I think this one is a little wonky, but I am sure that you can see what I am going for. For the DM Option, I submit the following magic item: The Geoforce Engine
<snip>
You know what would make a good addition to the table? Changes in gravity. Make the table a d12, add effects that reduce or increase the strength of gravity. Making the earth more or less dense is terraforming too!
I ran into an issue and need your help... :-) I have three boss monsters that could all fit into the category, but cannot decide which one I should submit:
The Revised Kraken, a primordial titan from the depths of the ocean - fought most likely either at the surface during a raging storn or deep down at the bottom of the ocean in its often temple-like lair.
Zephyros, the Storm Herald, a solar, embodiment of the storm and celestial warlord, and his mighty blade "Stormcleaver".
Araeglos, Lich King of the North, an elvish archlich and former king of a fallen empire, embodiment of the cruelty of winter, and his ancient "Blade of Winter's Wrath".
Anyone else want to suggest which one I should submit? :)
If no other suggestions come in , I will submit Zephyros, the Storm Herald.
I think this one is a little wonky, but I am sure that you can see what I am going for. For the DM Option, I submit the following magic item: The Geoforce Engine
<snip>
You know what would make a good addition to the table? Changes in gravity. Make the table a d12, add effects that reduce or increase the strength of gravity. Making the earth more or less dense is terraforming too!
That could be fun, although its not meant to be a rolled table. Its not a d10 currently, its 10 rounds. It is meant to progressively get more dangerous as a minute passes. My only hang up on adding changes to gravity is that this is meant to be themed around elemental forces rather than more cosmic ones like gravity and time.
Rollback Post to RevisionRollBack
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I think this one is a little wonky, but I am sure that you can see what I am going for. For the DM Option, I submit the following magic item: The Geoforce Engine
<snip>
You know what would make a good addition to the table? Changes in gravity. Make the table a d12, add effects that reduce or increase the strength of gravity. Making the earth more or less dense is terraforming too!
That could be fun, although its not meant to be a rolled table. Its not a d10 currently, its 10 rounds. It is meant to progressively get more dangerous as a minute passes. My only hang up on adding changes to gravity is that this is meant to be themed around elemental forces rather than more cosmic ones like gravity and time.
I think this one is a little wonky, but I am sure that you can see what I am going for. For the DM Option, I submit the following magic item: The Geoforce Engine
<snip>
You know what would make a good addition to the table? Changes in gravity. Make the table a d12, add effects that reduce or increase the strength of gravity. Making the earth more or less dense is terraforming too!
That could be fun, although its not meant to be a rolled table. Its not a d10 currently, its 10 rounds. It is meant to progressively get more dangerous as a minute passes. My only hang up on adding changes to gravity is that this is meant to be themed around elemental forces rather than more cosmic ones like gravity and time.
This is a serious problem when your career involves spreadsheets. "Jensen, what are the updated revenue numbers?" "Sorry boss, I don't have enough d12s to work it out!"
Then to make it official: My DM submission is Zephyros, the Storm Herald: https://www.dndbeyond.com/monsters/2719060-zephyros-the-storm-herald He is a monster that you can use as a boss, but also as a friendly NPC that helps the party with buffs and other support abilities in epic fights against powerful foes :-)
This is my submission for the inspirational option. It's an encounter designed around learning ancient secrets from a druid who's spent so long in their wild shape that they've lost their original identity. In the encounter, the secret is the location of a dangerous alien stronghold. You should feel free to replace that with any secret you need revealed to the players that an ancient archdruid would know. I think you'll really enjoy it.
This is not yet complete. I'd love feedback on the challenge rating.
The Ancient Druid - An encounter for four 15th-level characters
The ancient gnome archdruid Samiya, has lived for thousands of years in the form of a shadowy reflection of the Primal Beast. Samiya is the last remaining member of a circle of druids known as the Gatekeepers, who guarded the natural world from extraplanar threats. Samiya has long since forgotten her true form, and prowls the dense forests around the Eye of Ghulurak, an ancient crater crawling with alien monstrosities. The characters may seek out Samiya for her knowledge of the ancient world, unaware that her knowledge is locked away inside of her bestial mind.
Background History DC 18: In the ancient days when the first druids achieved mastery over primal magic, some of the mightiest magicians chose to remain in beast form at all times. These druids had unlocked many deep secrets, and they thought that by remaining in beast form forever they would learn more. The druids who chose to live only as beasts were gradually subsumed into the lives of the beasts they had joined. As their souls merged with those of the beasts, their minds grew dim, so that they forgot that they had not always been beasts. The deep secrets they discovered became locked inside their animalistic minds.
Hook: The Search for the Eye of Ghulurak The Eye of Ghulurak is a crater over ten thousand years old, formed by an asteroid of living ice originating from the space between the stars. The alien material of the asteroid gradually warped the terrain of the crater until a pinhole gate to the Far Realm opened in its center. Aberrations and cultists have since made the crater their home, constructing a labyrinthine ziggurat over the Eye to channel its energies. Since then, adventurers have sought its location to seek alien artifacts, traffic with ancient Far Realm horrors, or to seal away its alien taint forever. Those who returned have had their minds and bodies irrevocably warped.
In the intervening millennia, the Gatekeepers have tasked themselves with guarding the Eye and hunting any aberrant entities that emerge from its foul depths, but their numbers have dwindled as waking memory of its alien horror fades. The party may seek the treasures lining the vaults of the ziggurat, or they may seek to stem the tide of aberrations and unnatural frost growing ominously beyond the borders of the deep forest.
The characters may be directed to the region containing Samiya's druidic grove, or they may stumble upon it on the way to the Eye of Ghulurak or another destination deep in the forest.
Ghulurak Locked beyond the boundaries of both space and time, Ghulurak, a being of ancient and frozen madness, conjures ageless nightmares of frozen worlds. Within the dark dreams of Ghulurak, whole worlds lie stilled to frozen unlife. Ghulurak would freeze all life, binding living worlds into a frozen rigor of agony and insanity.
Traveling to the Grove When traveling through the forest, a character who succeeds on a DC 13 Intelligence (Nature) check observes that as they travel deeper into the forest, the plant and animal life becomes more ancient, even anachronistic. Species long extinct elsewhere seem to thrive in this environment.
Within a mile or so of the grove, Samiya begins stalking the characters from the tree tops in her immortal beast form. A character who succeeds on a DC 22 Wisdom (Perception) check notices the tail, but Samiya is quick to retreat when noticed.
Grove of the Gatekeepers As the PCs approach the grove, read:
You come upon a clearing atop a steep cliff overlooking a wide jungle river. Among the ancient trees and thick overgrowth are seventeen stone menhirs of varying sizes.
During the day, dim light filtering through the dense forest canopy illuminates the grove. During the night, the grove is dark. Trees ranging from 30 to 120 feet tall populate the grove, and provide half cover. Brush consists of large bushes that count as difficult terrain.
A character can make a DC 14 Intelligence (Arcana) check to intuit the nature of the menhirs. On a success, the character gleans that these stone menhirs are enchanted with an archaic form of druidic magic, and have a strong aura of abjuration and transmutation magic.
Small Menhirs. Twelve small menhirs with a height of 15 feet each provide half cover. The characters can climb a menhir with a successful DC 10 Strength (Athletics) check. The menhirs have AC 18, immunity to psychic and poison damage, and 50 hit points. Samiya can cast a spell with a range of self or touch into menhir, causing the spell to affect every Beast or Plant within 15 feet of the menhir. When cast in this way, a spell does not require concentration. When a small menhir is destroyed, its space becomes difficult terrain. A character may use an action to disenchant a menhir with a DC 20 Intelligence (Arcana) check. A dispel magic spell cast on a small menhir disenchants the menhir if the caster succeeds on a DC 15 spellcasting ability check. A small menhir that is either destroyed or disenchanted can no longer empower Samiya's magic.
Large Menhirs. Five large menhirs with a height of 30 feet each provide three-quarters cover. The characters can climb a menhir with a successful DC 13 Strength (Athletics) check. The menhirs have AC 18, immunity to psychic and poison damage, and 100 hit points. Samiya can cast a spell with a range of self or touch into a large menhir, causing the spell to affect every Beast or Plant within 30 feet of the menhir. When cast in this way, a spell does not require concentration. When a large menhir is destroyed, each space within 5 feet of it becomes difficult terrain, and each creature within 5 feet must succeed on a DC 15 Dexterity saving throw or take (8d8) bludgeoning damage and be knocked prone and restrained. A creature restrained by a fallen menhir can use its action to make a DC 18 Strength check, freeing itself on a success. A character may use an action to disenchant a menhir with a DC 25 Intelligence (Arcana) check. A dispel magic spell cast on a large menhir disenchants the menhir if the caster succeeds on a DC 20 spellcasting ability check. After all of the large menhirs have been destroyed or disenchanted, Samiya loses her Regeneration trait. A large menhir that is either destroyed or disenchanted can no longer empower Samiya's magic.
Mystical Ward. While at least ten of the menhirs stand, they produce a powerful ward against Aberrations and Fiends. Any such creature who enters the grove for the first time on a turn or starts its turn there takes 5d10 radiant damage.
Combat Encounter: The Immortal Beast When the PCs enter the grove, read:
An enormous form that can only be described as a shifting terror of claws, teeth, and fur stands perched atop an eroded menhir and begins howling in an unnatural cadence, appearing to channel a mysterious power. Several beasts lurk around the edges of the grove, moving among the menhirs prepared to pounce.
Samiya's loyal pack guard this ancient grove from outsiders, especially Aberrations and Fiends. Samiya is joined by a pair of quetzalcoatluses perched atop the branches of two of the four awakened trees, and a pair of deinonychuses. The awakened trees remain motionless until combat begins. A character who succeeds on a DC 12 Wisdom (Perception) check notices their telltale movements.
Gatekeeper Tactics. Samiya begins combat in her immortal beast form crouched atop one of the large menhirs, and uses her Standing Leap trait to jump from between menhirs, casting spells into each in order to bolster her Beast and Plant allies. Samiya typically casts barkskin, freedom of movement, longstrider, and primordial ward. A character who sees Samiya cast a spell in her immortal beast form can make a DC 22 Intelligence (Arcana) check. Druids make this check with advantage. On a successful check, the character recalls that powerful druids have the ability to cast spells in beast form. The four awakened trees remain near Samiya's perch, only animating to defend Samiya from melee threats. The quetzcoatluses harrass combatants that keep their distance. The deinonychuses engage with any remaining characters, using their Pounce ability.
Camouflage. The beast has advantage on Dexterity (Stealth) checks made to hide.
Keen Hearing and Smell. The beast has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Legendary Resistance (3/Day). If the beast fails a saving throw, it can choose to succeed instead.
Magic Resistance. The beast has advantage on saving throws against spells and other magical effects.
