Subclasses

 

THE TIMELESS


Your patron is a being that exists outside of the fabric of time. 

EXPANDED SPELL LIST

The Timeless lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

TIMELESS EXPANDED SPELLS

  Spell Level Spells

  1st Expeditious Retreat, Cure Wounds

  2nd Lesser Restoration, Mirror Image

  3rd Haste, Slow

  4th Death Ward, Freedom of Movement

  5th Mass Cure Wounds, Raise Dead

SKIP TIME

Starting at 1st level, when an enemy that you can see makes an attack roll against you, you can use your reaction to give the enemy disadvantage. 

DELAY THE AGONY

Starting at 6th level, you can delay the feeling of pain your allies take. As an action, you touch a willing creature, giving them temporary hit points equal to 2d6 + your Warlock level. You can use this ability a number of times equal to your Charisma modifier (minimum 1). Once all uses are expended, you cannot use this ability again until you finish a long rest.

TURN THE CLOCK

Starting at 10th level, you can control the state of your age. Your body stops aging, and your age cannot be forcefully changed by magical means. Additionally, you may use an action to reduce or increase your age by 3d10 years. Once you use this ability, you cannot use this ability again until you finish a long rest.

REVERSE TIME

Starting at 14th level, you can reverse time for yourself. As an action, you turn back time to put yourself in whatever state you were in at the start of your turn in the last round. You may choose two of the following options of what is restored to you.

You must finish a long rest before you can use this feature again.

  • Regain hit points you lost after the start of your last turn.

  • Move back to a space you were in at the start of your last turn.

  • Regain a spell slot you spent after the start of your last turn.

 

WAY OF THE WEB


Monks of the Way of the Web are masters of restraining their opponents and guarding their monasteries. They learn to wield the spider’s mighty web, using ki to ensnare unsuspecting enemies, and enhance their senses against the unseen. Practitioners of the Way of the Web are peaceful in nature. Most simply seek the quiet life of service and meditation, and others find peace in the art itself, but some individuals come with interest in finding a greater purpose. Whether they be hero or villain, what decides their destiny is not strength of body, but strength of mind and spirit. The Way of the Web is a tradition largely centered upon trapping your opponent. Like the spider, you sit upon your web and wait for your prey to come to you. 

SPIN THE WEB

Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast entangle, pass without trace, spider climb, or web, without providing material components. Additionally, you gain the thorn whip cantrips if you don’t know it already. All spells cast this way are made of webbing instead of vegetable material.

SPIDER STEP

At 6th level, you gain the Web Sense and Web Walker traits, as described in the Monster Manual.

WEB OF WOES

At 11th level, the control over your webs bolsters. Webs you create using ki points last until dispelled.

SPIDER SENSE

At 17th level, your senses heighten. You gain blindsight up to 30 feet and creatures have disadvantage on Stealth attacks against you. Additionally, when you finish a long rest roll two d20s and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature within 30 feet of you that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

 

PATH OF THE SHIELD BEARER


Some say the best offense is a good defense. The path of the Shield Bearer is a path of vigorous conflicts, with your eyes planted firmly above the rim of your shield. 

SHIELD BASHER

Starting when you choose this path at 3rd level, you can utilize your shield as a weapon. Your shield counts as a martial weapon. Your shield deals 1d8 damage.

TOTAL DEFENSE

Beginning at 6th level, while raging you can add half your rage damage (minimum 1) to your AC if you have a shield equipped.

TEAM PLAYER

Beginning at 10th level, you gain the Duelist and Protection fighting styles.

BOUNCING SHIELD

Starting at 14th level, you enter a complicated relationship with the law of physics. While you are raging, you may use your shield as a thrown weapon. When you do so, you make a ranged attack against a creature within 30 feet. On a hit, the creature takes damage as if you used a melee attack with one hand. You may add rage damage to this attack. The shield returns to you as a part of the same attack action. You may target an additional creature with this using Extra Attack.

 

SCHOOL OF SELF EXPERIMENTATION


DISTORTION

At 2nd level, your body bends and flickers around oncoming attacks. While you are wearing no armor, not wielding a shield, and have no spells increasing your Armor Class active, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. This effect does not stack with Unarmored Defense. 

