Archive for the ‘Brass Tacks’ Category

The following playtest material (the Exemplar class by Mike Myler) appears in Book of Celestial Heroes, a part of the Book of Exalted Darkness Kickstarter. Unlike BoED the supplement this appears in is for the D&D 5E players and GMs that dig on the holy decopunk utopian world of Askis but aren’t that keen to playing evil adventurers. There are builds for Simon Belmont (from Castlevania) and King Arthur of Camelot (really a very silly place) to illustrate some exemplars at work over on Mike’s website. All of the illustrations below are by the principal artist for the project, the talented artist Indi Martin.

(Note from James: I’m a part of this amazing Kickstarter too! I’m making magic items!)

Leaping to the stage, Daedrus looked out at the discontent villagers and raised his voice above the din of the angry crowd. “Hear me, good townsfolk,” he bellowed, gesturing toward the bound nobleman, the disheveled man’s fine clothes marred by bits of rotted fruit and his arms held fast by trustworthy Terrea. She nodded to him, squeezing the villain’s wrists to make the deposed ruler wince. “Lord Balcroft’s duplicity has wounded you, but surely, are you not better than he?” A stronger quiet overtook the mob as all turned their faces to the hero, unsure of the violence they were so bent upon. “Ask yourselves—will you be known for this foul man and the act of killing him, or rather as a town that overcame corruption and has grown all the stronger for it?” His voice practically dripping with honey, he asked the calmed citizenry before him one last question: “To where would you wish to take your family and raise your children?”

Whoever her father truly was, Apollyta reckoned, he either had a strange sense of humor or a consistent desire to see her dead. Remembering the tricks she used when last a dragon tried to burn her to death, she quickly gulps a breath of air before the fire heats it then rolls with the blast of flame and into cover behind a weathered pillar, barely scorched as the enormous creature slithers the rest of its body into the antechamber. Summoning a touch of her divine power, Apollyta slams into the stone with the very strength of the gods driven through her shoulder—the ancient rock cracks and falls, crashing down into the dragon and winning her a scream of enraged pain as the monster retreats hesitantly, fearful that its prey may not be as weak she first seemed.

Nami put her shoulder into her shield, depending on it to save her life for the thousandth time and trusting in its magic to ward away the ogre’s club. The force of the creature’s blow makes her stumble backwards and nearly breaks her arm, but the magic in her treasured relic holds before unleashing a brilliant flash that blinds the monster. Unslinging the enchanted shield from her arm Nami throws it with all the strength she can muster, sending the metal hurtling through the air and into her giant assailant’s face before it bounces back to her arm, affixing itself with magic. As a half dozen of the ogre’s teeth bounce onto the ground she raises her scimitar high and calls out to her innate connection to the weapon, empowering it with her spirit and lunging forward, the power shimmering from her blade inciting fear in her enemy’s eyes as she moves in to make the killing blow!

Hunching at the entrance of the cave, Fethgar followed the corrupted beast’s trail of blood with his greataxe in both hands, the blade wavering just a foot above the ground. The half-orc thinks of the meal he spiced with sceletium and tamanu oil as the stench of the creature’s lair nearly overwhelms him, the herbs raising a fire in his blood that only deepens his resolve to slay the wretched monster. Stepping softly around a corner Fethgar sees his quarry once more, the wounds he inflicted at the beginning of the chase still fresh. It growls angrily at the sight of him and the hero returns the same, his eye flashing a deep crimson that makes the gash on the slathering thing’s torso flare with red energy as it springs forward, teeth gnashing at the air!

Where others succeed by blade or spell the exemplar forges ahead with an adventurous heart, implacable will, and a hell of a lot of good luck on their side. Many a mage or warrior distinguishes themselves with heroic deeds and grand triumphs but an exemplar defines their own path, weaving it with those of others touched by greatness or fate and relying on an abundant spirit that refuses to yield no matter what challenges lay ahead. The merit of these iconic champions is that they are not measured by their victories—it is their character that inspires the myths and legends left in their wake.

Abundant Spirit

An exemplar is born destined for greatness not by fate but by the nature of their soul, imbued with a potent lifeforce  that drives them to constantly search for ways to make the world a better place. This impulse frequently brings exemplars into the mouth of danger but it is there where they shine brightest, inspiring their allies and performing truly great deeds when the need is most dire by drawing upon the same thing that brings violence into their lives. Even when utterly destroyed by the foulest of magics the powerful spirits of these champions live on long after their death, the stories of their trials and triumphs passed down in epic poems or ballads that withstand the ravages of time.

Courageous Heart

One thing that can always be expected of exemplars is that they will do what they believe is to be good and right. Though this often makes them predictable such meritorious behavior quickly emboldens reputations for being reliable and trustworthy. This is not to say that an exemplar is necessarily brash or foolish (many employ brilliant tactics or exceptional cunning) but the urge to undo evil runs strong in them and true malevolence must be met with bravery and perseverance—whether tomorrow or after years of careful preparation.

Creating an Exemplar

The first thing to decide when making an exemplar is how they are distinctive—are they aloof and mysterious, spoken of reverently in whispers by tavern candlelight? Perhaps they were thrown into the throes of destiny after discovering a relic in the wilderness, something that has emboldened them with confidence and daring? Maybe your hero is bound to greatness by blood, their divine ancestry weighing heavy on their shoulders, or the inspirational qualities of your character drew you to protecting those who look upon you so fondly? Regardless of how the world looks upon them, what triumphs and deeds have they achieved so far?

While the archetypal focus of your exemplar is important, the hero’s nature as an exceptional specimen of their kind is not to be ignored. A halfling exemplar’s incredible bravery is rewarded with good fortune, half-orc exemplars push themselves back from the brink of death with tremendous strength, a dwarf exemplar has an iron stomach and can weather countless blows, and so on. How does being a model of excellence among their kin influence the way your hero perceives the world? Do they embrace their gifts with humility? Has their destiny-bound soul brought tragedy to their life or the lives of those they care for?


Alignment. Exemplars must be of good alignment. An exemplar whose alignment becomes anything other than chaotic good, lawful good, or neutral good cannot level in this class again until their alignment changes back to good.

CLASS FEATURES

As an exemplar, you gain the following class features.

Hit Points

Hit Dice: 1d10 per exemplar level.

Hit Points at 1st Level: 10 + your Constitution modifier.

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per exemplar level after 1st.

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Charisma and any ability score of your choice.

Skills: Choose any three skills.

Equipment

You begin play with the following equipment, in addition to any gear acquired through your background.

  • (a) chain shirt or (b) studded leather
  • (a) a martial weapon and a shield or (b) a greatsword
  • (a) a light crossbow and 20 bolts or (b) a longbow and 20 arrows
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Table: The Exemplar

Level Proficiency Effort Points Features
1st +2 Fighting Style, Heroic Archetype
2nd +2 2 Heroic Archetype, Heroic Effort
3rd +2 2 Bravery, Friendly Reputation
4th +2 3 Ability Score Increase
5th +3 3 Extra Attack, Heroic Archetype
6th +3 3 Lesser Paragon
7th +3 4 Rally
8th +3 4 Ability Score Increase
9th +4 5 Courageous
10th +4 5 Heroic Archetype
11th +4 5 Extra Attack (2)
12th +4 6 Ability Score Increase
13th +5 6 Greater Paragon
14th +5 7 Never Stay Down
15th +5 7 Heroic Archetype
16th +5 7 Ability Score Increase
17th +6 8 Battle Hardened
18th +6 8 Instinctual Reflexes
19th +6 9 Ability Score Increase
20th +6 9 Supreme Paragon

Multiclassing Prerequisite: Charisma 13

Proficiencies Gained: Light armor, shields, simple weapons, martial weapons, and either medium armor or one skill of your choice

Heroic Archetype

At 1st level, you determine the fundamental nature of the destiny that lay before you: Enchanted Warrior, Epic Hero, People’s Champion, or Slayer, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 5th, 10th, and 15th level.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Brawling

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and you can roll a d4 in place of the normal damage of your unarmed strike. When you reach 11th level in this class, you deal an additional 1d4 damage with your unarmed strike.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Heroic Effort

Beginning at 2nd level, you learn how to reach deep into yourself to draw upon your abundant spirit, performing impossible tasks that defy belief. This reservoir of power is represented by a number of Effort points. Your exemplar level determines the number of points you have, as shown in the Effort Points column of Table: The Exemplar. You can spend these points to fuel various effort features. You start knowing four such features: Hero’s Ire, Heroic Stand, Implacable Resolve, and Stroke of Luck. You learn an additional heroic effort feature from your heroic archetype. When you spend an effort point, it is unavailable until you finish a short or long rest, at the end of which your spirit replenishes. Some of your effort features may require your target to make a saving throw to resist the feature’s effects. The saving throw for these features is 8 + your proficiency bonus + your Charisma modifier.

Hero’s Ire

As a bonus action, you can spend 2 effort points and choose a creature that you can see. For the next minute you gain a bonus to attack rolls and weapon damage rolls equal to your Charisma modifier (minimum 1) when attacking that creature.

Heroic Stand

You can spend 1 effort point to take the Dodge action as a bonus action on your turn.

Implacable Resolve

As a reaction, you can spend 2 effort points to gain a number of temporary hit points equal to your exemplar level. These temporary hit points last until the beginning of your next turn.

Stroke of Luck

As a reaction, you can spend 2 effort points to reroll an attack roll or saving throw. You must choose to use this feature before the results of the attack roll or saving throw are revealed.