Pack Tactics. The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Pounce. If the beast moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the beast can make one Bite attack against it as a bonus action.
Regeneration. The beast regains 20 hit points at the start of its turn.
Speak with Beasts and Plants. The beast can communicate with Beasts and Plants as if it shared a language with them.
Standing Leap. The beast’s long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.
Actions
Multiattack. The beast makes one Bite attack and two Claw attacks or two Wildfire attacks. It can replace one attack with a use of Spellcasting. It also uses Roar, if available.
Bite. Melee Weapon Attack:+11 to hit, reach 10 ft., one creature. Hit: 13 (2d6 + 6) piercing damage, and the target is grappled (escape DC 19) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the beast can’t use its Bite attack on another target.
Claw. Melee Weapon Attack:+11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage.
Wildfire. Ranged Spell Attack:+10 to hit, range 120 ft., one target. Hit: 26 (6d6 + 5) fire damage, and the target is blinded until the start of the beast’s next turn.
Roar (Recharge 6). The beast emits a magical roar. Each creature within 60 feet of the beast that can hear the roar must succeed on a DC 20 Wisdom saving throw or be frightened of the beast until the end of the beast’s next turn.
Spellcasting. The beast casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 18):
The beast can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The beast regains spent legendary actions at the start of its turn.
Cast a Spell. The beast uses Spellcasting.
Move. The beast moves up to half its speed without provoking opportunity attacks.
Charge (Costs 2 Actions). The beast moves up to its speed and makes one Claw attack.
Lair and Lair Actions
The Immortal Beast’s Lair
The immortal beast resides in the Grove of the Gatekeepers, an ancient druidic place of power deep in the forest, overlooking a roaring river. The grove is dotted with nineteen mystical stone menhirs that ward the area from extraplanar threats.
Lair Actions
On initiative count 20 (losing initiative ties), the beast can take one of the following lair actions; it can’t take the same lair action two rounds in a row:
Incite the Pack. Until the next initiative count 20, all Beasts within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them.
Lashing Roots. Four large roots or branch that are part of the lair each makes a melee attack roll against a creature within 10 feet of it. They have a +10 bonus to hit and deal 10 (3d6) bludgeoning damage on a hit. If the target is a Medium or smaller creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Mystic Pulse. Brilliant emerald flames engulf one creature within 60 feet of the beast that it can see. The target must succeed on a DC 18 Constitution saving throw or take 27 (5d10) radiant damage and be blinded until initiative count 20 on the next round.
Regional Effects
The region containing the immortal beast’s lair is warped by its magic, creating one or more of the following effects:
Ancient Wildlife. Ancient Beasts are attracted to the area within 6 miles of the lair and settle there in large numbers.
Familiar Territory. Within 1 mile of its lair, the beast leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures.
Gatekeeper Wards. Aberrations and Fiends find the area within 6 miles of the lair uncomfortable, and tend to stay clear. The sensation grows stronger the closer the creatures come to the beast’s lair.
If the immortal beast dies, these effects fade over the course of 1d10 days.
If a menhir is destroyed, Samiya directs her attention toward the greatest threat to the menhirs, first using her wrath of nature spell followed by fire storm, then closing in to melee. The first time the Samiya falls to 0 hit points in immortal beast form, read the following text:
As the beast falls to its knees, several of the ancient standing stones erupt in a dim green fire. The same green flame engulfs the beast, breathing new vitality into its broken form as its most severe wounds appear to close.
Samiya's Regeneration trait prevents her from reverting to her original form. If the characters succesfully destroy or disenchant nine of the menhirs, Samiya loses her Regeneration trait, and reverts to her natural form (use the archdruid game statistics) when reduced to 0 hit points. If Samiya is restored to humanoid form, read the following text:
The beast again falls to its knees, and its shifting form settles on that of a small heavily tatooed humanoid wearing a wooden mask bearing the visage of a snarling beast.
If Samiya is attacked in humanoid form, she attempts to escape using transport via plants to warn Tamala (see below) and gather animal reinforcements. If Samiya is killed, all spells affecting the Beasts and Plants of the grove end, and all menhirs become dormant. If the characters don't immediately attack Samiya, she adopts a crouched defensive posture, and inquires of the characters in druidic "who are you to destroy my grove and disturb my sacred hunt?"
Roleplaying Samiya Samiya is a member of an ancient tribe of druids called the Gatekeepers, and does not speak modern common. Any character with telepathy, or access to the tongues spell or similar magic can communicate normally with her. Samiya has no interest in gold or treasure, but can be persuaded to reveal information about the Gatekeepers, who were responsible for hunting extraplanar threats to the world. Samiya can impart the following useful information:
A distant grove of ancient trees is a living fortress surrounding the Eye of Ghulurak, the ancient crater of alien origin.
The Eye of Ghulurak was sealed by the reigning archdruid over ten thousand years ago, who was unable to cleanse the crater of its alien taint.
The last living archdruid wielded a sword of living wood which was lost during an excursion into the ziggurat at the Eye of Ghulurak.
An elder treant named Tamala keeps watch over the Eye of Ghulurak, and shepherds the nearby forest. Samiya is not aware that in the intervening centuries, Tamala has been corrupted by Far Realm energies.
Samiya initially claims ignorance about the Eye of Ghulurak, but can be persuaded to reveal its location if the characters appear more interested in cleansing the crater than in securing the ziggurat's treasures. Otherwise, a character who mentions the Eye of Ghulurak observes a telltale tensing of Samiya's muscles with a successful DC 20 Wisdom (Insight) check.
Personality Trait. “I feel more at home among the animals of nature than fellow people.” Ideal. “It is the inner strength of my soul that enables me to take on any shape and remain myself within.” Bond. “I am the last of my circle, and it is up to me to continue our crusade against otherworldly threats.” Flaw. “Why return to the life of the tribe when one could run in the night with a pack of wolves, prowl the savannah as a fearless lion, or roam the forests as a bear?”
Combat Encounter: Alien Attack Within 1 minute of the menhirs falling, a horde of two cosmic horrors (use the game statistics of the unspeakable horror, but the type is Aberration), two star spawn manglers, and six star spawn grues attacks the grove. Any remaining Beasts join the combat against the aberrations, but Samiya devotes her attention to magically restoring the stone menhirs. Any remaining awakened trees adapt a defensive formation near Samiya.
Alien Tactics. The cosmic horrors approach Samiya, using their Hex Blasts if the characters cluster together. The star spawn grues separate to cover as large an area as possible with their Aura of Shrieks. The star spawn manglers use the cover of the Aura of Shrieks to wade into melee with their Flurry of Claws before retreating to use their Shadow Stealth feature in the abundant dim light.
If the encounter lasts longer than five rounds, Samiya successfully restores all nineteen menhirs and their Mystical Ward, dealing 5d10 radiant damage to all remaining Aberrations at the beginning of their turns as they are consumed by brilliant emerald flames.
Conclusion If Samiya survives and the characters can improve her disposition towards them, she offers any interested characters membership in the Gatekeepers. Samiya begins the process of magically calling an assembly of druids to restore the ranks of the Gatekeepers. After several months' time, the newly restored Gatekeepers can become a group patron (See chapter 2 of Tasha's Cauldron of Everything).
Rewards
9814 GP
1166 PP
Carved animal figurines of exotic wood with ivory inlay and zircon gems (750 GP)
Painted gold lion war mask (750 GP)
Obsidian beast statuette with gold fittings and inlay (750 GP)
Gatekeeper Scimitar Very Rare (requires attunement by a druid)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an Aberration or Fiend with an attack roll using it, the target takes an extra 2d8 radiant damage.
When you transform into your wild shape while holding the scimitar, it merges into your form and you gain a +2 bonus to attack and damage rolls you make with any natural weapon granted by your new form.
This is my submission for the inspirational option. It's an encounter designed around learning ancient secrets from a druid who's spent so long in their wild shape that they've lost their original identity. In the encounter, the secret is the location of a dangerous alien stronghold. You should feel free to replace that with any secret you need revealed to the players that an ancient archdruid would know. I think you'll really enjoy it.
This is not yet complete. I'd love feedback on the challenge rating.
The Ancient Druid - An encounter for four 15th-level characters
The ancient gnome archdruid Samiya, has lived for thousands of years in the form of a shadowy reflection of the Primal Beast. Samiya is the last remaining member of a circle of druids known as the Gatekeepers, who guarded the natural world from extraplanar threats. Samiya has long since forgotten her true form, and prowls the dense forests around the Eye of Ghulurak, an ancient crater crawling with alien monstrosities. The characters may seek out Samiya for her knowledge of the ancient world, unaware that her knowledge is locked away inside of her bestial mind.
Background History DC 18: In the ancient days when the first druids achieved mastery over primal magic, some of the mightiest magicians chose to remain in beast form at all times. These druids had unlocked many deep secrets, and they thought that by remaining in beast form forever they would learn more. The druids who chose to live only as beasts were gradually subsumed into the lives of the beasts they had joined. As their souls merged with those of the beasts, their minds grew dim, so that they forgot that they had not always been beasts. The deep secrets they discovered became locked inside their animalistic minds.
Hook: The Search for the Eye of Ghulurak The Eye of Ghulurak is a crater over ten thousand years old, formed by an asteroid of living ice originating from the space between the stars. The alien material of the asteroid gradually warped the terrain of the crater until a pinhole gate to the Far Realm opened in its center. Aberrations and cultists have since made the crater their home, constructing a labyrinthine ziggurat over the Eye to channel its energies. Since then, adventurers have sought its location to seek alien artifacts, traffic with ancient Far Realm horrors, or to seal away its alien taint forever. Those who returned have had their minds and bodies irrevocably warped.
In the intervening millennia, the Gatekeepers have tasked themselves with guarding the Eye and hunting any aberrant entities that emerge from its foul depths, but their numbers have dwindled as waking memory of its alien horror fades. The party may seek the treasures lining the vaults of the ziggurat, or they may seek to stem the tide of aberrations and unnatural frost growing ominously beyond the borders of the deep forest.
The characters may be directed to the region containing Samiya's druidic grove, or they may stumble upon it on the way to the Eye of Ghulurak or another destination deep in the forest.
Ghulurak Locked beyond the boundaries of both space and time, Ghulurak, a being of ancient and frozen madness, conjures ageless nightmares of frozen worlds. Within the dark dreams of Ghulurak, whole worlds lie stilled to frozen unlife. Ghulurak would freeze all life, binding living worlds into a frozen rigor of agony and insanity.
Traveling to the Grove When traveling through the forest, a character who succeeds on a DC 13 Intelligence (Nature) check observes that as they travel deeper into the forest, the plant and animal life becomes more ancient, even anachronistic. Species long extinct elsewhere seem to thrive in this environment.