ELASTICITY

At 2nd level, your physical makeup has begun transforming into a light weight, stretchy, elastic-like material. Your body weighs 5x less than it typically should, and your reach becomes 5 feet greater than normal. Additionally, your reach increases to 10 feet at 6th level, 15 feet at 10th level, and 20 feet at 14th level.

PERMANENCE  

Starting at 6th level, you can infuse your body with the power of a few select spells. When you finish a long rest, choose a number of 1st level spells equal to half your Intelligence modifier (rounded down; minimum 1). You may choose any spells with a range of Self from the Wizard or Cleric spell list. You gain the effects of these spells until the end of your next long rest. 

METAMORPHOSIS

Beginning at 10th level, you learn to manipulate the size and mass of your body. As a bonus action, you can cast the Enlarge / Reduce spell targeting yourself. Casting the spell in this way does not expend a spell slot, require verbal, material, or somatic components, or require concentration to maintain it. You can cast the spell this way a number of times equal to your Intelligence modifier (minimum 1). 

Additionally, at 14th level, you can expend 2 uses of this ability to cast Polymorph. Casting the spell in this way does not expend a spell slot, require verbal, material, or somatic components, but does require concentration to maintain it.

AMORPHOUS

Starting at 14th level, you gain the Ooze’s Amorphous trait and the Mimic’s Shapechanger and False Appearance traits, as described in the Monster Manual.

 

DESPERADO (BARD)


Desperados are bards who skipped the college scene and traveled the world honing their skills with gun in hand. These bards gather in taverns and tell stories of bounties they’ve collected. They travel the land in search of wealth, living solemn lives. They use their songs to intimidate enemies and bolster their combat performances.

FIREARM PROFICIENCY

Starting when you choose this archetype at 3rd level, you gain proficiency with handguns, allowing you to add your proficiency bonus to attacks made with handguns.

GUNSMITH

Upon choosing this archetype, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.

FIREARM PROPERTIES

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses the ammunition fails to detonate or bounces away harmlessly before doing so.

Ammunition

All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

Firearms

Name Cost Ammo Damage Weight Range Properties

Palm Pistol 50g 2g (20) 1d8 piercing 1 Ib. (40/160) Light, reload 1, misfire 1

Pistol 150g 4g (20) 1d10 piercing 3 Ib. (60/240) Reload 4, misfire 1

DESPERADO’S TUNE

When you choose this archetype at 3rd level, you learn to perform songs to disable or damage your opponents.

Grit. You gain a number of grit points equal to your Charisma modifier (minimum 1). You regain 1 expended grit point each time you roll a 20 on a d20 roll for an attack with a firearm or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.

Tunes. You learn two tunes of your choice, which are detailed under “Tunes” below. Many maneuvers enhance your combat prowess in some way. Each use of a tune must be declared before at the start of your turn. You can use only one tune at a time.

You learn an additional tune of your choice at 6th, 10th, 14th, and 18th level. Each time you learn a new tune, you can also replace one tune you know with a different one.

QUICKDRAW

When you reach 3rd level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.

RAPID REPAIR

Upon reaching 6th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearms as a bonus action.

LIGHTNING RELOAD

At 15th level, you can reload any firearm as a bonus action.

TUNES

These tunes are presented in alphabetical order.

CRESCENDO

As a bonus action, you can expend a grit point to perform a crescendo. You can use this action while maintaining your hum. Each creature of your choice, that you can see and can hear you within 30 feet gains 2d8 temporary hit points. 

DEADLY CLIMAX

When you roll a 20 on a D20, if the roll is an attack roll, you may expend the grit point you would gain to double the damage dealt after the damage roll.

DRAMATIC PAUSE

As a bonus action, you may expend a grit point to gain the effects of the sanctuary spell until the end of your next turn. You can use this action while maintaining your hum.

HUM

As a bonus action, you can expend a grit point to start a hum. You may continue this hum for 1 minute, or until you dismiss it as a free action. While humming, each creature of your choice within 30 feet, that can hear you, gains a +1 to saving throws against charm and fear effects. 

POSE

As a bonus action, you can expend a grit point to strike a menacing pose. You can use this action while maintaining your hum. When you do so, each creature of your choice that can see you within 30 feet must succeed on a Charisma saving throw or become frightened of you for 1 minute. A creature may reroll this save at the start of their turn. A creature that succeeds on its saving throw can’t be frightened in this way for 24 hours.