Bravery

Also at 3rd level, your heart is bolstered by the glory of your accomplishments and an insatiable desire to overcome whatever stands in your way. You gain advantage on saving throws against fear.

Friendly Reputation

Starting at 3rd level, your uplifting reputation is well-known and earns you some small acts of kindness. You gain the following benefits.

  • When you reach an inn or tavern, you may make a DC 8 Charisma check to see if your reputation precedes you. On a success you are given free lodging, drink, and food. The GM may decide that no check to be recognized is required because someone who works in the establishment knows you already or has seen you recently.
  • You may convince merchants to sell you goods for a more modest price. If you succeed on a DC 12 Charisma check to be recognized, you gain advantage on an ability check to determine the final price of an item that costs 50 gp or less. You may exploit your reputation to persuade merchants this way a number of times equal to your Charisma modifier (minimum 1). Expended uses recharge after a long rest.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.

Lesser Paragon

Starting at 6th level, you begin to unlock your truest self and embody the best parts of your ancestry. Others of your kind often look up to you, granting you a +1 bonus on Charisma ability checks when dealing with other members of your race. You gain one of the following benefits:

Human. You gain proficiency in two skills and a tool kits. You may choose a second tool kit to replace one of your new skill proficiencies.

Dwarf. Your darkvision increases to 200 feet.

Elf. You gain advantage on Perception and Stealth checks.

Halfling. You can spend your bonus action to Dash or Disengage.

Half-Elf. Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with a tool kit. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Half-Orc. You regain the use of Relentless Endurance after finishing a short rest.

Gnome. You gain advantage on all Intelligence ability saving throws and tool checks, and you are able to perfectly recall any memory of an event you experienced within the past year.

Aasimar. You gain immunity to radiant damage.

Dragonborn. You can use your Breath Weapon feature twice between rests.

Tiefling. You are able to see through magical darkness. In addition, you gain advantage on saving throws to resist the blinded condition.

Rally

Beginning at 7th level, you can bellow forth a shout of resolve from the core of your being that inspires your compatriots to never give up. By spending an action yelling, you bolster the health of a number of creatures equal to your proficiency bonus. Each creature gains a number of temporary hit points equal to your exemplar level.

You may also choose an additional number of creatures equal to your Charisma modifier (minimum 1) for a secondary effect so long as each is at 0 hit points or has died within the last minute. A creature at 0 hit points gains advantage on its Death saving throws. Recently deceased creatures reroll their most recent Death saving throw with advantage (though any additional Death saving throws that result are made normally).

Creatures must be within 60 feet of you and must be able to hear or see you to benefit from this feature. Once you use this feature, you must finish a long rest before you can use it again. You can use this feature twice between long rests starting at 14th level, and three times between long rests at 20th level.

Courageous

At 9th level, you cannot be cowed and the very sight of you lifts the spirits of others. You gain immunity to the frightened condition and allies able to see you gain advantage on saving throws against fear.

Greater Paragon

At 13th level, your excellence achieves new heights as you become even more iconic among your species. You gain one of the following benefits:

Human. Choose one ability score and increase it by 2. Alternatively, you may choose two ability scores and increase both by 1. Your maximum for the chosen ability score (or ability scores) increases to 22.

Dwarf. You gain immunity to poison damage and the poisoned condition.

Elf. You gain immunity to the charmed condition.

Halfling. Once per minute, your Lucky feature activates on a roll of 2.

Half-Elf. When a creature targets you with a spell that causes the charmed condition, it makes a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or becomes confused (as the spell) for a number of rounds equal to Charisma modifier (minimum 1).

Half-Orc. When you score a critical hit with a melee weapon attack, you may choose to reroll one of the weapon’s damage dice, using the highest result.

Gnome. You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Aasimar. You gain immunity to necrotic damage.

Dragonborn. You gain immunity to the damage type associated with your draconic ancestry.

Tiefling. You gain immunity to fire damage.

Never Stay Down

Starting at 14th level, you refuse to give up even when your body desperately wants to shut down. You gain advantage on Death saving throws.

Battle Hardened

At 17th level, you have weathered so many blows that your body has toughened considerably, reducing the effectiveness of certain attacks. You gain resistance to bludgeoning, piercing, or slashing damage.

Instinctual Reflexes

At 18th level, your life of daring has honed you, making jumping to action something you do almost without thought. When you roll an initiative check, you may choose to treat your roll as a natural 20. Once you use this feature, you cannot do so again until you finish a short rest.

Supreme Paragon

When you reach 20th level, you become truly legendary among your people and your exploits are bound to become the stuff of myth.

Human. You can add half your proficiency bonus to any ability check or saving throw you make that doesn’t already include your proficiency bonus. For checks that already include your proficiency bonus you gain a +2 bonus.

Dwarf. Your Constitution score increases by 4. Your maximum for that score is now 24. Creatures are at disadvantage when attempting to move you with attacks or spells. In addition, you have advantage on checks and saving throws to resist being moved.

Elf. Your speed increases by 15 feet, your jump distances are doubled, and creatures have disadvantage on opportunity attacks made against you.

Halfling. Your Dexterity score increases by 4. Your maximum Dexterity score is now 24. In addition, you do not treat movement through other creatures squares as difficult terrain.

Half-Elf. Increase two ability scores by 2. Your maximum for these ability scores increases to 22.

Half-Orc. Your Strength score increases by 4. Your maximum for that score is now 24. In addition, if you have at least half of your total hit dice remaining you may expend them as a reaction to use Relentless Endurance after the feature run out of uses.

Gnome. Your Intelligence score increases by 4. Your maximum for that score is now 24. In addition, you gain a bonus to AC equal to half your Intelligence modifier.

Aasimar. By spending 1 effort point as an action, you grow a set of angelic wings. Your wings grant you a fly speed of 50 feet and remain for 1 hour. As long as you are airborne, you gain a +2 bonus to attack and damage.

Dragonborn. Your Charisma score increases by 4. Your maximum for that score is now 24. In addition, you add your Charisma modifier to the damage of your Breath Weapon (minimum 1).

Tiefling. You may cast haste and dimension door using your Infernal Legacy feature. In addition, you regain your uses of the Infernal Legacy feature on a short rest.

Enchanted Warrior (Heroic Archetype)

The spirit of an exemplar sometimes gravitates to a legendary weapon or piece of armor, their lifeforce unlocking the relic’s power to carry them from obscurity and into the halls of greatness. Bolstered to achieve the impossible by the enchanted items unique to them, long after their demise the artifacts of these heroes are enshrined by those they championed to be looked upon by generations to come with the same reverence of a religion’s first holy tome.

Enchanted Item

When you choose this archetype at 1st level, you find or are gifted an item with a special connection to you. Choose one of the following: a light armor, a medium armor, a shield, or a weapon. While wearing or wielding your enchanted item you gain benefits from this heroic archetype, but in the possession of any other creature your enchanted item is a mundane piece of equipment.

Armor or Shield. You gain a +1 bonus to two saving throws of your choice.

Weapon. When you take the attack action on your turn, you gain a +1 bonus to the attack roll.

Draw Power

Starting at 2nd level, you can spend 1 effort point to empower your enchanted item.

Armor or Shield. When you are hit by a spell attack or weapon attack, you may choose to reduce the amount of damage the attack deals by your Charisma modifier (minimum 1).

Weapon. After successfully hitting a creature, you may choose to deal an additional amount of damage equal to your Charisma modifier (minimum 1).

Unlock Power

At 5th level, you begin to unlock the true power of the item connected to your soul. Your enchanted item gains an enchantment pool with a number of enchantment points equal to half your proficiency bonus. These enchantment points are spent on the enchantments below; unless otherwise noted, each enchantment costs 1 enchantment point.The benefits of your enchanted item cannot be changed until you gain a new exemplar level. Whenever you or the GM rolls to randomly determine a magic item you receive from a quest or treasure hoard, if it would be the same type of item as your enchanted item (weapon, armor, or shield) you may choose to reroll the result. An enchantment can only be chosen once per Enchanted Item.

Enchanted Armor. Your enchanted armor grants a magical bonus to AC equal to half your proficiency bonus, rounded down.

  • Blinding. When you are struck by a critical hit from a melee weapon attack you may spend 1 effort point to cause your armor to flash with dazzlingly bright light, forcing your attacker to make a Dexterity saving throw. On a failure, your attacker is blinded for a number of rounds equal to your Charisma modifier (minimum 1).
  • Deafening. When you are struck by a critical hit from a melee or ranged weapon attack you may spend 1 effort point to cause your armor to crack like booming thunder, forcing creatures within 10 feet per exemplar level to make a Constitution saving throw. On a failure, a creature is deafened for 1 minute. As this feature is activated you can choose a number of creatures equal to 1 + your Charisma modifier (minimum 1) to automatically succeed their saving throws against it.
  • Holy. While wearing your enchanted armor, you cannot be charmed, frightened, or possessed by aberrations, fiends, and undead.
  • Reciprocating. When you are hit by a melee weapon attack, you may spend 1 effort point as a reaction to make a melee attack against your attacker.
  • Shadowed. Your armor grants advantage on Stealth checks. If your armor causes you to have disadvantage on Stealth checks, it no longer causes you to have disadvantage.
  • Tempered. Your armor has a number of fortification charges equal to half your Charisma modifier (minimum 1). When you are struck by a critical hit your armor removes a fortification charge, changing the critical hit into a regular hit. When there are no more fortification charges, this feature of your armor ceases to function. You regain all expended fortification charges when you finish a long rest.

