve it before you even finish reading the clues, and it was no challenge.
If you make it too hard, everyone will get stumped, and after a couple failed attempts
might start to check out, pull out their phones, ect.
This isn’t because the player is an idiot, they are just lazy, they don’t enjoy this part of
the game, or they recognize this is something they can’t solve with a character sheet,
and feel their immersion being broken. There are alot of possible reasons for this.
How much mind-teasing content you put in is up to your group. A casual ‘beer and
pretzels’ type of group that is always drunk wouldn’t be a good fit for a deduction
puzzle, but serious players that like to roleplay in character and are always engaged
probably would be.
Just know your group’s atmosphere, know your players, and you can decide
accordingly.
Keep your players in mind: I don’t think its a controversial statement to say
that the majority of people playing Tabletop roleplaying games are sharp mentally,
and most likely have some kind of formal education. Don’t be afraid to pull out some
high-school level geometry or simple college algebra for a problem. Logic puzzles are
also good.
However, this has its limit, if your puzzle starts requiring a calculator able to do
integrals and cubed roots, you have gone too far.
135
Prep is typically unnecessary
Let the players cheat: This is not to say I think its a good idea to let them say
“I want to roll intelligence to solve the puzzle” but more so in the “I cast ‘Passwall’ to
go around the doorframe, bypassing the puzzle completely.” I am in the camp that I
believe you should let players skip encounters if they are clever, and expend resources
for it, especially if they are giving up the loot they would have gotten for doing it the
normal way.
Actual advice for puzzles: I dont really have any, The game has no set rules
for making traps or riddles, they are completely freeform, since there is no structure,
there is nothing to build off of. I personally will look online for resources, particularly
those not designed for TTRPGs, such as word scrambles, crosswords, logic puzzles,
anagrams, ciphers, ect. Then I reformat the puzzles to fit my needs.
This works very well for new player backstories as well. Fitting in a new player’s
character into the middle of a campaign can be hard. So why not just improvise their
backstory on the fly? You need a decently experienced player to work off of, but ask
leading questions to make the player start establishing things about their character, on
the spot, in game. And adjust the game environment to accommodate them.
Example: The group is tracking a band of goblins through the woods, and the new
player is a weird homebrewed gnoll or something? Okay, ask the player how he got
out here, where is his family? Is he an outcast? Why is he out in the woods alone? The
player says the goblins have his sister as a hostage. You didn’t plan for any hostages to
be in the goblin cave, but there is one now.
136
If the players aren’t around to see it, just retcon it
My advice here, is simply: if your players ignore a plot coupon, ignore quests, wander
off into the wildness to go on a fishing trip, you have free reign to change anything
about the story you want. Towns can burn down while they are gone if it will help
them get back on track. Bounty hunters come after them in the woods. ‘What for?’
doesn’t matter, make something up. There is a new bounty on gnome ears. Whatever.
137
If the players aren’t around to see it, just retcon it
Of course you need to stay on top of these things, WRITE DOWN your made up
bullsh!t or you will forget it, and it will create plot holes.
Let me be clear though, I am not advocating for railroading (the real definition of
taking away player agency so their choices don’t matter, not the buzzword definition).
In fact this is the opposite, this tactic is entirely for making their choices, or lack
thereof, have deep lasting consequences. The world, the town, the BBEG, and the
local politicians dont go into suspended animation while your party is in a dungeon
for a week.
Making stuff happen while they are pre-occupied makes the world feel more real,
more alive. It will deepen the sense of immersion for most players, not break it like
railroading will.
To be extra thorough, so I dont get screamed at for being a terrible game master. I’m
going to give an example: The second arc of my most recent campaign started with
a political assination with planted evidence that framed a player. The player was a
noble, and had diplomatic immunity at the time, so was not arrested and allowed to
return home, but was warned that ‘the feds’ were gonna talk to him at some point.
Instead of doing anything to mitigate this, the implicated player, and rest of the party
ignored it, and left for a week into a giant dungeon to get an artifact. When they
resurfaced they came back to town, and learned that a cross-country agreement had
been signed to allow the arrest of the player, despite his normal immunity.
This cross-country agreement was mostly made up on the spot, but the intention is
not to punish the player for ignoring the plot, or force the party to do the main story,
its to introduce new side-quests and plot threads. Now the rest of the party has to
figure out how to break out their arrested teammate from jail. And, if they do that,
will they be wanted criminals as well? What do they know about the jail? Maybe the
stonemasons who built it know a secret passage, maybe they can call in a favor from
the thieves’ guild to get a skeleton key for the cells?
138
The Metagaming Boogeyman
For example, you, as a player, KNOW that your party’s Cleric goes next in initiative.
He can cast a spell to bring your Fighter back to consciousness, you dont need to
waste your action, AND a potion on him when you could instead throw some AOE
spells and clear half the room, thereby reducing the number of incoming attacks from
enemies.
Some people try to think only about what their character would do, and they see this
as virtuous, the ‘correct’ way to play. However, if your in-character bad decisions lead
to a TPK, no one is going to be any less angry at you.
This is another gray area balancing act. Obviously you should try to not use meta
knowledge that trolls dont regenerate when taking fire damage if you are playing a 6
intelligence Barbarian that has never seen one before, but casting ‘Shatter’ on a group
of enemies affected by ‘Hypnotic Pattern’ because “I didn’t know they were dazed” is
just being an annoyance to the rest of the group.
139
Thank You!
Thanks for taking the time to read some of my stuff. This is my first publication,
my first ‘real’ project I have put out for the world to see. It took over a year to finish
everything, and it wasn’t cheap or easy. The book had hundreds of revisions. I spent
countless hours editing, proofreading, revising, rewriting, playtesting, coordinating
everyone I commissioned for it, etc.
There was a plethora of challenges, the least expected of which was how difficult it
was to get anyone from the game’s youtube community that was willing to work with
me for advertisements.
Since I know some people are gonna wanna know a number, by the time everything
was done and able to be published to you, this PDF took about $8,000 to create.
Probably half of which was advertising. Advertising costs are insane.
Because of this massive money-sink, I was initially going to follow the ‘format’ or
making a Kickstarter, lots of pointless stretch goals, advertising with all the big
youtube channels, etc. But I saw how saturated the market is and how dissatisfied the
average player was with these products. So, I took the significant risk of making it free
for everyone, hoping that the community’s goodwill, ease of use, and word of mouth
would be enough to at least break even.
And as I stated earlier, if this PDF ends up being a massive failure, I can’t really afford
to try again. However, even if it’s a financial flop, The experience I have gained from it
can be used moving forward with whatever I do next.
So please, tell your friends about it. Word of mouth is essential to this type of thing.
Even if you can’t support or don’t think this product is worth your money, maybe it
can help somebody else instead.
140
OPEN GAME LICENSE
Permission to copy, modify and distribute the files collectively known as the System Reference Document
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is being released using the Open Gaming License Version 1.0a and you should read and understand the
terms of that License before using this material.
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OPEN GAME License Version 1.0a The following text is the property of Wizards of the Coast,
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15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
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144