WHISTLE

You may expend a grit point to perform a short whistle as a free action on your turn. You can use this action while maintaining your hum. When you do so, you may reload your weapon as a movement action.

 

Class

 

THE HALF BLOOD


HIT POINTS

Hit Dice: 1d8 per Half Blood level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Half Blood level after 1st

STARTING PROFICIENCIES

You are proficient with the following items, in addition to any Proficiencies provided by your race or Background.

Armor: Light Armor, shields

Weapons: Simple Weapons, Martial Weapons

Tools: none

Saving Throws: Wisdom, Choose one

Skills: Choose two skills

CURSED

At 1st level, you gain the ability to turn into a turned-like creature as a Bonus action. While in this form, your alignment shifts towards the form you’ve chosen. For instance, if a Lawful Good creature turned into a Lycan, they could become Chaotic Good or Lawful Evil. 

Your turned form lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a Hostile creature since your last turn or taken damage since then. You can also dismiss your turned form on your turn as a Bonus action.

Once you have turned the maximum number of times for your Half Blood level, you must finish a Long Rest before you can turn again. You may turn 2 times at 1st Level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

On the night of a full moon, you must make a DC 20 Wisdom saving throw. On a failed save, you turn into your turned form until the next dawn. Whether you have control over your actions during this time is up to your DM’s Discretion.

ANIMALISTIC RAGE

Starting at 2nd level, you gain resistance to bludgeoning, piercing, and slashing damage while using your turned form. You do not have resistance against damage from silvered weapons, spells, and magical effects.

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, and four when you reach 15th level in this class.

FERAL SENSES

At 6th level, your senses enhance significantly. You gain the Keen Smell trait, as described in the Monster Manual.

TOUGHENED HIDE

Beginning at 7th level, your hide thickens in your turned form. While in your turned form, if you’re not wearing any armor or wielding a shield, your armor class equals 10 + your Dexterity modifier + your Constitution modifier.

POTENCE

Starting at 9th level, you gain the effects of the Jump and Longstrider spells while in your turned form.

At 13th level you gain the effects of the Slow Fall spell, and at 17th level you gain the effects of the Barkskin spell while in your turned form.

FULL BLOODED

At 18th level, your turned blood has fully developed. You gain immunity to bludgeoning, piercing, and slashing damage while using your turned form. Additionally, you gain resistance to bludgeoning, piercing, and slashing damage from spells and magical effects while using your turned form. You do not have immunity or resistance against damage from silvered weapons.

CONTROL THE BEAST

At 20th level, you gain control over the beast inside. You no longer unwillingly turn on the night of a full moon, and your turned form only ends early if you fall unconscious or choose to end it.

TURNED FORMS

LYCAN

CURSE OF THE LYCAN

At 1st level, when you enter your turned form, shift your alignment towards Chaotic or Evil. While in your turned form, you grow claws. These claws count as natural weapons, which you are proficient with. Your claws deal 2d4 piercing damage.

DEMENTATION

At 3rd level, your blood thickens, granting new abilities. While in your turned form, you gain the Pack Tactics trait, as described in the Monster Manual.

METAMORPHOSIS 

Starting at 10th level, your natural weapons granted by your turned form are one dice category higher (ex: 2d4 increases to 2d6). Additionally, you gain the Keen Hearing trait, as described in the Monster Manual.

BESTIAL SOUL

Starting at 14th level, the soul of the beast roars within you. Your turned blood thickens granting you new abilities. You may use your action to summon a pack of wolves from the Beastlands. You may summon either 2d6 wolves, 2d4 dire wolves, or 1d4 winter wolves. You may not use this action again until you finish a long rest.

URSAN

CURSE OF THE URSAN

At 1st level, when you enter your turned form, shift your alignment towards Neutral or Good. Your Strength score becomes 19 for the duration of your turned form. If your Strength score exceeds 19, it does not diminish from this ability.

DEMENTATION

At 3rd level, your blood thickens, granting new abilities. You have advantage on Strength checks and Strength saving throws.