Enchanted Shield. Your enchanted shield grants a magical bonus to AC equal to half your proficiency bonus, rounded down.

  • Blinding or Deafening. As above.
  • Catching (2 points). When you are successfully hit by a ranged weapon attack or spell attack and wearing your enchanted shield, you can spend your reaction to negate the attack.
  • Edged (must have weaponized). Your enchanted shield grants a magical bonus to attack and damage equal to 1/3 your proficiency bonus.
  • Sacred. You can spend your bonus action to force an evil creature that can see your enchanted shield to make a Charisma saving throw. If the saving throw fails, until the start of your next turn the creature makes attacks against you with disadvantage.
    Unless surprised, a creature can avert its eyes to avoid the saving throw with its reaction. If the creature does so, it can’t see you until the start of your next turn. If the creature looks at you in the meantime, you may spend your reaction to cause it to immediately make the saving throw.
  • Throwing (must have weaponized). Your enchanted shield has the thrown property with a normal range of 20 feet and a long range of 60 feet. Immediately after you throw your enchanted shield, regardless of whether or not you hit, it flies back to your hand and re-equips itself.
  • Weaponized. Your enchanted shield is a martial weapon that deals 1d6 bludgeoning or slashing damage (chosen when this enchantment is chosen) on a successful hit.

Enchanted Weapon. Your enchanted weapon grants a magical bonus to attack and damage equal to half your proficiency bonus, rounded down.

  • Elemental (2 points). Choose one of the following types of energy: acid, cold, fire, lightning, poison, psychic, or thunder. Your enchanted weapon deals an additional 1d6 damage of that energy type. This damage multiplies on a critical hit.
  • Forceful. When striking a creature or object that is immune to bludgeoning, piercing, or slashing damage, the creature treats their immunity as resistance instead. By selecting this effect a second time, your weapon ignores a creature’s immunity or resistance to bludgeoning, piercing, or slashing damage (even magical weapon damage).
  • Graceful. The first time you attack with your enchanted weapon on each of your turns, you can transfer some or all of your weapon’s magical bonus to attack and damage to your Armor Class instead. For instance, you could reduce your magical bonus on attack and damage rolls by 1, and gain a +1 bonus to AC. If you possess two enchantment weapons, you must reduce both weapons’ magical bonus to attack and damage (this does not double your bonus to AC).
  • Holy. Your enchanted weapon deals an additional 1d8 radiant damage against creatures of evil alignment. This damage multiplies on a critical hit.
  • Lethal. When you score a critical hit with your enchanted weapon, your total bonus to damage is doubled.
  • Sharp. When attacking a target wearing armor, you receive an additional +2 bonus to the attack roll.

Arm and Armament

At 10th level, you acquire a second Enchanted Item with its own enchantment pool. If you already have an enchanted weapon, you gain an enchanted armor or enchanted shield. If you already have an enchanted armor or enchanted shield, you gain an enchanted weapon. Alternatively, you may choose a second enchanted weapon but only if it has the Light property.

Combined Essence

Starting at 15th level, when you finish a long rest and don your Enchanted Items, each gains 1 additional enchantment point you can immediately spend on an enchantment. When you reach 20th level in this class, each gains 2 enchantment points instead. Whatever enchantments you choose immediately cease to function when one of your Enchanted Items leaves your possession or whenever you next finish a long rest.

Epic Hero (Heroic Archetype)

When a god chooses to mate with a mortal the divinity of their offspring does not always immediately present itself. For some of these demigods the true power of their gifts must be earned, either through redemption at the feet of their parent’s rivals or a set of epic trials. Of all the various types of exemplars these are the most likely to achieve a place in a culture’s mythology, living on for millennia as the protagonists of fables and archeological musings.

Signature Attribute

When you choose this archetype at 1st level, select one ability score. You gain a +2 bonus on ability checks with that ability score.

Mythic Touch

At 2nd level, you can spend 1 effort point as a bonus action to gain advantage on an ability check using your Signature Attribute as a touch of your divinity beguiles the senses of others or passes through you to grant physical power.

Uncanny Resilience

At 5th level, your guile, incredible timing, luck, or impressive hardiness protects you from the elements. You gain resistance to two of the following: acid, cold, fire, lightning, psychic, or thunder.

Signature Attribute

At 10th level, you choose a second ability score to be a Signature Attribute.

Epic Resilience

Beginning at 15th level, when you make Death saving throws you do not die until you have 4 failures and you treat a roll of 19 as if it were a 20.

People’s Champion (Heroic Archetype)

Often seen as the most mundane of exemplars, people’s champions become truly beloved by common folk and live more vividly in the minds of those they defend than any of their peers. Whether roving about the land in search of wrongs to right or answering the calls for aid from villages that seek them out, the people’s champion and their unfailingly loyal ally distinguish themselves not just with their achievements, but also the flair and panache with which they win the hearts and minds of their fellows.

Skilled

When you choose this archetype at 1st level, you gain proficiency with two skills and one tool kit.

With Style

At 2nd level, you develop a knack for performing crucial tasks with finesse when the stakes are high. Choose four skills you are proficient with. You can spend 1 effort point as a bonus action to gain advantage on an ability check that uses one of these skills. You may choose a tool kit to substitute for one of these skills.

Loyal Aide

At 5th level, you gain the services of a devoted and loyal squire. Your squire may have small differences (like a different height, weight, race, gender, or disposition) but otherwise has the same statistics you did at half your current level, beginning play with attribute modifiers equal to half your positive bonuses, rounded down (so if you have a Strength of 18 and Constitution of 15, your squire begins with a Strength of 14 and Constitution of 12), or 10. When you reach 8th level in this class, and 11th, 14th, 17th, and 20th level, your squire gains a level (taking the same character options that you did, except that it does not gain starting equipment, this feature, or a background). At the time you gain this feature your squire trusts you implicitly and performs tasks you give them so long as you do not request anything illegal, suicidal, or in opposition to your alignment. The GM may decide that certain orders you give require a Charisma check against DC 8 + the companion’s level + the companion’s proficiency bonus. If your squire dies, you must wait one month before recruiting a new squire. Though they do not accrue levels as quickly as a PC, your squire counts as a PC for determining XP rewards.

Slick Escape

Beginning at 10th level, you’ve had so many close calls in a fight that you naturally step and flow through combat without hesitation. Your movement never provokes opportunity attacks. In addition, you can stand up from prone as a free action on your turn.

Sterling Renown

At 15th level, your exploits are the talk of taverns all over the region and you are practically a living folk hero. You gain the following benefits:

  • You have advantage on all Charisma-based ability checks with commoners, guards, and street merchants.
  • You are always able to find a safe and clandestine place in which to acquire food and secure shelter free of charge (even if you are a wanted criminal).
  • When you are tracking someone, common folk reveal to you as much as they would to a trusted friend. If you are tracking another exemplar, the information is revealed so long as your exemplar level is higher than your quarry’s.
  • You are able to easily arrange for meetings with local rulers as well as distant empresses and kings.

Slayer (Heroic Archetype)

For some exemplars there is no greater evil than the corruption that spreads from monsters preying on the innocent and weak. These adventurers hunt down villainous creatures, traveling across the world in search of their quarry with admirable resolve. Unlike other exemplars, slayers often retain an air of mystery to protect those close to them and infuriate their more intelligent nemeses—vampires, liches, and other horrors endowed with as much brilliance as supernatural power. Once one of these abominations has come within the exemplar’s notice, however, it is only a matter of time before the slayer (or one of their descendants) enacts a righteous kill.

Hunter of Monsters

When you choose this archetype at 1st level, choose a type of hunted monster: aberrations, beasts, dragons, fey, fiends, giants, monstrosities, oozes, or undead. You have advantage on Wisdom (Survival) checks to track hunted monsters, as well as on Intelligence checks to recall information about them. You choose one additional hunted monster at 5th, 10th, and 15th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Slayer’s Mark

At 2nd level, you can spend 1 effort point as a bonus action to mark a creature you are able to see. This creature must be of the same type as your hunted monster. You gain a +1d6 bonus to attack and damage rolls made against a creature you have marked. A mark remains for 1 minute. You can maintain a number of marked creatures equal to your proficiency bonus.

Holistic Resilience

Beginning at 5th level, you learn what herbs and spices are needed in your diet to maximize your body’s natural defenses. You have advantage on saving throws made to resist abilities and spells from your hunted monsters. In addition, you learn how to make holy water.

Potent Strikes

At 10th level, your Slayer’s Mark increases in potency, changing from a +1d6 bonus to a +1d8 bonus. In addition, you gain the following two Heroic Feature options:

  • Honed Strike. You may spend 1 effort point after successfully hitting a creature you have marked to add double your Charisma modifier to your bonus damage for that attack (minimum +2).
  • Zealous Strike. You may spend 2 effort points immediately after killing one of your hunted monsters to make a weapon attack against a creature within your reach (or range if you are wielding a ranged weapon).

Supernatural Resistance

Starting at 15th level, you gain resistance to necrotic damage. You are immune to necrotic damage that would permanently lower your hit points and when a creature attempts to inflict permanent hit point damage to you, it takes 6d4 radiant damage.

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At the beginning of the year I unveiled my plan to make Enora my first fully published world.

With that world comes new monsters, races, subclasses, and more. I’m now adding a paladin oath to the undead world – restoration.

Note that what is below is considered playtest material. Please let me know what you think!

Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games

Oath of Restoration

The Oath of Restoration binds paladins to the task of rebuilding what once was. Sometimes called rebuilders or restorers, these paladins nurture civilizations, clear monsters from ruins, heal scarred lands, help refugees reclaim their homes, and mend the wounds of the injured. Unlike paladins who swear an Oath of Vengeance, restoration paladins focus on the work of bringing back what is lost rather than making the guilty pay.

Tenets of Restoration

The wording of the tenets of restoration vary from paladin to paladin, but all share the same ideals about rebuilding, nurturing, and protecting others.

Stop Wanton Destruction. Those who destroy for the sake of themselves must be stopped at all costs.

Reclaim Homes. It is never too late to help another reclaim a lost homeland.

Anything Can Be Rebuilt. With enough time, will, and determination, any place, relationship, or life can be reforged.

Civilization for All. Any creature that desires shelter, education, good health, and the trappings of society should have access to such and be accepted.

Rebuild Hope. Optimism is key in inspiring yourself and others to uphold reclaim what once was.

Oath of Restoration Spells
Paladin Level Spells
3rd sanctuary, shield
5th lesser restoration, spike growth
9th beacon of hope, plant growth
13th aura of life, fabricate
17th greater restoration, mass cure wounds
Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Greater Mending. As an action you touch a broken object, such as a cracked wagon wheel, two halves of a shield, a torn tapestry, or a leaking dam wall. As long as the break or tear is no larger than 3 feet in any dimension, you mend it, leaving no trace of the former damage. If the item you repair is a magic item, you restore magic to such an object. If the item you repair is a construct, you can repair it, but you cannot restore its magic.

Restore the Fallen. As an action choose one living creature reduced to 0 hit points that you can see within 30 feet of you. That creature regains one-third its hit points (rounded down).

Improved Lay on Hands

Starting at 7th level, with your Lay on Hands healing pool, you can restore a number of hit points equal to your paladin level x 10, and you can use this pool to restore hit points to objects.

At 18th level, you can expend 100 hit points from your healing pool to return a creature to life that has died within the last minute. That creature returns to life with 1 hit point. This feature can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

Mutual Destruction

Starting at 15th level, you can rebuke your attackers with holy light. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause that creature to make a Dexterity saving throw. This saving throw DC equals your paladin spell save DC. On a failed save, that creature takes 2d6 radiant damage.

Aura of Durability

At 20th level, as an action, you can emanate an aura of strength and determination. For 1 minute, you and your allies within 30 feet of you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons and have advantage on saving throws against spells and other magical effects. Once you use this feature, you can’t use it again until you finish a long rest.

If you like what you’re reading please follow me on Twitter, like World Builder Blog on Facebook, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

At the beginning of the year I unveiled my plan to make Enora my first fully published world.

With that world comes new monsters, races, subclasses, and more. I’m now adding a sorcerous origin to the undead world – lichtouched.

Note that what is below is considered playtest material. Please let me know what you think!

Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games

Lichtouched

Your innate magic comes from some place of dark energy. Your parents may have been cursed by a powerful undead spellcaster. You could have visited a plane of negative energy. Perhaps you were even once an undead creature yourself. The reason you attuned to necromantic magic may never be clear, but what is obvious is that you can wield this power as easily as any lich.

Withering Grasp

When you choose this origin at 1st level, you gain the chill touch cantrip if you don’t already know it. In addition, when you cast and deal damage with chill touch, add your Charisma modifier to the damage roll of the spell.

Flesh of the Dead

Starting at 1st level, your flesh takes on a dull gray or stark white appearance. You are resistant to necrotic damage and have advantage on saving throws against effects that reduce your hit point maximum.

Consume Soul

Starting at 6th level, when a creature you can see dies, you can use your reaction to consume its soul. You regain 2 sorcery points and the creature’s soul is destroyed as a result. You can use this feature twice. You regain any expended uses when you finish a long rest.

Blood of the Dead

Starting at 14th level, you are immune to disease and poison. In addition, whenever deal necrotic damage to a creature with a spell you cast, that creature cannot regain hit points until the start of your next turn.

Undead Being

Beginning at 18th level, you can channel necrotic energy to become ghostly. As an action, you spend 5 sorcery points to draw on this power. For 1 minute or until you lose concentration (as if you were concentrating on a spell), you gain a fly speed equal to your walking speed and you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. While in this form, you are resistant to bludgeoning, piercing, and slashing damage from nonmagical weapons as well as acid, fire, lightning, and thunder damage.

If you like what you’re reading please follow me on Twitter, like World Builder Blog on Facebook, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

Once again I’m continuing my quest to add killer undead to the options already available in the fifth edition Monster Manual for my world of Enora. So far we’ve seen husks, skeletal dragons, vampiric dragonsvampiric vines, and elemental undead. Now I’d like to turn my attention to updating (and adding my own twists to) some old favorites: the nightcrawler, nighthaunt, nightwalker, and night wing. Thanks to EN World forum user pukunui for the idea!

Nightshades

When shadows and evil are infused with the strong will of a powerful being, they take massive forms. Appearing as giants, purple worms, and winged-beasts, this animated shadow stuff abhor life and light and desire a world covered in a shadow of death.

Massive Murderers. All nightshades are enormous combinations of solid shadow and corruption. When a strong-willed, evil beings refuse to pass into the afterlife, their souls infuse the with the same material that creates the Plane of Shadow. The souls wrestle with the shadow stuff, taking as much of it on as possible in order to anchor themselves in worlds of the living. At the same time, the shadow sucks any tiny sense of morality from the soul, creating a new being of considerable size, horrific shape, and murderous intent.

Undead Generals. Nightshades are cunning beings, who stalk the Plane of Shadow, looking for wayward victims to kill and turn into other undead through dark rituals. These undead are bound to the nightshade for as long as it exists. They follow its every command. Many nightshades search for ways to lead their armies into the Material Plane, so they might swell their ranks and experience death on a grand scale.

Work Better Together. Nightshades have great respect for others of their kind. They often form alliances to increase their slaughtering capabilities and grow the sizes of their armies.

Undead Nature. Nightshades don’t require air, food, drink, or sleep.

Nightcrawler

Nightcrawlers resemble purple worms made of pure darkness. Despite their appearance, they are extremely intelligent spellcasters who have devastating strength, burrowing capabilities, and the ability to swallow ogres whole.

Nighthaunt

Nighthaunts resemble large gargoyles and are pure malevolence. As expert tacticians, these nightshades are the best at leading armies of undead or placing guards and strategic defenses around a fortress.

Nightwalker

Nightwalkers are twenty-foot-tall humanoids silent as death. They are among the multiverse’s best stalkers and their dead eyes can cause panic in the most daring prey.

Nightwing

Nightwings appear as enormous bats made of darkness, but have the same level of cunning and guile as all other nightshades. Silent as death and nearly invisible against a black sky, these beings dive onto prey before victims even know they’re being attacked.

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Nightshades

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It’s time for another fifth edition player option! As I mentioned in some previous posts, I want show off my world of Enora. With that world comes some new player options, one of which I am happy to share now! All of these options are in playtest mode and I am looking for feedback!

Since the world of Deldoroth is six floating cities, it makes sense that druids in these crowded places would be of the Circle of the Sky. Check out the new circle below!

Circle of the Sky

The Circle of the Sky is a sect of druids who move with swift speed and grace to defend the natural world. These druids gather under open skies to hold their meetings, day or night, rain or shine. They wander open plains, traveling within herds of animals, strengthening the local flora so it can grow towards the sun. Circle of the Sky druids often use their magic to aid struggling crop farmers. This order believes clean air is the provider of all life. They abhor beings who unnecessarily pump pollution into the sky.

Speed of the Wind

When you choose this circle at 2nd level, your walking speed increases by 10 feet. This speed bonus applies to your wild shape forms. At 8th level, the bonus applies to your wild shape forms’ flying speeds, if the form you’re in already had a flying speed to begin with.

Stealth Proficiency

At 2nd level, you gain proficiency in the Stealth skill.

Skyward Leap

Starting at 6th level, the distance and height you can jump is double what it would normally be.

In addition, if you begin your turn within the reach of a creature and then jump out of that creature’s reach, that creature has disadvantage on any opportunity attacks it makes against you.

Air Servant

Starting at 10th level, you can summon an air elemental as if you had cast the spell conjure elemental without needing to expend any material components and without needing to maintain concentration. You cannot use this feature again until you complete a long rest.

Wings of the Sky

At 14th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.

If you like what you’re reading please follow me on Twitter, like World Builder Blog on Facebook, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

Who doesn’t love a good tool? If you check out fifth edition D&D, gaining tool proficiencies is a big part of character creation. Many classes and backgrounds give characters a proficiency or three to help round out what they can do.

Yet how many players are really using these tool proficiencies in play? Beyond thieves’ tools, forgery kits, and the like, what’s the mechanical value of tools? I find that many players (not all) need a mechanical reason to use the tools in order for those items to become entwined in their characters’ stories. Also, if some tools don’t matter, then why take proficiency with brewer’s supplies if you can just say, “My character knows how to make beer,” and also be proficient in thieves’ tools?

Here’s a few rules modules you can add to your D&D game to make those overlooked tools shine.

Alchemist’s Supplies

Alchemist’s supplies can be used to create, double, and identify potions.

Create Potion. Using the crafting downtime rules and the Potion Prices and Crafting DCs table a character can create any non-healing potion with the DMs discretion. After you spend the proper amount of time crafting the potion, you must succeed on an Intelligence check with alchemist’s supplies or the potion and the resources you used to create it are destroyed. The DC for this check is determined by the potion’s rarity.