Within a mile or so of the grove, Samiya begins stalking the characters from the tree tops in her immortal beast form. A character who succeeds on a DC 22 Wisdom (Perception) check notices the tail, but Samiya is quick to retreat when noticed.
Grove of the Gatekeepers As the PCs approach the grove, read:
You come upon a clearing atop a steep cliff overlooking a wide jungle river. Among the ancient trees and thick overgrowth are seventeen stone menhirs of varying sizes.
During the day, dim light filtering through the dense forest canopy illuminates the grove. During the night, the grove is dark. Trees ranging from 30 to 120 feet tall populate the grove, and provide half cover. Brush consists of large bushes that count as difficult terrain.
A character can make a DC 14 Intelligence (Arcana) check to intuit the nature of the menhirs. On a success, the character gleans that these stone menhirs are enchanted with an archaic form of druidic magic, and have a strong aura of abjuration and transmutation magic.
Small Menhirs. Twelve small menhirs with a height of 15 feet each provide half cover. The characters can climb a menhir with a successful DC 10 Strength (Athletics) check. The menhirs have AC 18, immunity to psychic and poison damage, and 50 hit points. Samiya can cast a spell with a range of self or touch into menhir, causing the spell to affect every Beast or Plant within 15 feet of the menhir. When cast in this way, a spell does not require concentration. When a small menhir is destroyed, its space becomes difficult terrain. A character may use an action to disenchant a menhir with a DC 18 Intelligence (Arcana) check. A small menhir that is either destroyed or disenchanted can no longer empower Samiya's magic.
Large Menhirs. Five large menhirs with a height of 30 feet each provide three-quarters cover. The characters can climb a menhir with a successful DC 13 Strength (Athletics) check. The menhirs have AC 18, immunity to psychic and poison damage, and 100 hit points. Samiya can cast a spell with a range of self or touch into a large menhir, causing the spell to affect every Beast or Plant within 30 feet of the menhir. When cast in this way, a spell does not require concentration. When a large menhir is destroyed, each space within 5 feet of it becomes difficult terrain, and each creature within 5 feet must succeed on a DC 15 Dexterity saving throw or take (8d8) bludgeoning damage and be knocked prone and restrained. A creature restrained by a fallen menhir can use its action to make a DC 18 Strength check, freeing itself on a success. A character may use an action to disenchant a menhir with a DC 20 Intelligence (Arcana) check. After all of the large menhirs have been destroyed or disenchanted, Samiya loses her Regeneration trait. A large menhir that is either destroyed or disenchanted can no longer empower Samiya's magic.
Mystical Ward. While at least ten of the menhirs stand, they produce a powerful ward against Aberrations and Fiends. Any such creature who enters the grove for the first time on a turn or starts its turn there takes 5d10 radiant damage.
Combat Encounter: The Immortal Beast When the PCs enter the grove, read:
An enormous form that can only be described as a shifting terror of claws, teeth, and fur stands perched atop an eroded menhir and begins howling in an unnatural cadence, appearing to channel a mysterious power. Several beasts lurk around the edges of the grove, moving among the menhirs prepared to pounce.
Samiya's loyal pack guard this ancient grove from outsiders, especially Aberrations and Fiends. Samiya is joined by a pair of quetzalcoatluses perched atop the branches of two of the four awakened trees, and a pair of deinonychuses. The awakened trees remain motionless until combat begins. A character who succeeds on a DC 12 Wisdom (Perception) check notices their telltale movements.
Gatekeeper Tactics. Samiya begins combat in her immortal beast form crouched atop one of the large menhirs, and uses her Standing Leap trait to jump from between menhirs, casting spells into each in order to bolster her Beast and Plant allies. Samiya typically casts barkskin, freedom of movement, longstrider, and primordial ward. A character who sees Samiya cast a spell in her immortal beast form can make a DC 22 Intelligence (Arcana) check. Druids make this check with advantage. On a successful check, the character recalls that powerful druids have the ability to cast spells in beast form. The four awakened trees remain near Samiya's perch, only animating to defend Samiya from melee threats. The quetzcoatluses harrass combatants that keep their distance. The deinonychuses engage with any remaining characters, using their Pounce ability.
Camouflage. The beast has advantage on Dexterity (Stealth) checks made to hide.
Keen Hearing and Smell. The beast has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Legendary Resistance (3/Day). If the beast fails a saving throw, it can choose to succeed instead.
Magic Resistance. The beast has advantage on saving throws against spells and other magical effects.
Pack Tactics. The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Pounce. If the beast moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the beast can make one Bite attack against it as a bonus action.
Regeneration. The beast regains 20 hit points at the start of its turn.
Speak with Beasts and Plants. The beast can communicate with Beasts and Plants as if it shared a language with them.
Standing Leap. The beast’s long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.
Actions
Multiattack. The beast makes one Bite attack and two Claw attacks or two Wildfire attacks. It can replace one attack with a use of Spellcasting. It also uses Roar, if available.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 6) piercing damage, and the target is grappled (escape DC 19) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the beast can’t use its Bite attack on another target.
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage.
Wildfire. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 26 (6d6 + 5) fire damage, and the target is blinded until the start of the beast’s next turn.
Roar (Recharge 6). The beast emits a magical roar. Each creature within 60 feet of the beast that can hear the roar must succeed on a DC 20 Wisdom saving throw or be frightened of the beast until the end of the beast’s next turn.
Spellcasting. The beast casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 18):
The beast can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The beast regains spent legendary actions at the start of its turn.
Cast a Spell. The beast uses Spellcasting.
Move. The beast moves up to half its speed without provoking opportunity attacks.
Charge (Costs 2 Actions). The beast moves up to its speed and makes one Claw attack.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the beast can take one of the following lair actions; it can’t take the same lair action two rounds in a row:
Incite the Pack. Until the next initiative count 20, all Beasts within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them.
Lashing Roots. Four large roots or branch that are part of the lair each makes a melee attack roll against a creature within 10 feet of it. They have a +7 bonus to hit and deal 10 (3d6) bludgeoning damage on a hit. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Mystic Pulse. Brilliant emerald flames engulf one creature within 60 feet of the beast that it can see. The target must succeed on a DC 18 Constitution saving throw or take 27 (5d10) radiant damage and be blinded until initiative count 20 on the next round.
Regional Effects
The region containing the immortal beast’s lair is warped by its magic, creating one or more of the following effects:
Ancient Wildlife. Ancient Beasts are attracted to the area within 6 miles of the lair and settle there in large numbers.
Familiar Territory. Within 1 mile of its lair, the beast leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures.
Gatekeeper Wards. Aberrations and Fiends find the area within 6 miles of the lair uncomfortable, and tend to stay clear. The sensation grows stronger the closer the creatures come to the beast’s lair.
If a menhir is destroyed, Samiya directs her attention toward the greatest threat to the menhirs, first using her wrath of nature spell followed by fire storm, then closing in to melee. The first time the Samiya falls to 0 hit points in immortal beast form, read the following text:
As the beast falls to its knees, several of the ancient standing stones erupt in a dim green fire. The same green flame engulfs the beast, breathing new vitality into its broken form as its most severe wounds appear to close.
Samiya's Regeneration trait prevents her from reverting to her original form. If the characters succesfully destroy or disenchant nine of the menhirs, Samiya loses her Regeneration trait, and reverts to her natural form (use the archdruid game statistics) when reduced to 0 hit points. If Samiya is restored to humanoid form, read the following text:
The beast again falls to its knees, and its shifting form settles on that of a small heavily tatooed humanoid wearing a wooden mask bearing the visage of a snarling beast.
If Samiya is attacked in humanoid form, she attempts to escape using transport via plants to warn Tamala (see below) and gather animal reinforcements. If Samiya is killed, all spells affecting the Beasts and Plants of the grove end, and all menhirs become dormant. If the characters don't immediately attack Samiya, she adopts a crouched defensive posture, and inquires of the characters in druidic "who are you to destroy my grove and disturb my sacred hunt?"
Roleplaying Samiya Samiya is a member of an ancient tribe of druids called the Gatekeepers, and does not speak modern common. Any character with telepathy, or access to the tongues spell or similar magic can communicate normally with her. Samiya has no interest in gold or treasure, but can be persuaded to reveal information about the Gatekeepers, who were responsible for hunting extraplanar threats to the world. Samiya can impart the following useful information:
A distant grove of ancient trees is a living fortress surrounding the Eye of Ghulurak, the ancient crater of alien origin.
The Eye of Ghulurak was sealed by the reigning archdruid over ten thousand years ago, who was unable to cleanse the crater of its alien taint.
The last living archdruid wielded a sword of living wood which was lost during an excursion into the ziggurat at the Eye of Ghulurak.
An elder treant named Tamala keeps watch over the Eye of Ghulurak, and shepherds the nearby forest. Samiya is not aware that in the intervening centuries, Tamala has been corrupted by Far Realm energies.
Samiya initially claims ignorance about the Eye of Ghulurak, but can be persuaded to reveal its location if the characters appear more interested in cleansing the crater than in securing the ziggurat's treasures. Otherwise, a character who mentions the Eye of Ghulurak observes a telltale tensing of Samiya's muscles with a successful DC 20 Wisdom (Insight) check.
Personality Trait. “I feel more at home among the animals of nature than fellow people.” Ideal. “It is the inner strength of my soul that enables me to take on any shape and remain myself within.” Bond. “I am the last of my circle, and it is up to me to continue our crusade against otherworldly threats.” Flaw. “Why return to the life of the tribe when one could run in the night with a pack of wolves, prowl the savannah as a fearless lion, or roam the forests as a bear?”
Combat Encounter: Alien Attack Within 1 minute of the menhirs falling, a horde of two cosmic horrors (use the game statistics of the unspeakable horror, but the type is Aberration), two star spawn manglers, and six star spawn grues attacks the grove. Any remaining Beasts join the combat against the aberrations, but Samiya devotes her attention to magically restoring the stone menhirs. Any remaining awakened trees adapt a defensive formation near Samiya.
Alien Tactics. The cosmic horrors approach Samiya, using their Hex Blasts if the characters cluster together. The star spawn grues separate to cover as large an area as possible with their Aura of Shrieks. The star spawn manglers use the cover of the Aura of Shrieks to wade into melee with their Flurry of Claws before retreating to use their Shadow Stealth feature in the abundant dim light.
If the encounter lasts longer than five rounds, Samiya successfully restores all nineteen menhirs and their Mystical Ward, dealing 5d10 radiant damage to all remaining Aberrations at the beginning of their turns as they are consumed by brilliant emerald flames.
Conclusion If Samiya survives and the characters can improve her disposition towards them, she offers any interested characters membership in the Gatekeepers. Samiya begins the process of magically calling an assembly of druids to restore the ranks of the Gatekeepers. After several months' time, the newly restored Gatekeepers can become a group patron (See chapter 2 of Tasha's Cauldron of Everything).