METAMORPHOSIS 

Starting at 10th level, you grow one size category larger when you turn. Your carrying capacity, push, pull, and lift are doubled. Additionally, you gain proficiency in the Perception skill while in turned form. If you already have proficiency in the Perception skill, you gain expertise with that skill instead.

BESTIAL SOUL

Starting at 14th level, the soul of the beast roars within you. Your turned blood thickens granting you new abilities. Your Constitution score becomes 19 for the duration of your turned form. If your Constitution score exceeds 19, it does not diminish from this ability.

APER

CURSE OF THE APER

At 1st level, when you enter your turned form, shift your alignment towards Neutral or Evil. While in your turned form, you grow tusks. For the duration, you are proficient with your tusks. Your tusks deal 2d6 slashing damage.

DEMENTATION

At 3rd level, your blood thickens, granting new abilities. While in your turned form, you gain the Charge trait, as described in the Monster Manual. The DC for this save is 8 + your Strength modifier + your proficiency bonus.

METAMORPHOSIS 

Starting at 10th level, when you are reduced to 0 hit points while in your turned form but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

BESTIAL SOUL

Starting at 14th level, the soul of the beast roars within you. Your turned blood thickens granting you new abilities. You can’t be Charmed or Frightened while in your turned form. If you are Charmed or Frightened when you turn, the effect is suspended for the duration of the form.

MUS

CURSE OF THE MUS

At 1st level, when you enter your turned form, shift your alignment towards Lawful or Evil. As a bonus action, you can shapeshift into a Giant Rat, and back into your turned form

DEMENTATION

At 3rd level, your blood thickens, granting new abilities. While in your turned form, you gain a climbing speed of 30 feet.

METAMORPHOSIS 

Starting at 10th level, as a bonus action, you can shapeshift into a Swarm of Rats, and back into your true form. Additionally, you gain darkvision out to a range of 60 feet while in your turned form.

BESTIAL SOUL

Starting at 14th level, the soul of the beast roars within you. Your turned blood thickens granting you new abilities. You may use your action to summon a swarm of rats from the Beastlands. You may summon either 2d8 giant rats, 2d6 swarms of rats, or 2d4 swarms of cranium rats. You may not use this action again until you finish a long rest.

TIGRIS

CURSE OF THE TIGRIS

At 1st level, when you enter your turned form, shift your alignment towards Neutral. You gain the Pounce trait, as described in the Monster Manual. The DC for this save is 8 + your Strength modifier + your proficiency bonus.

DEMENTATION

At 3rd level, your blood thickens, granting new abilities. While in your turned form, you grow claws. For the duration, you are proficient with unarmed attacks. Your claws deal 2d6 piercing damage.

METAMORPHOSIS 

Starting at 10th level, your natural weapons granted by your turned form are one dice category higher (ex: 2d6 increases to 2d8). Additionally, you gain proficiency in the Stealth skill while in turned form. If you already have proficiency in the Stealth skill, you gain expertise with that skill instead.

BESTIAL SOUL

Starting at 14th level, the soul of the beast roars within you. Your turned blood thickens granting you new abilities. You can use your action to frighten someone with your roar. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw. The DC for this save is 8 + your Strength or Charisma modifier + your proficiency bonus. On a failure, a creature is frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

PISTRIS

CURSE OF THE PISTRIS

At 1st level, when you enter your turned form, shift your alignment towards Chaotic or Neutral. While in your turned form, you gain a natural swimming speed of 30 feet. Additionally, you gain the Amphibious trait, as described in the Monster Manual.

DEMENTATION

At 3rd level, your blood thickens, granting new abilities. While in your turned form, you grow razor sharp teeth. For the duration of your turned form, you are proficient with bite attacks. Your bite deals 2d8 piercing damage.

METAMORPHOSIS 

Starting at 10th level, you grow one size category larger when you turn. Your carrying capacity, push, pull, and lift are doubled. Additionally, natural weapons granted by your turned form are one dice category higher (ex: 2d8 increases to 2d10).

BESTIAL SOUL

Starting at 14th level, the soul of the beast roars within you. Your turned blood thickens granting you new abilities. You gain the Blood Frenzy trait, as described in the Monster Manual. Additionally, your swim speed increases to 60 feet.