Your DM may rule that some potions require special components not readily available for sale and that certain potions simply cannot be created by mortals.

Potion Prices and Crafting DCs

Potion Rarity Cost Crafting DC
Common 50 gp 13
Uncommon 100 gp 15
Rare 500 gp 17
Very rare 5,000 gp 19
Legendary 50,000 gp 21

Double Potion. You can attempt to turn one potion into two of the same kind using your alchemist’s supplies. The attempt takes 1 hour. At the end of this time, you must succeed on an Intelligence check with alchemist’s supplies or the original potion and the attempted duplicate are destroyed. The DC for this check is determined by the potion’s rarity, as seen on the Doubling Potion DCs table.

Doubling Potion DCs

Potion Rarity Doubling DC
Common 15
Uncommon 17
Rare 19
Very rare 21
Legendary 23

Identify Potion. You can use your alchemist’s supplies to identify a potion by working with the potion and testing it for 10 minutes. At the end of 10 minutes, make a DC 10 Intelligence check with the alchemist’s supplies. If you succeed you know the name and effects of the potion.

Brewer’s Supplies

Brewer’s supplies let you craft fine ales (using the downtime crafting rules) and increase the potency of existing alcohols.

Increase Potency. Your brewer’s supplies allow you to attempt to increase the potency of alcohol. After spending 5 minutes per pint of alcoholic beverage you are trying to effect, make a DC 15 Intelligence check with brewer’s supplies. If you succeed, the alcohol becomes more potent and any creature that drinks the beverage must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. If you fail, the drink simply tastes worse than it normally does.

Calligrapher’s Supplies, Carpenter’s Tools, Cobbler’s Tools, Glass Blower’s Tools, Jeweler’s Tools, Leatherworker’s Tools, Mason’s Tools, Painter’s Supplies, Potter’s Tools, Smith’s Tools, Tinker’s Tools, Weaver’s Tools, Woodcarver’s Tools

These artisan’s tools can be used to craft items per the downtime crafting rules and they can be used to appraise, gain inspiration, grow a business, reinforce, and repair.

Appraise. You can use your artisan’s tools to determine the historical and cultural relevance and worth of an art object by working with the art and appropriate tools for 10 minutes. At the end of 10 minutes, make a DC 10 Intelligence check with the appropriate tools. If you succeed you know the exact worth of the object and any historical or cultural significance the work of art may have.

Gain Inspiration. Working on a great piece of art can be inspiring. If you work with your tools on a personal craft project for one hour, at the end of that time, make a DC 10 Wisdom check with the appropriate artisan’s tools. If you succeed, you gain inspiration. You can only gain inspiration this way once per day.

Grow A Business. During downtime you can repair, craft, and sell small objects using your artisan’s tools. During this time you can maintain a modest lifestyle without having to pay 1 gp per day. After spending ten days of downtime in the same settlement crafting, make a DC 15 Charisma check with the appropriate tools. If you fail, there is no consequence and you make the check again after another ten days of crafting in the same settlement. If you succeed, you can afford a comfortable lifestyle in that settlement by spending your downtime crafting and at the end of ten days in the same settlement, you make another DC 15 Charisma check with the appropriate tools. If you fail, there is no consequence and you make the check again after another ten days of crafting in the same settlement. If you succeed, you can afford a wealthy lifestyle in that settlement by spending your downtime crafting.

Reinforce. You can use your artisan’s tools to reinforce a Medium or smaller object with your tools, such as a door or statue. The specific tool that must be used to reinforce the object is decided by the DM. The process of reinforcement takes one hour. At the end of the hour, make a DC 15 Intelligence check with the appropriate tools. If you succeed, the object gains hardness 5, or if it already has a hardness, its hardness increases by 5 to a maximum of 20. If you reinforce weapons or armor in this way and they gain the hardness, any creature that wears or wields the reinforced object has disadvantage on all attacks, since the items are more cumbersome than normal.

Repair. You can use your artisan’s tools to repair broken objects. After spending one hour working on an object in need of repair, make a DC 10 Dexterity check with the appropriate artisan’s tools. If you succeed, you restore 5 hit points to the object, plus 1 extra hit point for every number your check results exceeds the DC.

Cartographer’s Tools

If you use your cartographer’s tools to make maps wild traveling through the wilderness, there’s a good chance you’ll never get lost and be able to find new shortcuts!

Avoid Getting Lost. If you use your cartographer’s tools while traveling overland, you can avoid getting lost. During this time you cannot gather food, hunt, or drive any vehicles. If you focus on mapping the area, you cannot become lost while traveling. You must be proficient with cartographer’s tools to use them in this way.

Find A Shortcut. You can find shortcuts for wilderness travel by studying maps of areas you have made. The map must cover the entire area you plan to travel. To find a shortcut, make a DC 15 Wisdom check with cartographer’s tools. If you succeed, you can move at a fast pace while traveling, but have all the benefits of moving at a slow pace.

Cook’s Utensils

A good meal can re-energize allies and influence NPCs, while a bad one can make an entire day crappy.

Influence An NPC. You can spend one hour cooking a meal for up to eight creatures. At the end of the hour, make a DC 15 Intelligence check with cook’s utensils. If you succeed, you have advantage on Charisma checks made to influence any NPCs while they eat the meal. If you fail the check by 5 or more, you have disadvantage on Charisma checks made to influence any NPCs while they eat the meal.

Prepare A Hearty Meal. You can spend an hour cooking a meal for up to eight creatures. At the end of the hour, the DM makes a DC 15 Intelligence check with cook’s utensils for you and keeps the result a secret. If you succeed, each creature that ate the meal gains one of the following benefits outlined below, chosen by you when you begin to cook the meal. If you fail the check by 5 or more, each creature who ate the meal must succeed on a DC 10 Constitution saving throw or gain a level of exhaustion.

If you succeed on the check, here are the benefits your meal can bestow:

  • Gain Inspiration. Creatures who ate the meal gain inspiration and cannot gain inspiration this way again until they complete a long rest.
  • Gain More Hit Dice. Creatures who ate this meal regain 1 more hit die than they normally would the next time they finish a long rest.
  • Remove Exhaustion. Creatures who ate this meal reduce their exhaustion level by 1.

Gaming Set

Proficiency with a gaming set allows you to gamble and influence NPCs.

Gamble. You can gamble during between adventures, or at night when you’re cozied up in a tavern. For every four hours spent gambling, make an Intelligence check with the appropriate gaming set. Consult the Gambling Consequences table to see how much money you lose or gain.

Gambling Consequences

Check Result Consequence
4 or lower You lose 2d6 x 10 gp
5 – 9 You lose 1d6 x 4 gp
10 – 14 You gain 1d6 x 4 gp
15 – 19 You gain 2d6 x 10 gp
20+ You gain 4d6 x 10 gp

Influence An NPC. Many NPCs are proficient in gaming sets and enjoy a good challenge. Nobles, military leaders, tavern goers, and more jump at the chance to play a game. When you play a game with an NPC, you make opposed Intelligence checks with the appropriate gaming set. Whoever has the higher result wins the game (and a tie results in a draw). If you win, you have advantage on Charisma checks made to influence the NPC for the next hour. If you lose, you have disadvantage on those checks for one hour. A draw has no effect on your relationship with the NPC.

Musical Instrument

Musical instruments can help you gain an audience with an NPC, influence an NPC, and soothe the savage beast.

Gain An Audience. You can gain an audience with an influential NPC (such as a noble or royalty) by playing your instrument for others at an open audition. The DM decides when and where the auditions take place. To gain an audience, you must succeed on a DC 15 Charisma check made with the appropriate musical instrument. The DM decides when and where the audience happens.

Influence An NPC. You perform at least one song for a group of NPCs. Any the end of your performance, make a DC 15 Charisma check with the appropriate musical instrument. If you succeed, you have advantage on Charisma checks made to influence any NPCs who listened to you perform for the next hour. If you fail the check by 5 or more, you have disadvantage on Charisma checks made to influence any NPCs who listened to you perform for the next hour.

Soothe The Savage Beast. As an action you can make a Charisma check with a musical instrument and each mammal with the beast creature type and an Intelligence score of 3 or less that can hear you must make a Wisdom saving throw. The DC for saving throw is equal to the result of the Charisma check you made with your musical instrument. A mammal who fails this check cannot take the Attack action on its next turn. A creature who succeeds on this check is immune to the effects of your music for 24 hours. The DM may rule that music has no sway over certain beasts (such as those trained by others).

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Of course you do! Here’s these rules to have and hold forever. Find them with monsters, magic items, adventures, and more in the Free Game Resources section of this site.

New Tool Uses

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Note: This article first appeared in the Roleplaying Tips Newsletter.

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At the end of a long campaign, I want my players and I to feel totally satisfied. I mean the sort of satisfaction one gets when a story wraps up with no question unanswered. The kind of story that ends with every major character’s arc finished and accounted for.

This is a challenge when there’s only a single person telling a story – just think of all the novels that have left you hanging in one way or another over the years. But when a group of friends gets into collaborative tale-spinning one chapter at a time with long breaks between, it is almost impossible to wrap up everything with a tidy bow.

All that said, it can be done. With a little prep work at the start of your campaign, and by jotting down just a few notes each session, you can stay organized and tie up all your plot threads. As the finale approaches, you’ll weave those threads into a seamless story that will have your players feeling like they just finished watching all of Breaking Bad.

All you need to do is create two simple documents – a campaign outline and a list of plot threads.

Outline Your Campaign

Before your campaign begins, create a loose outline of your story. This outline can take you from the campaign’s first session to its final, or it could simply be the first story arc or adventure.