Rewards
9814 GP
1166 PP
Carved animal figurines of exotic wood with ivory inlay and zircon gems (750 GP)
Painted gold lion war mask (750 GP)
Obsidian beast statuette with gold fittings and inlay (750 GP)
Wild Scimitar Rare (requires attunement by a druid)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you transform into your wild shape while holding the scimitar, it merges into your form and you gain a +1 bonus to attack and damage rolls you make with any natural weapon granted by your new form.
Additionally, you can cast the primal savagery cantrip at will.
Inspiration The Killing Frost of Ghulurak, 3.5e Dungeon Master's Guide 2, chapter 3, pages 115-116 Dymondheart, 3.5e Weapons of Legacy, chapter 3, pages 78-79 The First Mistake, 4e Primal Power, chapter 2, page 34
I really like this, I likely will take some inspiration from that for my Rime of the Frostmaiden campaign, the Stones of Thruun could see some repurposing :)
I am sad though that you chose to use the new approach to spellcasting monsters rather than giving Samiya a full spell list and spell slots to cast these spells with. I would also suggest to allow a saving throw against the [Tooltip Not Found] imposed by her Wildfire attack.
Regarding the loot, this would be a perfect opportunity to drop the hide of the feral guardian or staff of the woodlands for 15th-level characters; I would also suggest to expand the Wild Scimitar in some way, right now it appaers to be a generic +1 weapon to me that won't even see any use outside of wildshape because a druid deals more damage with Primal Savagery than by making an attack with it. Some ideas for it include defenses and/or extra damage against aberrations, more spells that can be cast with it (like green-flame blade due to the emerald flames maybe? spirit guardians as animal spirits could work too), extra damage in wildshape (fire, since she uses a Wildfire attack?)...
I have another question for the masses. For the DM option, I'm considering two more powerful monsters, playing Semako at his own game. The first is Ghulurak, the entity of frozen madness alluded to in my encounter. The second is the Everflame, a primal spirit of renewal and wildfires. Which sounds more appropriate and interesting?
I really like this, I likely will take some inspiration from that for my Rime of the Frostmaiden campaign, the Stones of Thruun could see some repurposing :)
Glad to provide some inspiration. I'll go ahead and say that the menhirs were one of the only truly original parts of this encounter.
I am sad though that you chose to use the new approach to spellcasting monsters rather than giving Samiya a full spell list and spell slots to cast these spells with. I would also suggest to allow a saving throw against the [Tooltip Not Found] imposed by her Wildfire attack.
I'm sad to make you sad ='(. Just for you, Samiya has this spell list in her original form, based on the legacy archdruid:
Spellcasting. Samiya is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). She has the following druid spells prepared:
I've copied the Wildfire attack directly from the new archdruid stat block, so I'll keep it as is. I generally think that attacks paired with a saving throw are kind of annoying given all the rolls required.
Regarding the loot, this would be a perfect opportunity to drop the hide of the feral guardian or staff of the woodlands for 15th-level characters; I would also suggest to expand the Wild Scimitar in some way, right now it appaers to be a generic +1 weapon to me that won't even see any use outside of wildshape because a druid deals more damage with Primal Savagery than by making an attack with it. Some ideas for it include defenses and/or extra damage against aberrations, more spells that can be cast with it (like green-flame blade due to the emerald flames maybe? spirit guardians as animal spirits could work too), extra damage in wildshape (fire, since she uses a Wildfire attack?)...
I'll take this advice under serious consideration. I originally had this encounter balanced for a party of 12th-level characters, and haven't updated the treasure. I think I will update the scimitar somehow. The wild magic weapon prefix is directly from 3e, so I'll just make this scimitar something else and more unique. Extra radiant damage against aberrations and fiends is appropriate. I'm going to hold off on allowing that extra damage in wild shape because monsters with natural weapons generally deal higher damage than players with normal weapons anyway, so the flat bonus is enough.
I have:- another question for the masses. For the DM option, I'm considering two more powerful monsters, playing Semako at his own game. The first is Ghulurak, the entity of frozen madness alluded to in my encounter. The second is the Everflame, a primal spirit of renewal and wildfires. Which sounds more appropriate and interesting?
I still need to do research on Ghulurak, but from your description I would say Ghulurak would have been perfect for last competition's theme, and the Everflame fits this contest's theme a bit better :-)
By the way, Ghulurak also reminds be a bit of Father Llymic, which I was considering using as the true evil in my Frostmaiden campaign.
I'm sad to make you sad ='(. Just for you, Samiya has this spell list in her original form, based on the legacy archdruid:
Spellcasting. Samiya is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). She has the following druid spells prepared:
Thank you a lot for that, that is much better and fits the vibe of a powerful spellcaster an archdurid like Samiya is supposed to be. I really do not like the new spellcasitng approach, it ruins many otherwise interesting monsters for me - such as Vecna the Archlich, the drow matron mother, the archdruid and many others.
I've copied the Wildfire attack directly from the new archdruid stat block, so I'll keep it as is. I generally think that attacks paired with a saving throw are kind of annoying given all the rolls required.
I see. I do not like that statblock, not just because of the new spellcasting but also because of that attack. It does not make sense for a typical druid (Samiya as an ancient druid using primal magic is a different story of course!), because druids are just not supposed to be blasters. Also I think a saving throw would be much more fair for players considering how devastating the blinded condition can be, and most similar attacks in older statblocks had saving throws againat conditions they imposed.
I still need to do research on Ghulurak, but from your description I would say Ghulurak would have been perfect for last competition's theme, and the Everflame fits this contest's theme a bit better :-)
By the way, Ghulurak also reminds be a bit of Father Llymic, which I was considering using as the true evil in my Frostmaiden campaign.
To my knowledge, Ghulurak only ever appears in the description of the magical event "The Killing Frost of Ghulurak" in the 3.5e DMG2. No other lore exists, making it perfect for me to shape. The Everflame is described in 4es Primal Power in the section describing primal spirits. I think you're right that Everflame is more fitting. I don't often make elementals (I find them boring and one-dimensional for the most part), but a primal spirit could be fun. Think of it as the main patron of wildfire druids.
I do remember Father Llymic. I think they are similar entities. I find Ghulurak somewhat more menacing due to the lack of lore, and also I think that Ghulurak is a cooler name. Lol. They also behave similarly. Father Llymic draws worshipers and warps them physically. Ghulurak draws worshipers and compels them to craft his likeness and draw his essence into new worlds. Father Llymic's omen is that the sun dims and eventually disappears. Ghulurak's likeness produces a massive blizzard that eventually overtakes entire worlds. In FD:RotFM, one could consider Auril and Ghulurak as being aligned entities, although Auril may object to her world being overtaken by an alien.
I also think that Ghulurak is a much cooler name, lol. Thanks for the information!
I think elementals do not need to be boring, I ran a quite cool encounter with a volcano elemental (heavily modified Imix) some time ago. Making use of the environment (a lava lake with rock platforms swimming in it, the elemental could destroy platforms or create tidal waves of lava) was important for that encounter.
Also, while I am not sure if I will do an inspirational submission this time, I have a primeval forest in my world that could fit, and I felt reminded of that when reading your submission. If you are interested, here is the statblock for an elder shaman/archdruid living in that forest with some information about the forest itself in the description: https://www.dndbeyond.com/monsters/2697649-elder-shaman-of-erynmor
This is my entry for the DM option, the primal spirit Everflame. Everflame is benevolent for a fire spirit, whipping wildfire spirits into a frenzy so that they burn out quickly. Everflame recognizes that wildfires precipitate renewal in wildlands. The main mechanic of Everflame is its Create Wildfire trait. It uses this trait to create wildfires, then uses its Legendary and Lair actions to modulate their size.
Fire Form. Everflame can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch without squeezing if fire could pass through that space.
Illumination. Everflame sheds bright light in a 60-foot radius and dim light for an additional 60 feet.
Legendary Resistance (3/Day). If Everflame fails a saving throw, it can choose to succeed instead.
Magic Resistance. Everflame has advantage on saving throws against spells and other magical effects.
Rejuvenation. Everflame’s body extinguishes when it drops to 0 hit points. Everflame gains a new body after 1d10, regaining all its hit points and becoming active again. The new body appears within a raging wildfire.
Actions
Multiattack. Everflame makes four Slam or Rejuvenating Flames attacks. It can replace one attack with a use of Spellcasting.
Slam. Melee Weapon Attack:+15 to hit, reach 10 ft., one target. Hit: 43 (8d8 + 8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 18 (4d8) fire damage at the start of each of its turns.
Rejuvenating Flames. Ranged Spell Attack:+15 to hit, range 120 ft., one target. Hit: 41 (6d10 + 8) radiant damage, and the target is blinded until the start of Everflame’s next turn. In addition, one creature of Everflame's choice that it can see within 120 feet of it can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus half the amount of radiant damage dealt.
Create Wildfire (Recharge 5–6). A wave of fire springs into existence within a 60-foot radius of a point Everflame chooses within 120 feet of it that it can see. When the wildfire appears, each creature within its area must make a DC 22 Dexterity saving throw. On a failed save, a creature takes 33 (6d10) fire damage, or half as much damage on a successful save. The wildfire ignites flammable objects in its area that aren't being worn or carried.
At the start of each of Everflame's turns after the wildfire appears, any creature inside the wildfire must succeed on a DC 22 Dexterity saving throw or take 27 (5d10) fire damage, or half as much damage on a successful save. A creature can take this damage only once per round.
At the end of the turn, the wildfire’s radius is reduced by 10 feet, and the damage creatures take from the wildfire on subsequent rounds is reduced by 1d10. When the wildfire reaches 0 feet in radius, it is extinguished.
Spellcasting. Everflame casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 22):
Firewalk. Everflame can enter a fire and move from inside it to inside another fire within 500 feet. Both fires must be Huge or larger. Everflame instantly knows the location of all other fires within 500 feet and, as part of the move used to enter the fire, can either pass into one of those fires or step out of the fire it's in. Everflame appears in a spot of its choice within the destination fire.
Legendary Actions
Everflame can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Everflame regains spent legendary actions at the start of his turn.
Enrage Wildfire Spirits. Everflame chooses one wildfire created by its Create Wildfire and increases its radius by 10 feet and the fire damage it deals by 1d10.
Flare Up (Costs 2 Actions). Everflame moves up to its speed without provoking opportunity attacks. When it passes within 15 feet of a creature during this move, that creature must succeed on a DC 22 Dexterity saving throw or take 11 (2d10) fire damage. A creature can take this damage no more than once during the move.