 

Spells


DICE

Cantrip transmutation 

Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: Instantaneous 

When you slice through an object in one strike, you may create any number of even slices on that object (ex: You cut a cake in half, and it cuts into eight pieces; you cut down a tree in one strike and create a tree’s worth of lumber).

CONJURE COMPLIMENTS

Cantrip conjuration 

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: 1 hour

You conjure a variety of spices, juices, and herbs to enhance the flavor of a meal. You may cast this spell on a 1-foot cube of nonmagical food. Any creature who partakes in the food gains 1d4 temporary hit points until the end of the duration. The spell’s temporary hit points increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

BUBBLE

1st level conjuration

Casting Time: 1 bonus action

Range: Self

Components: V, S, M (a bar of soap)

Duration: 1 minute

You summon a bubble around yourself. This bubble floats into the air at a speed of 10 feet per round. Once it reaches 100 feet in the air, the bubble pops, and you fall. If you are hit by a ranged attack or make a ranged attack while in the bubble, the bubble pops.

BOIL WATER

1st level transmutation

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a drop of water, a grain of sand)

Duration: Concentration, up to 10 minutes

You boil up to 10 gallons of water within range. Any creature in the area must make a Dexterity saving throw, taking 1d6 fire damage on a failed save or half as much on a successful one. 

  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

EXPLOSIVE RETREAT 

1st level evocation

Casting Time: 1 action

Range: Self

Components: V, S, M (shards of a broken mirror)

Duration: Instantaneous

You use the force of a fiery explosion to propel your body away from danger. Each creature within 5 feet of you must succeed on a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much on a successful one. Additionally, this spell pushes you in a 30-foot line in any direction from the original casting point. Creatures who fail their saving throws cannot make opportunity attacks against you.

  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d6 for each slot level above 1st.

ONI GIRI

1st level transmutation

Casting Time: 1 action

Range: Touch

Components: S, M (a melee weapon worth at least 1 sp)

Duration: Instantaneous

You flourish the weapon used in the casting and strike with a knocking force. Make a melee spell attack against a creature. If that creature is larger than you, make that attack with advantage. On a hit, you may deal 2d6 damage of the weapon’s damage type, and the creature must make a Strength saving throw or be knocked prone. A creature cannot be knocked prone if it is more than one size category larger than you.

  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

REND

2nd level necromancy

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a fork and a knife)

Duration: Instantaneous

You tug upon a creature's entrails, rending them from their host. One creature within range must make a Constitution saving throw, taking 2d10 magical slashing damage on a failed save, or half as much on a successful one. If you cast this spell on a corpse, the innards are cleanly pulled from the body.

  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional creature for each slot level above 2nd. 

SALAZAR’S WRITHING DAGGER

2nd level enchantment

Casting Time: 1 action

Range: Touch

Components: V, S, M (a dagger worth at least 1 sp, a ruby worth 50 gp)

Duration: 1 minute or Destroyed (see below)

You imbue a normal dagger with the lustful powers of death. You touch one dagger, making it a magical weapon. When you make an attack with this dagger, on a hit, the dagger remains lodged in your enemy’s body. At the start of their turn, the dagger writhes, and that enemy takes 1d4 piercing damage. The enemy may use their action to make a Dexterity saving throw against your spell save DC. On a success, they remove the dagger from their body, and the dagger disintegrates.

SIEGE MASTER’S BLADE

2nd level enchantment

Casting Time: 1 action

Range: Touch

Components: V, S, M (a splinter and a pebble, a melee weapon worth at least 1 sp)

Duration: Concentration, up to 10 minutes 

You imbue your weapon with destructive ferocity. For the duration, you have advantage on attacks against objects that are not being worn or carried when attacking with a melee weapon. When you deal damage to an object, you deal an extra 2d6 damage of the weapon’s damage type.

  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.

SOUL SOLID

2nd level conjuration

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a shard of ice, a melee weapon worth at least 1 sp)

Duration: Instantaneous 

You harness the quick, cold aspect of death to strike down your enemies. Choose a creature you can see within range. You teleport within range of that creature and make a melee spell attack against that target. On a hit, the target takes 2d6 cold damage. You must then teleport to an unoccupied space you can see within 10 feet of the target, whether you hit or miss.