Map out where you think the characters will be headed, any major NPCs or villains they might encounter, and the quests they are trying to complete.

You know your gaming group best, so plan in as much detail and as far into your campaign as you feel comfortable while outlining.

If your group plays the kind of game in which the game master dictates a majority of the story, feel free to outline in detail if time allows.

If your players are the kind who surprise you and drive every session off the rails, just keep your outline to the big bullet points of your story and the names of important people. I imagine most groups fall somewhere in the middle.

Here’s an example of what an outline looks like at this stage.

  1. The young dragon Melicharo the White has kidnapped Duke Wellington and ransomed him
    1. Duchess Fiona, Wellington’s wife, is looking for adventurers to save him
      1. Wellington was targeted by Melicharo because the duchess has several magic items the dragon wants
      2. Fiona will give one of her magic items as a reward to the adventurers who save Wellington
    2. The adventurers will go into Melicharo’s lair to save Wellington
      1. The lair is a floating glacier that does not melt
      2. Melicharo is allied with a tribe of kobolds who worship him as a god
  2. Duchess Fiona contracts the adventurers to recover more items for her collection
    1. Duchess Fiona is a member of The Shields, a small secret society that keeps dangerous relics out of the hands of evildoers.
    2. Duchess Fiona warns the adventurers that The Society of Genius, an organization of wizards bent on world domination, might be trying to get the same magic items they’re seeking
    3. The party retrieves several items for the duchess and sometimes has run-ins with the Society of Genius
  3. As part of a massive coordinated attack against The Shields, The Society of Genius kills Duchess Fiona and steals the items the adventurers have gathered for her
  4. The adventurers must seek help from the last remaining members of The Shields who have gone into hiding
  5. The adventurers must take on The Society of Genius

In this case, the further I delved into the outline the less detailed it got. The details and the connective tissue of the campaign can be worked out later as you will see below. The characters’ first adventure is most detailed since I need to be ready to roll for the first session.

If you have a specific idea you don’t want to forget (e.g. Duke Wellington is secretly a member of The Society of Genius), add that in your outline too.

If you’re running a sandbox style adventure, your outline will look a little different. Each Roman numeral might be a different event, adventure site, or influential NPC in the area. It could just be a list of those things in bullet points rather than a formal outline format.

How your outline looks is up to you, as long as you know what it means.

Add PC Backgrounds

If you’re running a longer campaign with a lot of plot threads, odds are your players might create some sort of backstory for their characters. It might be built into the system you’re playing, it could be something you ask the players to write, or you could send them a questionnaire with prompts.

Many players use this as an opportunity to introduce new plot threads into your game. A backstory thread could be a task the PC is trying to complete, such as hunting down a sibling’s murderer or garner enough money to bail a loved one out of jail. Likewise, a character could be running from something in a backstory like a cult or jilted lover.

After you get these backstories it’s time to begin a new document: a list of plot threads. This one is easy to create. Just list all the open plot threads you have at the start of a campaign.

Here’s what the plot thread document for my sample campaign might look like after receiving the PC backstories:

  • Duke Wellington has been captured and ransomed by the dragon Melicharo
  • Duchess Fiona works for The Shields and will ask adventurers who impress her to recover relics
  • The Society of Genius is seeking the same items as The Shields
  • Thog (half-orc barbarian) is searching for the necromancer who killed his brother
  • Rhea (human wizard) needs enough gold for a diamond to raise her old mentor from the dead so she can learn the location of his old spellbook
  • Tippy Shortstockings (halfling rogue) is running from her old thieves’ guild after she stole the thief queen’s crown
  • Grimbeard McShandy (dwarf cleric) lost track of his husband years ago after he disappeared mysteriously in the night

After I gather these threads I incorporate some or all of them into my outline. As the threads are worked in, I cross them off. The first three are already crossed-off, since they are included in the original outline. If I can’t find a place for a new thread in the outline, I let it remain uncrossed. I’m going to revisit the list after each session to see what’s changed (more on that later).

See how the outline looks now that I’ve added some of the backstory plot threads? Note I’ve added a side quests section to the outline now, as not every thread applies to the overarching plot of the campaign. I can work those side quests in as I see fit.

For a sandbox campaign, there really is no such thing as a side quest, so the outline would be different as each quest would be its own category with a Roman numeral.

  1. The young dragon Melicharo the White has kidnapped Duke Wellington and ransomed her
    1. Duchess Fiona, Wellington’s wife, is looking for adventurers to save him
      1. Wellington was targeted by Melicharo because the duchess has several magic items the dragon wants
      2. Fiona will give one of her magic items as a reward to the adventurers who save Wellington
    2. The adventurers will go into Melicharo’s lair to save Wellington
      1. The lair is a floating glacier that does not melt
      2. Melicharo is allied with a tribe of kobolds who worship him as a god
      3. Melicharo has a large diamond in his hoard that could be used by Rhea to bring her old mentor back to life
  2. Duchess Fiona contracts the adventurers to recover more items for her collection
    1. Duchess Fiona is a member of The Shields, a small secret society that keeps dangerous relics out of the hands of evildoers
    2. Duchess Fiona warns the adventurers that The Society of Genius, an organization of wizards bent on world domination, might be trying to get the same magic items they’re seeking
    3. The party retrieves several items for the duchess and sometimes has run-ins with the Society of Genius
    4. During the course of these adventures, Tippy’s old thieves’ guild strikes while the characters are away and steals one of the recovered magic items
      1. The guild threatens to sell the item to The Society of Genius unless the thief queen’s crown is returned
      2. The party must find the thieves’ guild and decide how to deal with them
  3. As part of a massive coordinated attack against The Shields, The Society of Genius kills Duchess Fiona and steals the items the adventurers have gathered for her
  4. The adventurers must seek help from the last remaining members of The Shields who have gone into hiding
  5. The adventurers must take on The Society of Genius
  6. Side Quests
    1. At night Grimbeard McShandy keeps receiving prophetic dreams of his missing husband screaming in pain

As you can see, there’s still room for more detail and side quests. Thog’s thread has yet to be incorporated into the outline. After this it’s a quick cross-off of the Rhea, Tippy, and Grimbeard bullet points on the thread list. Thog’s bullet point remains uncrossed as it has yet to be worked into the plot.

It helps if you keep both these documents in some sort of digital form, preferably in a cloud-based storage system like Google Drive. If your campaign takes years and you change devices or move, it helps these all-important campaign tracking documents remain intact.

Once you’ve worked all the backstory threads you want into your outline, you’re ready to start playing. When the campaign gets underway, a few notes each session will go a long way.

Take Notes

Whether it’s during the session or right after, take note of any new threads that have opened up during your game. If you want to bring back the goblin who managed to run away as a magically enhanced megavillain seeking revenge on the party for the death of her friends, you should write that down before you forget. A quick note will do, just something to jog your memory.

Sometimes you’ll get an idea for a new plot thread totally outside the realm of gaming. You might be grabbing a cup of coffee in the break room, watching a child’s soccer game, or playing a video game and think, “I should bring that into my game.” Take note of these ideas too. Gone are the days of needing to have a piece of paper and something to write with in order to remember a great idea. If you’ve got a phone, you’ve got a note-taking application.

When you sit down to plan your next session, take a minute and add your new ideas into the open plot thread document. Our updated sample looks like this after the first session.

  • Duke Wellington has been captured and ransomed by the dragon Melicharo.
  • Duchess Fiona works for The Shields and will ask adventurers who impress her to recover relics.
  • The Society of Genius is seeking the same items as The Shields.
  • Thog (half-orc barbarian) is searching for the necromancer who killed his brother.
  • Rhea (human wizard) needs enough gold for a diamond to raise her old mentor from the dead so she can learn the location of his old spellbook.
  • Tippy Shortstockings (halfling rogue) is running from her old thieves’ guild after she stole the thief queen’s crown.
  • Grimbeard McShandy (dwarf cleric) lost track of his husband years ago after he disappeared mysteriously in the night.
  • The kobold shaman Skull-Skull in Melicharo's lair escaped after watching his friends die at the hands of the adventurers and promised revenge.
  • In Grimbeard McShandy's dreams, his husband is being tortured by an otherworldly creature called a feldyra, a monster that slowly steals the life force of others and lives in a literal nightmare realm.
  • Rhea has the diamond to bring back her mentor.
  • Tippy is trying to seduce Duke Wellington and he seems into it...
  • Duke Wellington is tired of playing second fiddle to his wife and is secretly a member of The Society of Genius.
  • Melicharo's mother, Brindratharix, is out there and coming for the adventurers. When she learns The Society of Genius is searching for them, she joins forces.

After that, take a few minutes and update your outline just like you did with the character backstories. Check the old uncrossed threads too. You might be able to incorporate those. Just like last time, it’s fine to leave off any threads you can’t work into the outline. Leave them uncrossed. Here’s our sample with the new information.