Create Wildfire Spirit (Costs 3 Actions). Everflame’s hit points are reduced by 50 as part of it separates and becomes a wildfire spirit (use the fire elemental game statistics). The spirit appears in an unoccupied space within 15 feet of Everflame and acts on Everflame’s initiative count. Everflame can’t use this action if it has 50 hit points or fewer. The spirit obeys Everflame’s commands and fights until destroyed.
Lair and Lair Actions
Everflame’s Lair
Everflame lairs within thick, dry forests, sparking raging wildfires and ensuring that their flames burn out quickly.
Lair Actions
On initiative count 20 (losing initiative ties), Everflame can take one of the following lair actions; it can’t take the same lair action two rounds in a row:
Control Wildfire Spirits. Any fires in the lair flare up drastically, quadrupling in size (for example, a fire blazing in a 5-foot by 5-foot area expands to a 10-foot by 10-foot area), causing any wildfires created through Everflame's Create Wildfire action to deal an additional 2d10 fire damage. Creatures caught in the area of an expanded fire are subject to the normal damage for entering or being in the fire. Alternatively, fires in the lair subside, halving in size, causing any wildfires created through Everflame's Create Wildfire action to deal 2d10 fewer points of fire damage.
Grasping Flora. Grasping roots and vines erupt in a 30-foot radius centered on a point on the ground that Everflame can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 22 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 22 Strength check and succeeds. The roots and vines wilt away when Everflame uses this lair action again or when Everflame dies.
Smoke Cloud. A thick cloud of black smoke and burning embers fills a 40-foot-radius sphere within 120 feet of Everflame, lasting until initiative count 20 of the next round. Creatures and objects within or beyond the smoke are heavily obscured. A creature that enters the cloud of embers for the first time on a turn or starts its turn there takes 18 (4d8) fire damage.
Regional Effects
The region containing Everflame’s lair is warped by its magic, creating one or more of the following effects:
Fiery Sight. Fires within 6 miles of the lair is a conduit for Everflame's presence. As an action, Everflame can cast the clairvoyance spell, requiring no spell components and targeting any fire in that region.
Verdant Growth. Vegetation within 6 miles of Everflame’s lair grow faster and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food.
Wildfires. Wildfires erupt within a 6-mile radius of Everflame’s lair. Every hour, there is a ten percent chance that characters in this area are caught in the path of a wildfire moving 50 feet per round. Each character must succeed on a DC 22 Constitution saving throw or take 16 (3d10) fire damage. A wildfire continues to threaten the characters for 1d10 rounds or until they get out of its path. Wooden structures caught in the wildfire are destroyed.
If Everflame is destroyed, vegetation and wildfires near the lair return to normal levels over the course of 1d10 days.
As a sample encounter idea, consider the Ancient Druid encounter in my entry above. As the Eye of Ghulurak was formed by an asteroid of alien ice, the characters may look to summon Everflame to burn away its alien influence, precipitating an epic battle of ice-wielding aberrations against the Gatekeepers and Everflame's wildfire spirits. Alternatively, Everflame makes a perfect patron spirit for a wildfire druid.
Inspiration "Everflame", 4e Primal Power, chapter 5, page 123
For my PC option, I'll submit my College of Wonder subclass for the bard. The concept of magic without spells is exemplified by this bard who has the ability to reshape reality with whimsical, fey-like powers.
College of Wonder
You weren’t always this way, but something happened to you when you fell through a “rabbit hole” (either metaphorically, or literally) into a surreal realm of magic, faeries, nonsense entities, or something so otherworldly that you can’t quite explain it. You’ve returned, but the connection remains, and you’re no longer the same.
Not only do you think about things differently—possibly even in ways that confuse your friends—but you also can do things that defy reality. At least reality on this side of the rabbit hole.
Legerdemain
3rd-level College of Wonder feature
You gain proficiency in Sleight of Hand, and you learn the prestidigitation cantrip, which doesn’t count against the number of bard cantrips you know.
Nonsense
3rd-level College of Wonder feature
You call on your connection to a surreal realm and hope things change for the better. You can use a bonus action to expend one use of your Bardic Inspiration and roll on the Nonsense table using your Bardic Inspiration die to determine the magical charm you create. You retain the charm until you create the charm’s effect or you finish a short or long rest. You can use an action to create the charm's effect. Once you do so, you can’t create the charm’s effect again until you roll it again.
You can retain only one of these magical charms at a time, and rolling on the Nonsense table immediately ends the effect of the previous charm. If the charm requires a saving throw, the DC equals your spell save DC.
Nonsense
Bardic Insp. Die
Charm Effect
1
Pierce to the Heart. For 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20.
2
Begin at the Beginning. For 1 hour you have darkvision out to a range of 120 feet, and you can perfectly recall any path you have traveled.
3
Escape. For 1 minute, your movement is unaffected by difficult terrain, and you can use 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled.
4
Premonition. You learn one useful fact about a creature or location. You can't use this charm twice on the same target.
5
Fetch. You cause one Small or smaller unattended object within 30 feet of you that you can see to vanish and reappear in your hands or another unoccupied space within 30 feet of you that you can see.
6
What's This in My Pocket? You name a mundane item with a value in gp equal to five rolls of your Bardic Inspiration die or less and it appears in your hand or at your feet. The item disappears when you finish a short rest.
7
You're Not So Hurt as All That. Choose one creature within 30 feet of you that you can see. That creature can spend one Hit Die to heal itself, adding a roll of your Bardic Inspiration die + your Charisma modifier to the total.
8
Because I Said So. You have advantage on the next Charisma check you make within 1 minute.
9
Unexpected Trapdoor. You discover a trapdoor in a solid surface within 30 feet of you that lasts for 1 minute. Alternatively, a pit with a depth of a number of feet equal to five times a roll of your Bardic Inspiration die appears beneath a hostile creature within 30 feet of you for 1 minute.
10
What Kind of Beast is That? A Beast of challenge rating equal to a roll of your Bardic Inspiration die divided by 3 or lower appears in an unoccupied space within 30 feet of you. The Beast is friendly to you, and disappears after 1 minute.
11
Six Impossible Things. Choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll on the chart for the wand of wonder three times to discover what happens, rerolling any duplicate results. If the effect requires a saving throw, the DC equals your spell save DC.
12
We're All Mad Here. Choose one creature within 60 feet of you that you can see. The target must succeed on a Wisdom saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and suffer the effect of the confusion spell until the end of its next turn.
Armor of the Surreal
6th-level College of Wonder feature
You often find yourself distracted by fanciful visions, causing you to wander out of harm's way. When a creature you can see within 60 feet of you hits you with an attack, you can use your reaction to move up to half your speed without provoking opportunity attacks and fall prone. If your new position is out of range of the attack, it misses you and the attacker takes psychic damage equal to two rolls of your Bardic Inspiration die.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot to use this feature again.
Curiouser and Curiouser
14th-level College of Wonder feature
Whenever you roll on the Nonsense table, you can roll the die twice and choose which of the two charms to create. If you roll the same number on both dice, you can ignore the number and choose any charm on the table.
Inspiration Alice's Adventures in Wonderland (1865) by Lewis Carol We're All Mad Here from Monte Cook Games' Cypher System "Wanders in Delirium", The Key from Monte Cook Games' Invisible Sun RPG, page 130 "Fell Through a Rabbit Hole", Expanded Worlds from Monte Cook Games' Cypher System, chapter 2, pages 26-27
I have things I'm working on for the DM and Inspirational options. The latter is more complete, since the former is a large set of monsters as well as the lore for their race (and, actually, a couple magic items.) The Inspirational option is a... actually, I'll just give the first draft here. Suggestions are welcome!
My submission for the Inspirational category: The Mageblade
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Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
I have things I'm working on for the DM and Inspirational options. The latter is more complete, since the former is a large set of monsters as well as the lore for their race (and, actually, a couple magic items.) The Inspirational option is a... actually, I'll just give the first draft here. Suggestions are welcome!
My submission for the Inspirational category: The Mageblade
(I hope it fits the category well enough. If not, we can just ignore it, it won’t be a problem. Feedback would still be great even if it doesn’t, though, if you’re so inclined.)
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Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
This is my submission for the inspirational option. It's an encounter designed around learning ancient secrets from a druid who's spent so long in their wild shape that they've lost their original identity. In the encounter, the secret is the location of a dangerous alien stronghold. You should feel free to replace that with any secret you need revealed to the players that an ancient archdruid would know. I think you'll really enjoy it.
This is not yet complete. I'd love feedback on the challenge rating.
The Ancient Druid - An encounter for four 15th-level characters
The ancient gnome archdruid Samiya, has lived for thousands of years in the form of a shadowy reflection of the Primal Beast. Samiya is the last remaining member of a circle of druids known as the Gatekeepers, who guarded the natural world from extraplanar threats. Samiya has long since forgotten her true form, and prowls the dense forests around the Eye of Ghulurak, an ancient crater crawling with alien monstrosities. The characters may seek out Samiya for her knowledge of the ancient world, unaware that her knowledge is locked away inside of her bestial mind.
Background History DC 18: In the ancient days when the first druids achieved mastery over primal magic, some of the mightiest magicians chose to remain in beast form at all times. These druids had unlocked many deep secrets, and they thought that by remaining in beast form forever they would learn more. The druids who chose to live only as beasts were gradually subsumed into the lives of the beasts they had joined. As their souls merged with those of the beasts, their minds grew dim, so that they forgot that they had not always been beasts. The deep secrets they discovered became locked inside their animalistic minds.
Hook: The Search for the Eye of Ghulurak The Eye of Ghulurak is a crater over ten thousand years old, formed by an asteroid of living ice originating from the space between the stars. The alien material of the asteroid gradually warped the terrain of the crater until a pinhole gate to the Far Realm opened in its center. Aberrations and cultists have since made the crater their home, constructing a labyrinthine ziggurat over the Eye to channel its energies. Since then, adventurers have sought its location to seek alien artifacts, traffic with ancient Far Realm horrors, or to seal away its alien taint forever. Those who returned have had their minds and bodies irrevocably warped.
In the intervening millennia, the Gatekeepers have tasked themselves with guarding the Eye and hunting any aberrant entities that emerge from its foul depths, but their numbers have dwindled as waking memory of its alien horror fades. The party may seek the treasures lining the vaults of the ziggurat, or they may seek to stem the tide of aberrations and unnatural frost growing ominously beyond the borders of the deep forest.
The characters may be directed to the region containing Samiya's druidic grove, or they may stumble upon it on the way to the Eye of Ghulurak or another destination deep in the forest.
Ghulurak Locked beyond the boundaries of both space and time, Ghulurak, a being of ancient and frozen madness, conjures ageless nightmares of frozen worlds. Within the dark dreams of Ghulurak, whole worlds lie stilled to frozen unlife. Ghulurak would freeze all life, binding living worlds into a frozen rigor of agony and insanity.