EXPLOSIVE BULL RUSH

3rd level evocation

Casting Time: 1 action

Range: Self

Components: V, S, M (shards of a broken mirror)

Duration: Instantaneous

You use the force of a fiery explosion to propel your body forward. Each creature in a 15-foot cone behind you must succeed on a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. Additionally, this spell causes you to move 30 feet forward without expending a movement action or causing opportunity attacks. If a creature that is one size larger than you or smaller is within your path of movement, they must make a Strength saving throw. On a failure, the creature is pulled with you the remaining distance, and takes 1d6 bludgeoning damage for every 10 feet it moves. If they succeed, you stop in front of the creature. 

  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage increases by 1d6 for each slot level above 3rd.

SWAP PATHS

3rd level transmutation

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a scrap of food, which the spell consumes)

Duration: Instantaneous

You change the fates of two creatures, causing them to swap places. Choose two creatures within range. If the targets are willing allies, you swap their positions. If a target is an enemy or an unwilling ally, they must succeed on a Charisma saving throw. On a failed save, the effect works as normal. Only one unwilling creature may be targeted by this spell.

  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may target one additional creature for each slot above 3rd.

 

MAD MAGE, CREED

Medium humanoid (tabaxi), neutral evil


Armor Class 17 (natural armor)

Hit Points 81 (18d6 + 18)

Speed 30 ft.


STR DEX CON INT WIS CHA

8 (-1) 19 (+4) 12 (+1) 20 (+5) 10 (+0) 14 (+2)


Saving Throws Int +11, Wis +10

Skills Arcana +11, Investigation +11, Perception +6, Sleight of Hand +10, Stealth +10

Senses darkvision 60 ft., passive Perception 16 

Languages Common, Primordial

Challenge 21 (33,000 XP)


Legendary Resistance (3/Day). If Creed fails a saving throw, he can choose to succeed instead.

Spellcasting. Creed is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). Creed has the following wizard spells prepared:

Cantrips (at will): dancing lights (pg. 230), minor illusion (pg. 260), prestidigitation (pg. 267) 

1st level (4 slots): unseen servant (pg. 284), sleep (pg. 276), color spray (pg. 222), tasha’s hideous laughter (pg. 280)

2nd level (3 slots): web (pg. 287), misty step (pg. 260), enlarge/reduce (pg. 237), gust of wind (pg. 248)

3rd level (3 slots): animate dead (pg. 212), slow (pg. 277), major image (pg. 258), hypnotic pattern (pg. 252)

4th level (3 slots): greater invisibility (pg. 246), control water (pg. 227) 

5th level (3 slots): dream (pg. 236), modify memory (pg. 261)

6th level (1 slot): magic jar (pg. 257), mass suggestion (pg. 258)

7th level (1 slot): mirage arcane (pg. 260), delayed blast fireball (pg. 230)

8th level (1 slot): clone (pg. 222), maze (pg. 258)

9th level (1 slot): time stop (pg. 283)

ACTIONS


Paralyzing Claw. Melee Spell Attack: +11 to hit, reach 5 ft., one creature. Hit: 3 (1d6) cold damage plus 5 (1d4 + 3) slashing damage. The target must succeed pm a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Frightening Gaze (Costs 2 Actions). Creed fixes its gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 17 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to Creed’s gaze for the next 24 hours.

 

ONE SHOT

A mine at the western end of the Anauroch desert struck gold, with hundreds of pounds worth of rare materials and precious gems lining the cavern walls. A large-scale excavation has been funded by a noble of Waterdeep, and a small town has begun rising around the mine. However, other materials in this area including food and water consistently run low, and caravans have been hired to carry these materials to the town, as well as transport goods from the town back to a hold in Parnast, where they are processed and secured for shipment back to Waterdeep.