  1. The young dragon Melicharo the White has kidnapped Duke Wellington and ransomed her
    1. Duchess Fiona, Wellington’s wife, is looking for adventurers to save him
      1. Wellington was targeted by Melicharo because the duchess has several magic items the dragon wants
      2. Fiona will give one of her magic items as a reward to the adventurers who save Wellington
    2. The adventurers will go into Melicharo’s lair to save Wellington
      1. The lair is a floating glacier which does not melt
      2. Melicharo is allied with a tribe of kobolds who worship him as a god
      3. Melicharo has a large diamond in his hoard which could be used by Rhea to bring her old mentor back to life
  2. Duchess Fiona contracts the adventurers to recover more items for her collection
    1. Duchess Fiona is a member of The Shields, a small secret society that keeps dangerous relics out of the hands of evildoers
    2. Duchess Fiona warns the adventurers that The Society of Genius, an organization of wizards bent on world domination, might be trying to get the same magic items they’re seeking
    3. The party retrieves several items for the duchess and sometimes has run-ins with the Society of Genius
    4. During the course of these adventures, Tippy’s old thieves’ guild strikes while the characters are away and steals one of the recovered magic items
      1. The guild threatens to sell the item to The Society of Genius unless the thief queen’s crown is returned
      2. The party must find the thieve’s guild and decide how to deal with them
  3. As part of a massive coordinated attack against The Shields, The Society of Genius kills Duchess Fiona and steals the items the adventurers have gathered for her
    1. Duke Wellington is gone. As a secret member of The Society of Genius, he got the inside information from his wife and helped plan the attacks.
  4. The adventurers must seek help from the last remaining members of The Shields who have gone into hiding
  5. The adventurers must take out the allies of The Society of Genius to weaken them
    1. Brindratharix is supporting them and in her son's old lair
    2. Tippy's old thieves' guild may align themselves with The Society of Genius after interacting with them
  6. The adventurers must take on The Society of Genius
    1. At some point Thog will face his brother's killer
  7. Side Quests
    1. At night Grimbeard McShandy keeps receiving prophetic dreams of his missing husband screaming in pain
      1. Grimbeard McShandy must find a way to enter the nightmare realm to save his husband from a feldyra
      2. If he does not rescue his husband in 90 days, his husband will die from the feldyra's constant feeding
    2. Rhea brings her mentor back from death
      1. His old spellbook was rigged to teleport into a secret underground prison for vampires in the event of his death
        1. The prison used to be run by lycanthropes friendly to the mentor, but since his death the vampires broke free and control the place
        2. The head vampire found the spellbook and is currently using it to keep his leadership position
      2. The mentor is familiar with the necromancer who killed Thog's brother
        1. Necromancer is a member of The Society of Genius
        2. Was a former student of the mentor
    3. Skull-Skull will return with his Ettin friend to stomp the party

Once you start playing, a single plot thread can spawn a lot of ideas. Some are side quests and others take place further down the road. But now you’ve got an idea of how the story can be connected and how to work it into your game. You won’t leave anything hanging unless you want to.

Tie Up Threads As You Go

Weave threads together over the course of the story. Do not save every thread for the final session. In the early days of running games, I kept all threads, major and minor, open until the very end of a campaign. It made for an almost comical finale.

Until the last session, every recurring villain got away, the characters never fully confronted their shady pasts, every missing person important to the party stayed missing… you get the idea. It felt like the final episode of a television series canceled mid-season. There was a hasty wrap-up.

If you close threads along the way throughout the campaign, you’ll be surprised at how much richer your story becomes.

Tying up many threads earlier will create new ones for you. As you can see in the example above, the party’s wizard raises her mentor and it leads to new revelations and quests. This gives the story extra layers of plot and creates a deeper tale that’s more satisfying when all is done.

It may seem overwhelming at first, but if you take a few notes each session and a few minutes to update your outline between games, you’re going to accomplish telling a spectacular, complete story.

End the Campaign

When it comes time to start bringing your story to a conclusion, you’ll need to start tying up plot threads. I know my game master brain can’t stop introducing new ideas, which is totally fine, but at some point you need make sure you’re closing down more plot threads then you’re adding to have everything wrapped up by the story’s conclusion.

It’s cliche, but true – all good things must come to an end. Some campaigns continue on until the gaming group breaks up and the story just fizzles out, but to get the most out of this method, you need to bring it home. If you outline at the start, take notes, update, and tie up threads throughout, your gaming group will want the campaign to end. The satisfaction of completing an epic story together will propel you into your next adventure together.

Roll20CON Wrap-Up!

I also just wanted to thank everyone who made the Roll20CON livestream awesome. Your support, views, and encouragement mean more than you know!

You can checkout both our games in the links below. The first Dungeons and Dragons game with Rudy Basso, Nadja Otikor, James D’Amato, Richard Zayas, and Greg Bilsland starts in the first video around the 03:09:10 mark. The second game with Anna Prosser Robinson, Holly Conrad, Jared Knabenbaur, and Chris Perkins starts in the first video around the 12:20:25 mark and continues into the second.

https://player.twitch.tv/?video=v70242239

https://player.twitch.tv/?video=v70365584

Thanks to everyone involved. All players were amazing. Roll20 folks were amazing. The audience and community were amazing. The other games and panels were amazing. I was amazed.

Two announcements to come out of this…

  1. Roll20 will be putting out a FREE starter adventure designed by yours truly with maps from Russ Hapke and Gabriel Pickard, puzzle tiles from Stephen Shomo, and tokens from Phillip Wright. If you’ve never played on Roll20 or if you’ve never played fifth edition Dungeons and Dragons or if both of those statements apply to you, this is the adventure that will teach you how. If you’re an expert with both it’s still a fun time. We played through the adventure in the first game I DMed.
  2. During the second game we played Merric Blackman‘s adventure Death in the Cornfields (with a little Tarokka Expansion mixed in). It is an awesome mystery that can be played in one session. Do it.

If you like what you’re reading please follow me on Twitter, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

My Tarokka deck needs something to do.

It’s not that I don’t love the purchase. It’s a wonderful item with a lot of great art. Worth every penny. But I feel like I can make it worth more.

As I mentioned in my one-shot Strahd post, I’m not currently playing Curse of Strahd. Even if I were, I’d want to make expanded use of the Tarokka deck. It’s great for readings, but wouldn’t it be awesome if it could be used for random encounters, treasure tables, and more? It totally can.

Tarokkas and Random Tables

Whether you’re playing Curse of Strahd or not, you can draw cards from your Tarokka deck instead of rolling dice on a random table for encounters, treasure, and more. I’ve made it super easy for you and myself by writing out the numbers on a table below.

I’m aware that other than the d6 column, these cards don’t perfectly correspond to the same probability as a throw of an actual die. If this were a saving throw, ability check, attack or damage roll, I wouldn’t allow it. For a DM’s random table this is close enough. It’s as good as it’s going to get without adding extra cards to the deck!

Making players draw these cards themselves for treasure and encounters is especially fun. It adds a moment of drama at the table as you whip out the cards and ask them to draw. Psychologically it also shifts the onus of the result on the player as the others watch, hoping for a good result.

Check out the table below, or grab it in the link below as a PDF or from the Free Game Resources section of this site.

Tarokka Deck as Dice

Tarokka Deck as DiceA Little Preview

This post is actually a little preview of an upcoming DMs Guild product I’m working on. It’s a recurring encounter for Curse of Strahd that involves a magic Tarokka deck. To learn more about this side trek, you’ll have to wait for next week and watch my game with Chris Perkins during…

Roll20CON

If you haven’t heard about Roll20CON yet, the info is below!

The free, online-only celebration of the Roll20 Community will take place on June 3rd, 2016 for just 24 hours – but you can start preparing, listing, and joining games now! From 12AM – 11:59PM Pacific time, there will be games galore played on my favorite virtual table. You’ll want to join in the action and get to try some of the Plus and Pro subscription features for free. That’s right. Dynamic Lighting (and tons of other awesome features) will be free during Roll20CON.

During the convention, some of your favorite streamers, publishers, podcasters, and I will be live on Twitch helping raise money for Cybersmile, the international non-profit supporting victims of cyberbullying.

If you haven’t seen the schedule for Roll20CON check it out below. You’ll notice I’m running two games during the 24-hour live stream with some of the biggest names in Dungeons and Dragons including my good friend Rudy Basso of the Tome Show’s D&D V&G podcast and Have Spellbook, Will Travel, Nadja Otikor of Misscliks D&D Prophecy, Greg Bilsland of Wizards of the Coast and member of the Dungeons and Dragons team, and, oh yeah, Chris Freakin’ Perkins, a Wizards of the Coast D&D employee who needs no introduction.

Needless to say I am thrilled about this and nervous. I’d love your support and love on game day. So if you’re around at 5AM or 2PM Pacific time on June 3, 2016, check out Twitch and watch us play D&D!

schedule3

If you like what you’re reading please follow me on Twitter, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

Quick announcement: The meaty World Builder Blog posts will now come every Thursday, since episodes of Have Spellbook, Will Travel drop on Wednesdays and I don’t want to overload you.

Time for even more aberrations!

A few weeks ago I made the case for needing more high challenge rating aberrations than the ones in the Monster Manual for my soon-to-be-published Exploration Age campaign setting. There’s only 19 total aberration stat blocks in the book, and the highest CR is 14 (beholder in lair), so you might want some more aberrations for your world too! That’s why I’m sharing them on this blog.

In that post I showed off the Lovecraft-inspired moonbeast. Then in a later post I presented my hound of Tindalos and after that my gug. In this post I’m showing off my fifth edition Dungeons and Dragons version of the dimensional shambler!

Publisher’s Choice Quality Stock Art © Rich Hershey / Fat Goblin Games

Publisher’s Choice Quality Stock Art © Rich Hershey / Fat Goblin Games

Dimensional Shambler

Dimensional shamblers are 5-foot tall hairless beasts of humanoid form. Tight grey and red skin binds their unnerving crouched form. Their hands sport cruel claws and their almost simian head can open terrifyingly wide to reveal rows of canine teeth. Very little is known about their motivations, but theories abound.