Traveling to the Grove When traveling through the forest, a character who succeeds on a DC 13 Intelligence (Nature) check observes that as they travel deeper into the forest, the plant and animal life becomes more ancient, even anachronistic. Species long extinct elsewhere seem to thrive in this environment.
Within a mile or so of the grove, Samiya begins stalking the characters from the tree tops in her immortal beast form. A character who succeeds on a DC 22 Wisdom (Perception) check notices the tail, but Samiya is quick to retreat when noticed.
Grove of the Gatekeepers As the PCs approach the grove, read:
You come upon a clearing atop a steep cliff overlooking a wide jungle river. Among the ancient trees and thick overgrowth are seventeen stone menhirs of varying sizes.
During the day, dim light filtering through the dense forest canopy illuminates the grove. During the night, the grove is dark. Trees ranging from 30 to 120 feet tall populate the grove, and provide half cover. Brush consists of large bushes that count as difficult terrain.
A character can make a DC 14 Intelligence (Arcana) check to intuit the nature of the menhirs. On a success, the character gleans that these stone menhirs are enchanted with an archaic form of druidic magic, and have a strong aura of abjuration and transmutation magic.
Small Menhirs. Twelve small menhirs with a height of 15 feet each provide half cover. The characters can climb a menhir with a successful DC 10 Strength (Athletics) check. The menhirs have AC 18, immunity to psychic and poison damage, and 50 hit points. Samiya can cast a spell with a range of self or touch into menhir, causing the spell to affect every Beast or Plant within 15 feet of the menhir. When cast in this way, a spell does not require concentration. When a small menhir is destroyed, its space becomes difficult terrain. A character may use an action to disenchant a menhir with a DC 20 Intelligence (Arcana) check. A dispel magic spell cast on a small menhir disenchants the menhir if the caster succeeds on a DC 15 spellcasting ability check. A small menhir that is either destroyed or disenchanted can no longer empower Samiya's magic.
Large Menhirs. Five large menhirs with a height of 30 feet each provide three-quarters cover. The characters can climb a menhir with a successful DC 13 Strength (Athletics) check. The menhirs have AC 18, immunity to psychic and poison damage, and 100 hit points. Samiya can cast a spell with a range of self or touch into a large menhir, causing the spell to affect every Beast or Plant within 30 feet of the menhir. When cast in this way, a spell does not require concentration. When a large menhir is destroyed, each space within 5 feet of it becomes difficult terrain, and each creature within 5 feet must succeed on a DC 15 Dexterity saving throw or take (8d8) bludgeoning damage and be knocked prone and restrained. A creature restrained by a fallen menhir can use its action to make a DC 18 Strength check, freeing itself on a success. A character may use an action to disenchant a menhir with a DC 25 Intelligence (Arcana) check. A dispel magic spell cast on a large menhir disenchants the menhir if the caster succeeds on a DC 20 spellcasting ability check. After all of the large menhirs have been destroyed or disenchanted, Samiya loses her Regeneration trait. A large menhir that is either destroyed or disenchanted can no longer empower Samiya's magic.
Mystical Ward. While at least ten of the menhirs stand, they produce a powerful ward against Aberrations and Fiends. Any such creature who enters the grove for the first time on a turn or starts its turn there takes 5d10 radiant damage.
Combat Encounter: The Immortal Beast When the PCs enter the grove, read:
An enormous form that can only be described as a shifting terror of claws, teeth, and fur stands perched atop an eroded menhir and begins howling in an unnatural cadence, appearing to channel a mysterious power. Several beasts lurk around the edges of the grove, moving among the menhirs prepared to pounce.
Samiya's loyal pack guard this ancient grove from outsiders, especially Aberrations and Fiends. Samiya is joined by a pair of quetzalcoatluses perched atop the branches of two of the four awakened trees, and a pair of deinonychuses. The awakened trees remain motionless until combat begins. A character who succeeds on a DC 12 Wisdom (Perception) check notices their telltale movements.
Gatekeeper Tactics. Samiya begins combat in her immortal beast form crouched atop one of the large menhirs, and uses her Standing Leap trait to jump from between menhirs, casting spells into each in order to bolster her Beast and Plant allies. Samiya typically casts barkskin, freedom of movement, longstrider, and primordial ward. A character who sees Samiya cast a spell in her immortal beast form can make a DC 22 Intelligence (Arcana) check. Druids make this check with advantage. On a successful check, the character recalls that powerful druids have the ability to cast spells in beast form. The four awakened trees remain near Samiya's perch, only animating to defend Samiya from melee threats. The quetzcoatluses harrass combatants that keep their distance. The deinonychuses engage with any remaining characters, using their Pounce ability.
Camouflage. The beast has advantage on Dexterity (Stealth) checks made to hide.
Keen Hearing and Smell. The beast has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Legendary Resistance (3/Day). If the beast fails a saving throw, it can choose to succeed instead.
Magic Resistance. The beast has advantage on saving throws against spells and other magical effects.
Pack Tactics. The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Pounce. If the beast moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the beast can make one Bite attack against it as a bonus action.
Regeneration. The beast regains 20 hit points at the start of its turn.
Speak with Beasts and Plants. The beast can communicate with Beasts and Plants as if it shared a language with them.
Standing Leap. The beast’s long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.
Actions
Multiattack. The beast makes one Bite attack and two Claw attacks or two Wildfire attacks. It can replace one attack with a use of Spellcasting. It also uses Roar, if available.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 13 (2d6 + 6) piercing damage, and the target is grappled (escape DC 19) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the beast can’t use its Bite attack on another target.
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage.
Wildfire. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 26 (6d6 + 5) fire damage, and the target is blinded until the start of the beast’s next turn.
Roar (Recharge 6). The beast emits a magical roar. Each creature within 60 feet of the beast that can hear the roar must succeed on a DC 20 Wisdom saving throw or be frightened of the beast until the end of the beast’s next turn.
Spellcasting. The beast casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 18):
The beast can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The beast regains spent legendary actions at the start of its turn.
Cast a Spell. The beast uses Spellcasting.
Move. The beast moves up to half its speed without provoking opportunity attacks.
Charge (Costs 2 Actions). The beast moves up to its speed and makes one Claw attack.
Lair and Lair Actions
The Immortal Beast’s Lair
The immortal beast resides in the Grove of the Gatekeepers, an ancient druidic place of power deep in the forest, overlooking a roaring river. The grove is dotted with nineteen mystical stone menhirs that ward the area from extraplanar threats.
Lair Actions
On initiative count 20 (losing initiative ties), the beast can take one of the following lair actions; it can’t take the same lair action two rounds in a row:
Incite the Pack. Until the next initiative count 20, all Beasts within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them.
Lashing Roots. Four large roots or branch that are part of the lair each makes a melee attack roll against a creature within 10 feet of it. They have a +10 bonus to hit and deal 10 (3d6) bludgeoning damage on a hit. If the target is a Medium or smaller creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Mystic Pulse. Brilliant emerald flames engulf one creature within 60 feet of the beast that it can see. The target must succeed on a DC 18 Constitution saving throw or take 27 (5d10) radiant damage and be blinded until initiative count 20 on the next round.
Regional Effects
The region containing the immortal beast’s lair is warped by its magic, creating one or more of the following effects:
Ancient Wildlife. Ancient Beasts are attracted to the area within 6 miles of the lair and settle there in large numbers.
Familiar Territory. Within 1 mile of its lair, the beast leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures.
Gatekeeper Wards. Aberrations and Fiends find the area within 6 miles of the lair uncomfortable, and tend to stay clear. The sensation grows stronger the closer the creatures come to the beast’s lair.
If the immortal beast dies, these effects fade over the course of 1d10 days.
If a menhir is destroyed, Samiya directs her attention toward the greatest threat to the menhirs, first using her wrath of nature spell followed by fire storm, then closing in to melee. The first time the Samiya falls to 0 hit points in immortal beast form, read the following text:
As the beast falls to its knees, several of the ancient standing stones erupt in a dim green fire. The same green flame engulfs the beast, breathing new vitality into its broken form as its most severe wounds appear to close.
Samiya's Regeneration trait prevents her from reverting to her original form. If the characters succesfully destroy or disenchant nine of the menhirs, Samiya loses her Regeneration trait, and reverts to her natural form (use the archdruid game statistics) when reduced to 0 hit points. If Samiya is restored to humanoid form, read the following text:
The beast again falls to its knees, and its shifting form settles on that of a small heavily tatooed humanoid wearing a wooden mask bearing the visage of a snarling beast.
If Samiya is attacked in humanoid form, she attempts to escape using transport via plants to warn Tamala (see below) and gather animal reinforcements. If Samiya is killed, all spells affecting the Beasts and Plants of the grove end, and all menhirs become dormant. If the characters don't immediately attack Samiya, she adopts a crouched defensive posture, and inquires of the characters in druidic "who are you to destroy my grove and disturb my sacred hunt?"
Roleplaying Samiya Samiya is a member of an ancient tribe of druids called the Gatekeepers, and does not speak modern common. Any character with telepathy, or access to the tongues spell or similar magic can communicate normally with her. Samiya has no interest in gold or treasure, but can be persuaded to reveal information about the Gatekeepers, who were responsible for hunting extraplanar threats to the world. Samiya can impart the following useful information:
A distant grove of ancient trees is a living fortress surrounding the Eye of Ghulurak, the ancient crater of alien origin.
The Eye of Ghulurak was sealed by the reigning archdruid over ten thousand years ago, who was unable to cleanse the crater of its alien taint.
The last living archdruid wielded a sword of living wood which was lost during an excursion into the ziggurat at the Eye of Ghulurak.
An elder treant named Tamala keeps watch over the Eye of Ghulurak, and shepherds the nearby forest. Samiya is not aware that in the intervening centuries, Tamala has been corrupted by Far Realm energies.
Samiya initially claims ignorance about the Eye of Ghulurak, but can be persuaded to reveal its location if the characters appear more interested in cleansing the crater than in securing the ziggurat's treasures. Otherwise, a character who mentions the Eye of Ghulurak observes a telltale tensing of Samiya's muscles with a successful DC 20 Wisdom (Insight) check.
Personality Trait. “I feel more at home among the animals of nature than fellow people.” Ideal. “It is the inner strength of my soul that enables me to take on any shape and remain myself within.” Bond. “I am the last of my circle, and it is up to me to continue our crusade against otherworldly threats.” Flaw. “Why return to the life of the tribe when one could run in the night with a pack of wolves, prowl the savannah as a fearless lion, or roam the forests as a bear?”