Recently, the caravan has been under attack from desert bandits, and additional help would be hired in the form of freelance adventurers, to guard the caravan’s day and night. The caravan company “Wyvern’s Run” has hired out a handful of skilled mercenaries to guard their next trip, including the famed Feng Longtooth

First Wagon (Trade Goods)

Caravan Leader - Art Nemeia - Female Tiefling

(Suggested) Driver - Rurik Ungart - Male Dwarf

(Suggested) Worker - Grigor Nemetsk - Damaran Human Male

Second Wagon (Trade Goods)

(Suggested) Mercenary Captain - Feng Longtooth - Half Orc Gladiator

Driver - Keyleth Silverfrond - High Elf Woman

Third Wagon (Supplies)

(Suggested) Driver - Roscoe Hilltopper - Halfling Husband

(Suggested) Cook - Jillian Hilltopple - Halfling Wife

Worker - Diero Tinderleaf - Turami Human Male

Fourth Wagon (Supplies and Mercenaries)

Driver - Sudeiman Khalid - Calishite Human Male

Player Party

DESERT CLIMATE

Each day, every player who spends time on watch must roll a Constitution saving throw or gain a level of exhaustion. Players with metal armor roll with disadvantage. If the bandit attack leaves the caravan with less than 100 rations with over a week's journey still left, all Players must begin rolling Constitution saves whether they are on watch or not. 

Watch rotations last 3 hours each, totaling 12 hours (6:00 AM - 6:00 PM) during the day. This means 4 players must be on guard during the daytime, while the others guard with Feng Longtooth at night.

BANDIT ATTACK

2d6 + 2 bandits and 1 bandit captain attack. They injure Art Nemeia, and attempt to steal as much rations as possible. They will retreat when reduced to half their numbers.

They make a group Stealth check with a +5 and advantage to ambush the caravan at a small ravine. If successful, they will have a surprise round on the party.

RATIONS

There are 14 people in the Caravan, and the journey from Parnast to the mine takes about two weeks. Therefore, 200 items worth of food and water have been packed for the Caravan members, with other rations being held in the trade caravan. When the raiders attack, they will attempt to steal some of these rations. Using their action, a raider can grab 1d10 x 10 worth of rations. 

CREED’S HOME

Sometime after the bandit attack, the caravan will find itself at a small home in the desert. The home sports a living space, a water room, a separate greenery, and a single bedroom. Living in this abode is our main antagonist, Waliblius Creed. He will invite the caravan to rest and replenish at his home, which after a bandit attack, sustaining injuries, and levels of exhaustion being gained, most of the NPCs may feel obliged.

However, it is during that first night that Creed makes his first strike, performing the Manipulation Events on the party and members of the caravan. Whether the party stays or leaves the next day is up to them but investigating Creed will find his body under the effects of Creed’s Poisoning. The Catastrophe events may occur at any time but might be best left for the second day if the party decides to stay.

Main Antagonist (Mad Mage) - Waliblius Creed - Tabaxi Hermit

MANIPULATION EVENTS

Modify Memory - A Player character wakes up with a distinct memory of another player stealing food, water, or another precious item from the Caravan.

Mass Suggestion - Player Characters and NPCs (Up to 12) feel the intense urge to assassinate other caravan members or players. They feel the need to do so in order to reap a higher profit at the end of the mission.

Dream - A Player character has an intense nightmare of a great slithering monstrosity attacking the caravan, killing everyone, and saving them for last. Each time said player sees a rope, worm, or something similar, they must make a DC 19 Wisdom save, or become frightened for 1 minute. They may reroll the save at the end of each turn.

Unseen Servant - Creed’s Unseen Servant moves and steals items from the Players, and possibly, stows them in the bags of other Players or NPCs.

CATASTROPHE EVENTS

Drowning the Thirsty - If a player character finds themself alone in the water room, the tap explodes with a geyser of water, which quickly fills the room in 1d4 rounds, and begins spinning in a whirlpool like fashion. The creature is under the effects of a whirlpool from the Control Water spell. They can break out of the room with a DC 16 Strength check on any window or door. The whirlpool lasts 1d6 rounds.

Zombie Farm - If half the party or less find themselves in the greenery at night, 6 zombies (pg. 316) rise from beneath the harvest and attack the players in a surprise round. 

Creed’s Poisoning - If the player’s enter Creed’s room on the second day unannounced, they find an unconscious Creed in a catatonic state, lying in his bed. Next to him is a cup of water containing a mysterious poison. Creed is making himself look as if he were poisoned, but in reality, he has cast the Magic Jar spell, and is possessing either Art Nemeia or Feng Longtooth

If Creed possesses Feng, he will attack the caravan in Feng’s body at night. If he possesses Art, he will steal a cart, take her 100 feet away from the camp, and blow up the cart with Delayed Blast Fireball at night.

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Voyage to Mars