Hunters of Intelligent Life. Dimensional shamblers cross the multiverse using their innate plane-shifting abilities looking for prey. While no one is certain what exactly attracts shamblers to a particular prey, they seem to be drawn to intelligent humanoids who use magic to travel to and summon creatures from other planes. While such victims appear to be a shambler’s preferred target, they are known to abduct any creature with above animal intelligence. A shambler can spend years tracking a single target.

Soul-Devouring Torturers. While dimensional shamblers are powerful combatants and known to kill large groups of humanoids, they much prefer to drag off a single intelligent creature from a fight. They will carry these victims to forgotten corners of the multiverse and bathe them in a ooze-like substance called gray mire. The gray mire painfully devours and nourishes a victim over the course of weeks as the shambler watches, never resting. Eventually the victim’s body is completely destroyed by the mire, leaving only their soul which is devoured by the shambler.

Power in Numbers. While dimensional shamblers often work alone, they do cross paths in the multiverse. Sometimes these horrors agree to work together to capture prey. A strange bond forms between shamblers who agree to work together, increasing each’s power exponentially.

Dimensional Shambler

Medium aberration, chaotic evil


Armor Class 17 (natural armor)

Hit Points 171 (18d8 + 90)

Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5)  16 (+3) 20 (+5) 10 (+0) 14 (+2) 20 (+5)

Saving Throws Dex +7, Int +4, Wis +6, Cha +9

Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons

Damage Immunities psychic

Condition Immunities exhaustion, charmed

Skills Perception +6, Stealth +7, Survival +7

Senses truesight 120 ft. passive perception 16

Languages Deep Speech, telepathy 120 ft.

Challenge 12 (8,400 XP)


Aggressive Plane Shift. When the shambler casts plane shift any creatures it is grappling must succeed on a DC 17 Charisma saving throw or be teleported with the shambler. If the shambler is touching an unconscious creature when it casts this spell, that creature is automatically transported with the shambler.

Hypnotic Presence. Creatures who start their turns within 30 feet of the shambler and can see the creature must succeed on a DC 17 Wisdom saving throw or become 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. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the shambler’s Hypnotic Presence (and the hypnotice presence of all dimensional shamblers) for the next 24 hours.

Spellcasting. The shambler’s innate spellcasting ability is Charisma (spell save DC 17). The shambler can innately cast the following spells, requiring no material components:

At-will: dimension door, misty step

3/day: dominate monsterplane shift, telekinesis

Strength in Numbers. The DC of the shambler’s spells and Hypnotic Presence ability increases by 1 (to a maximum of 20) for every other dimensional shambler within 100 feet on the same plane.

Actions

Multiattack. The shambler can make three attacks: two with its claws, and one with its bite.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage and the target is grappled (escaped DC 17). Until this grapple ends, the target is restrained and the shambler can’t use its claws to attack another target.

Create Gray Mire. The shambler touches any 10-foot-square area of natural ground such as dirt, stone, grass, sand, or ice and it becomes a 5-f00t-deep pool of gray mire. Creatures who enter or start their turns in the area must succeed on a DC 17 Constitution saving throw or become paralyzed for 24 hours. During this time the gray mire nourishes them, so they don’t need to eat, sleep, or breathe, but it also eats away at their flesh, dealing 1 necrotic damage which cannot be reduced in anyway. The target’s hit point maximum is reduced by an amount equal to the damage taken effect. This reduction lasts until the target finishes a long rest outside of a pool of gray mire. If a creature’s hit point maximum is reduced to 0 by this effect, it is consumed by the pool and any dimensional shamblers nearby regain 171 hit points. At the end of 24 hours of being paralyzed, the creature must succeed on another DC 17 Constitution saving throw or suffer the same effect if it still in the pool.

The pool counts as difficult terrain. Creatures who start their turn in the pool or enter the pool on their turn must succeed on a DC 17 Strength saving throw or become grappled by the mire until the start of their next turn. A creature who is in the pool can be pulled out of it by another creature not in the pool who can reach the creature in the pool with a DC 17 Strength check made as an action. Being pulled from the pool ends any grappled or paralyzed condition caused by the mire.

Dimensional shamblers are immune to the effects of the gray mire.

PDF

Would you like this Lovecraftian beastie to threaten your players’ characters? Grab it now in its own PDF or alongside a lot of Exploration Age’s monsters! Like the icebreaker shark, gaping maw, morchia, and mystauk.

Dimensional Shambler

All Monsters

If you liked these creatures be sure to check out my other offerings in the Free Game Resources section of this site and my Pay What You Want products on the DMs Guild for backgrounds, magic items, optional rules, and more.

Playtest it up!

Now I ask you my readers to please go forth and test this nasty. Throw it at your players and see how they fare! If you have any feedback for my monster please leave it in the comments below or email me (james.introcaso@gmail.com). If you tell me your name and the names of your players I’ll give you credit as playtesters in the Exploration Age Campaign Guide!

If you like what you’re reading please follow me on Twitter, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

Let’s make some more aberrations!

A few weeks ago I made the case for needing more high challenge rating aberrations than the ones in the Monster Manual for my soon-to-be-published Exploration Age campaign setting. There’s only 19 total aberration stat blocks in the book, and the highest CR is 14 (beholder in lair), so you might want some more aberrations for your world too! That’s why I’m sharing them on this blog.

In that post I showed off the Lovecraft-inspired moonbeast. In this post I’m showing off the hound of Tindalos.

Publisher’s Choice Quality Stock Art © Rich Hershey / Fat Goblin Games

Hound of Tindalos

Little is known about the hounds of Tindalos, since few people see one and live to tell the tell. These mind-bending beings have thin canine bodies and bat-like faces. Like many aberrations, their unsettling, bestial appearance belies their clever, murderous minds. They are named for the city of their origin in the Far Realm.

Planar Predators. The odd physiology of the hounds allows them to teleport instantly across the planes. These beasts constantly hunger for the lifeblood of spellcasters. The more accomplished the caster, the greater the hound’s hunger for that person. Since beings of such power are rare on a single plane, the beasts stalk the multiverse for new victims.

Relentless Hunters. Hounds of Tindalos never give up on prey once they’ve decided to pursue it. Their bodies are sensitive to subtle changes in magical currents. As such they can tell when a being near them teleports, alters time, or travels through time (be it physically with a spell like time stop or a simple glance into the future or past with a spell like legend lore). It uses this sense to hunt creatures of magical power and follows them through the multiverse until it sees an opportunity to strike.

Hound of Tindalos

Medium aberration, chaotic evil


Armor Class 20 (natural armor)

Hit Points  189 (18d8 + 108)

Speed  50 ft.


STR DEX CON INT WIS CHA
20 (+5)  24 (+7) 22 (+6) 19 (+4) 20 (+5) 24 (+7)

Saving Throws  Dex +12, Wis +10, Cha +12

Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons

Condition Immunities exhaustion

Skills Perception +10, Survival +10

Senses truesight 120 ft. passive perception 20

Languages Deep Speech, telepathy 120 ft.

Challenge 15 (13,000 XP)


Magic Resistance. The hound has advantage on saving throws against spells and other magical effects.

Magic Sensitivity. The hound automatically knows when the exact location of a spellcaster casting a conjuration, divination, or transmutation spell is cast within 1 mile of its location. If the spell moves the spellcaster (e.g. dimension door) the hound knows the exact location to which the spell took the caster, even if that location is outside the 1-mile range of the hound’s sensitivity.

Magic Weapons. The hound’s weapon attacks are magical.

Spellcasting. The hound’s spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components.

At will: detect magic, locate creature, locate object

3/day: dispel magic, phantasmal killer, scrying

1/day: time stop

Actions

Multiattack. The hound can use Paralyzing Howl and make three attacks: two with its claws, and one attack with its bite or proboscis.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) piercing damage. If the target is a creature it is then grappled (escaped DC 18). Until the grapple ends the target is restrained and the hound cannot use its bite against another target.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

ProboscisMelee Weapon Attack: +12 to hit, reach 5 ft., one creature that is grappled by the hound, incapacitated, or restrained. Hit: 14 (2d6 + 7) piercing damage plus 20 (6d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the damage taken and the hound regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Angled Entry. The hound can cast plane shift at-will, but it can only cast the spell on itself and its destination point must be adjacent to a fixed angle or corner in the physical environment, such as a wall, floor, or ceiling (as determined by the GM); temporary angles created by cloth, flesh, or Tiny or smaller items are not sufficient. It cannot use this ability to enter curved architecture or open outdoor environments.

Paralyzing Howl. Creatures within 30 feet of the hound that can hear the creature must succeed on a DC 20 Wisdom saving throw or become paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Paralyzing Howl of all hounds of Tindalos for the next 24 hours.

PDF

Would you like this Lovecraftian beastie to threaten your players’ characters? Grab it now in its own PDF or alongside a lot of Exploration Age’s monsters! Like the icebreaker shark, gaping maw, morchia, and mystauk.

Hound of Tindalos

All Monsters

If you liked these creatures be sure to check out my other offerings in the Free Game Resources section of this site and my Pay What You Want products on the DMs Guild for backgrounds, magic items, optional rules, and more.

Playtest It Up

Now I ask you my readers to please go forth and test this nasty. Throw it at your players and see how they fare! If you have any feedback for my monster please leave it in the comments below or email me (james.introcaso@gmail.com). If you tell me your name and the names of your players I’ll give you credit as playtesters in the Exploration Age Campaign Guide!

If you like what you’re reading please follow me on Twitter, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!