Combat Encounter: Alien Attack Within 1 minute of the menhirs falling, a horde of two cosmic horrors (use the game statistics of the unspeakable horror, but the type is Aberration), two star spawn manglers, and six star spawn grues attacks the grove. Any remaining Beasts join the combat against the aberrations, but Samiya devotes her attention to magically restoring the stone menhirs. Any remaining awakened trees adapt a defensive formation near Samiya.
Alien Tactics. The cosmic horrors approach Samiya, using their Hex Blasts if the characters cluster together. The star spawn grues separate to cover as large an area as possible with their Aura of Shrieks. The star spawn manglers use the cover of the Aura of Shrieks to wade into melee with their Flurry of Claws before retreating to use their Shadow Stealth feature in the abundant dim light.
If the encounter lasts longer than five rounds, Samiya successfully restores all nineteen menhirs and their Mystical Ward, dealing 5d10 radiant damage to all remaining Aberrations at the beginning of their turns as they are consumed by brilliant emerald flames.
Conclusion If Samiya survives and the characters can improve her disposition towards them, she offers any interested characters membership in the Gatekeepers. Samiya begins the process of magically calling an assembly of druids to restore the ranks of the Gatekeepers. After several months' time, the newly restored Gatekeepers can become a group patron (See chapter 2 of Tasha's Cauldron of Everything).
Rewards
9814 GP
1166 PP
Carved animal figurines of exotic wood with ivory inlay and zircon gems (750 GP)
Painted gold lion war mask (750 GP)
Obsidian beast statuette with gold fittings and inlay (750 GP)
Gatekeeper Scimitar Very Rare (requires attunement by a druid)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an Aberration or Fiend with an attack roll using it, the target takes an extra 2d8 radiant damage.
When you transform into your wild shape while holding the scimitar, it merges into your form and you gain a +2 bonus to attack and damage rolls you make with any natural weapon granted by your new form.
Inspiration The Killing Frost of Ghulurak, 3.5e Dungeon Master's Guide 2, chapter 3, pages 115-116 Dymondheart, 3.5e Weapons of Legacy, chapter 3, pages 78-79 The First Mistake, 4e Primal Power, chapter 2, page 34
Just to provide another perspective, I appreciate the new monster format. I never need more than ~5 rounds of actions in combat, and outside of combat I would just let this guy do pretty much anything that a high level druid could reasonably do. A list of 30 spells adds more to my mental load than I think it's worth. And I also don't like attacks that require a hit and a saving throw. They are essentially a 50% chance for no effect, 25% chance for partial effect, and only 25% chance of the full effect, and for a guy that will live for 3-5 rounds I'm just not gonna blow my few attacks on those odds.
For my PC option, I'll submit my College of Wonder subclass for the bard. The concept of magic without spells is exemplified by this bard who has the ability to reshape reality with whimsical, fey-like powers.
This entry is not complete. It is currently too weak, and lacks a 6th-level feature. Suggestions are welcome.
College of Wonder
The world is a big place. The way that leaf looks, how your dog’s fur is so soft, a rainbow, pictures taken from planets like Mars and Jupiter; everywhere you turn, something new and interesting waits for you to dig in and take a look. Time after time, when you take the time to scratch the surface and ask some questions, you learn something new. When you wonder about something, often enough, what you learn is wonderful.
You weren’t always this way, but you came back changed when you fell into the rabbit-hole into the feywild, a demiplane of nonsense entities, or some place so strange that you can’t quite explain it. Not only do you see the world differently, in a manner confusing to those around you, but you can also defy reality.
Legerdemain
3rd-level College of Wonder feature
You gain proficiency in Sleight of Hand, and you learn the prestidigitation cantrip, which doesn’t count against the number of bard cantrips you know.
Nonsense
3rd-level College of Wonder feature
You call on your connection to a surreal realm and hope things change for the better. You can use a bonus action to expend one use of your Bardic Inspiration and roll on the Nonsense table to determine the magical charm you create. You retain the charm until you create the effect or you finish a short or long rest. You can use an action to create the charm's effect. Once you do so, you can’t create the charm’s effect again until you roll it again.
You can retain only one of these magical charms at a time, and rolling on the Nonsense table immediately ends the effect of the previous charm.
Nonsense
d10
Effect
1
Escape. For 1 minute, you can use 5 feet of movement to automatically escape from nonmagical restraints.
2
Pierce to the Heart. For 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20.
3
Unexpected Trapdoor. You discover a trapdoor in a solid surface within 30 feet of you that lasts for 1 minute. Alternatively, a pit with a depth of a number of feet equal to five times a roll of your Bardic Inspiration die appears beneath a hostile creature within 30 feet of you for 1 minute.
4
What's This in My Pocket? You name a mundane item with a value in gp equal to three rolls of your Bardic Inspiration die or less and it appears in your hand or at your feet. The item disappears when you finish a short rest.
5
Premonition. You learn one useful fact about a creature or location. You can't use this feature twice on the same target.
6
Fetch. You cause one Small or smaller unattended object within 30 feet of you that you can see to vanish and reappear in your hands or another unoccupied space within 30 feet of you that you can see.
7
You're Not So Hurt as All That. Choose one creature within 30 feet of you that you can see. That creature can spend one Hit Die to heal itself, adding a roll of your Bardic Inspiration die + your Charisma modifier to the total.
8
What Kind of Beast is That? A Beast of challenge rating equal to a roll of your Bardic Inspiration die divided by 3 or lower appears in an unoccupied space within 30 feet of you. The Beast is friendly to you, and disappears after 1 minute.
9
Because I Said So. You have advantage on the next Charisma check you make within 1 minute.
10
Begin at the Beginning. For 1 hour you have darkvision out to a range of 60 feet, and you can perfectly recall any path you have traveled.
6th
6th-level College of Wonder feature
Curiouser and Curiouser
14th-level College of Wonder feature
Whenever you roll on the Nonsense table, you can roll the die twice and choose which of the two charms to create. If you roll the same number on both dice, you can ignore the number and choose any charm on the table.
Inspiration Alice's Adventures in Wonderland (1865) by Lewis Carol We're All Mad Here from Monte Cook Games' Cypher System "Wanders in Delirium", The Key from Monte Cook Games' Invisible Sun RPG, page 130 "Fell Through a Rabbit Hole", Expanded Worlds from Monte Cook Games' Cypher System, chapter 2, pages 26-27
An idea I have is to give the bard a 6th-level ability called either "Charmed Life" or "Armor of the Surreal". The ability allows the bard to add their charisma modifier to their AC and to all saving throws for a round, but their speed is halved and their movement is determined randomly. The narrative is that the bard is wandering around appreciating the world, which allows them to avoid attacks and fireballs. What do you think?
Just to provide another perspective, I appreciate the new monster format. I never need more than ~5 rounds of actions in combat, and outside of combat I would just let this guy do pretty much anything that a high level druid could reasonably do. A list of 30 spells adds more to my mental load than I think it's worth. And I also don't like attacks that require a hit and a saving throw. They are essentially a 50% chance for no effect, 25% chance for partial effect, and only 25% chance of the full effect, and for a guy that will live for 3-5 rounds I'm just not gonna blow my few attacks on those odds.
Yep, my thoughts exactly. Out of combat, Samiya is meant to be an archdruid, read: whatever your druid can do, Samiya can do better (until level 17 or so). If a spell is on the druid list, assume she has access to it. Samiya can talk to and command any animal or plant, control the weather, raise giant menhir stones with ancient wards, telepathically contact other druid conclaves at indeterminate distances etc. Why should I then need to foul up my pretty stat block with the shape water cantrip? Moreover, why should I be restricted from adding spells to her list that aren't available to a druid? Enlarge/reduce comes to mind as a spell that would be valuable to a druid with animal companions, despite not featuring on the druid list.*
*The animal growth spell in 3e accomplished this task for a druid, but one of 3e's big problems was the redundancy.
For my PC option, I'll submit my College of Wonder subclass for the bard. The concept of magic without spells is exemplified by this bard who has the ability to reshape reality with whimsical, fey-like powers.
This entry is not complete. It is currently too weak, and lacks a 6th-level feature. Suggestions are welcome.
College of Wonder
The world is a big place. The way that leaf looks, how your dog’s fur is so soft, a rainbow, pictures taken from planets like Mars and Jupiter; everywhere you turn, something new and interesting waits for you to dig in and take a look. Time after time, when you take the time to scratch the surface and ask some questions, you learn something new. When you wonder about something, often enough, what you learn is wonderful.
You weren’t always this way, but you came back changed when you fell into the rabbit-hole into the feywild, a demiplane of nonsense entities, or some place so strange that you can’t quite explain it. Not only do you see the world differently, in a manner confusing to those around you, but you can also defy reality.
Legerdemain
3rd-level College of Wonder feature
You gain proficiency in Sleight of Hand, and you learn the prestidigitation cantrip, which doesn’t count against the number of bard cantrips you know.
Nonsense
3rd-level College of Wonder feature
You call on your connection to a surreal realm and hope things change for the better. You can use a bonus action to expend one use of your Bardic Inspiration and roll on the Nonsense table to determine the magical charm you create. You retain the charm until you create the effect or you finish a short or long rest. You can use an action to create the charm's effect. Once you do so, you can’t create the charm’s effect again until you roll it again.
You can retain only one of these magical charms at a time, and rolling on the Nonsense table immediately ends the effect of the previous charm.
Nonsense
d10
Effect
1
Escape. For 1 minute, you can use 5 feet of movement to automatically escape from nonmagical restraints.
2
Pierce to the Heart. For 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20.
3
Unexpected Trapdoor. You discover a trapdoor in a solid surface within 30 feet of you that lasts for 1 minute. Alternatively, a pit with a depth of a number of feet equal to five times a roll of your Bardic Inspiration die appears beneath a hostile creature within 30 feet of you for 1 minute.
4
What's This in My Pocket? You name a mundane item with a value in gp equal to three rolls of your Bardic Inspiration die or less and it appears in your hand or at your feet. The item disappears when you finish a short rest.
5
Premonition. You learn one useful fact about a creature or location. You can't use this feature twice on the same target.
6
Fetch. You cause one Small or smaller unattended object within 30 feet of you that you can see to vanish and reappear in your hands or another unoccupied space within 30 feet of you that you can see.
7
You're Not So Hurt as All That. Choose one creature within 30 feet of you that you can see. That creature can spend one Hit Die to heal itself, adding a roll of your Bardic Inspiration die + your Charisma modifier to the total.
8
What Kind of Beast is That? A Beast of challenge rating equal to a roll of your Bardic Inspiration die divided by 3 or lower appears in an unoccupied space within 30 feet of you. The Beast is friendly to you, and disappears after 1 minute.
9
Because I Said So. You have advantage on the next Charisma check you make within 1 minute.
10
Begin at the Beginning. For 1 hour you have darkvision out to a range of 60 feet, and you can perfectly recall any path you have traveled.
6th
6th-level College of Wonder feature
Curiouser and Curiouser
14th-level College of Wonder feature
Whenever you roll on the Nonsense table, you can roll the die twice and choose which of the two charms to create. If you roll the same number on both dice, you can ignore the number and choose any charm on the table.
Inspiration Alice's Adventures in Wonderland (1865) by Lewis Carol We're All Mad Here from Monte Cook Games' Cypher System "Wanders in Delirium", The Key from Monte Cook Games' Invisible Sun RPG, page 130 "Fell Through a Rabbit Hole", Expanded Worlds from Monte Cook Games' Cypher System, chapter 2, pages 26-27
So just a couple of thoughts:
1) Isnt Legerdemain the name of the ability that Arcane Tricksters get at 3rd level? I think the full thing is "Mage Hand Legerdemain" but idk. Could have some overalp
2) For the random table, would you see any appeal in having it have 12 options and scale with your bardic inspiration die? (similar to the College of Spirits). That way, the trinkets for 7-8, 9-10, and 11-12 could offer more powerful options since they unlock at higher levels naturally. Having options that are more powerful than others would also make the 14th level double roll feature more appealing, imo
3) Armor of the Surreal seems like a fun idea. If a rogue can sacrifice their movement speed for advantage, I dont see why a bard couldnt sacrifice it for a temporary AC bonus. It might be easier just to make it that it reduces your movement speed to 0.
Another idea (just for you to play with) is could the 6th level feature offer some sort of alternative use of your bard spell slots? Kinda along the idea of Divine Smite, but playing into your theme of nonsensical things. My only reason for suggesting this is it would allow you to double down on the theme of a bard that doesnt rely fully on their spellcasting.
Overall, love the theme and cant wait to see how it turns out
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You know what would make a good addition to the table? Changes in gravity. Make the table a d12, add effects that reduce or increase the strength of gravity. Making the earth more or less dense is terraforming too!
Anyone else want to suggest which one I should submit? :)
If no other suggestions come in , I will submit Zephyros, the Storm Herald.
That could be fun, although its not meant to be a rolled table. Its not a d10 currently, its 10 rounds. It is meant to progressively get more dangerous as a minute passes. My only hang up on adding changes to gravity is that this is meant to be themed around elemental forces rather than more cosmic ones like gravity and time.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Right, sorry. I see a table and I assume rolls.
I do the exact same thing, lol.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
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HERE.This is a serious problem when your career involves spreadsheets. "Jensen, what are the updated revenue numbers?" "Sorry boss, I don't have enough d12s to work it out!"
Then to make it official: My DM submission is Zephyros, the Storm Herald: https://www.dndbeyond.com/monsters/2719060-zephyros-the-storm-herald He is a monster that you can use as a boss, but also as a friendly NPC that helps the party with buffs and other support abilities in epic fights against powerful foes :-)
This is my submission for the inspirational option. It's an encounter designed around learning ancient secrets from a druid who's spent so long in their wild shape that they've lost their original identity. In the encounter, the secret is the location of a dangerous alien stronghold. You should feel free to replace that with any secret you need revealed to the players that an ancient archdruid would know. I think you'll really enjoy it.
This is not yet complete. I'd love feedback on the challenge rating.
The Ancient Druid - An encounter for four 15th-level characters
The ancient gnome archdruid Samiya, has lived for thousands of years in the form of a shadowy reflection of the Primal Beast. Samiya is the last remaining member of a circle of druids known as the Gatekeepers, who guarded the natural world from extraplanar threats. Samiya has long since forgotten her true form, and prowls the dense forests around the Eye of Ghulurak, an ancient crater crawling with alien monstrosities. The characters may seek out Samiya for her knowledge of the ancient world, unaware that her knowledge is locked away inside of her bestial mind.
Background
History DC 18: In the ancient days when the first druids achieved mastery over primal magic, some of the mightiest magicians chose to remain in beast form at all times. These druids had unlocked many deep secrets, and they thought that by remaining in beast form forever they would learn more. The druids who chose to live only as beasts were gradually subsumed into the lives of the beasts they had joined. As their souls merged with those of the beasts, their minds grew dim, so that they forgot that they had not always been beasts. The deep secrets they discovered became locked inside their animalistic minds.
Hook: The Search for the Eye of Ghulurak
The Eye of Ghulurak is a crater over ten thousand years old, formed by an asteroid of living ice originating from the space between the stars. The alien material of the asteroid gradually warped the terrain of the crater until a pinhole gate to the Far Realm opened in its center. Aberrations and cultists have since made the crater their home, constructing a labyrinthine ziggurat over the Eye to channel its energies. Since then, adventurers have sought its location to seek alien artifacts, traffic with ancient Far Realm horrors, or to seal away its alien taint forever. Those who returned have had their minds and bodies irrevocably warped.
In the intervening millennia, the Gatekeepers have tasked themselves with guarding the Eye and hunting any aberrant entities that emerge from its foul depths, but their numbers have dwindled as waking memory of its alien horror fades. The party may seek the treasures lining the vaults of the ziggurat, or they may seek to stem the tide of aberrations and unnatural frost growing ominously beyond the borders of the deep forest.
The characters may be directed to the region containing Samiya's druidic grove, or they may stumble upon it on the way to the Eye of Ghulurak or another destination deep in the forest.
Traveling to the Grove
When traveling through the forest, a character who succeeds on a DC 13 Intelligence (Nature) check observes that as they travel deeper into the forest, the plant and animal life becomes more ancient, even anachronistic. Species long extinct elsewhere seem to thrive in this environment.
Within a mile or so of the grove, Samiya begins stalking the characters from the tree tops in her immortal beast form. A character who succeeds on a DC 22 Wisdom (Perception) check notices the tail, but Samiya is quick to retreat when noticed.
Grove of the Gatekeepers
As the PCs approach the grove, read:
During the day, dim light filtering through the dense forest canopy illuminates the grove. During the night, the grove is dark. Trees ranging from 30 to 120 feet tall populate the grove, and provide half cover. Brush consists of large bushes that count as difficult terrain.
A character can make a DC 14 Intelligence (Arcana) check to intuit the nature of the menhirs. On a success, the character gleans that these stone menhirs are enchanted with an archaic form of druidic magic, and have a strong aura of abjuration and transmutation magic.
Small Menhirs. Twelve small menhirs with a height of 15 feet each provide half cover. The characters can climb a menhir with a successful DC 10 Strength (Athletics) check. The menhirs have AC 18, immunity to psychic and poison damage, and 50 hit points. Samiya can cast a spell with a range of self or touch into menhir, causing the spell to affect every Beast or Plant within 15 feet of the menhir. When cast in this way, a spell does not require concentration. When a small menhir is destroyed, its space becomes difficult terrain. A character may use an action to disenchant a menhir with a DC 20 Intelligence (Arcana) check. A dispel magic spell cast on a small menhir disenchants the menhir if the caster succeeds on a DC 15 spellcasting ability check. A small menhir that is either destroyed or disenchanted can no longer empower Samiya's magic.
Large Menhirs. Five large menhirs with a height of 30 feet each provide three-quarters cover. The characters can climb a menhir with a successful DC 13 Strength (Athletics) check. The menhirs have AC 18, immunity to psychic and poison damage, and 100 hit points. Samiya can cast a spell with a range of self or touch into a large menhir, causing the spell to affect every Beast or Plant within 30 feet of the menhir. When cast in this way, a spell does not require concentration. When a large menhir is destroyed, each space within 5 feet of it becomes difficult terrain, and each creature within 5 feet must succeed on a DC 15 Dexterity saving throw or take (8d8) bludgeoning damage and be knocked prone and restrained. A creature restrained by a fallen menhir can use its action to make a DC 18 Strength check, freeing itself on a success. A character may use an action to disenchant a menhir with a DC 25 Intelligence (Arcana) check. A dispel magic spell cast on a large menhir disenchants the menhir if the caster succeeds on a DC 20 spellcasting ability check. After all of the large menhirs have been destroyed or disenchanted, Samiya loses her Regeneration trait. A large menhir that is either destroyed or disenchanted can no longer empower Samiya's magic.
Mystical Ward. While at least ten of the menhirs stand, they produce a powerful ward against Aberrations and Fiends. Any such creature who enters the grove for the first time on a turn or starts its turn there takes 5d10 radiant damage.
Combat Encounter: The Immortal Beast
When the PCs enter the grove, read:
Samiya's loyal pack guard this ancient grove from outsiders, especially Aberrations and Fiends. Samiya is joined by a pair of quetzalcoatluses perched atop the branches of two of the four awakened trees, and a pair of deinonychuses. The awakened trees remain motionless until combat begins. A character who succeeds on a DC 12 Wisdom (Perception) check notices their telltale movements.
Gatekeeper Tactics. Samiya begins combat in her immortal beast form crouched atop one of the large menhirs, and uses her Standing Leap trait to jump from between menhirs, casting spells into each in order to bolster her Beast and Plant allies. Samiya typically casts barkskin, freedom of movement, longstrider, and primordial ward. A character who sees Samiya cast a spell in her immortal beast form can make a DC 22 Intelligence (Arcana) check. Druids make this check with advantage. On a successful check, the character recalls that powerful druids have the ability to cast spells in beast form. The four awakened trees remain near Samiya's perch, only animating to defend Samiya from melee threats. The quetzcoatluses harrass combatants that keep their distance. The deinonychuses engage with any remaining characters, using their Pounce ability.
If a menhir is destroyed, Samiya directs her attention toward the greatest threat to the menhirs, first using her wrath of nature spell followed by fire storm, then closing in to melee. The first time the Samiya falls to 0 hit points in immortal beast form, read the following text:
Samiya's Regeneration trait prevents her from reverting to her original form. If the characters succesfully destroy or disenchant nine of the menhirs, Samiya loses her Regeneration trait, and reverts to her natural form (use the archdruid game statistics) when reduced to 0 hit points. If Samiya is restored to humanoid form, read the following text:
If Samiya is attacked in humanoid form, she attempts to escape using transport via plants to warn Tamala (see below) and gather animal reinforcements. If Samiya is killed, all spells affecting the Beasts and Plants of the grove end, and all menhirs become dormant. If the characters don't immediately attack Samiya, she adopts a crouched defensive posture, and inquires of the characters in druidic "who are you to destroy my grove and disturb my sacred hunt?"
Roleplaying Samiya
Samiya is a member of an ancient tribe of druids called the Gatekeepers, and does not speak modern common. Any character with telepathy, or access to the tongues spell or similar magic can communicate normally with her. Samiya has no interest in gold or treasure, but can be persuaded to reveal information about the Gatekeepers, who were responsible for hunting extraplanar threats to the world. Samiya can impart the following useful information:
Samiya initially claims ignorance about the Eye of Ghulurak, but can be persuaded to reveal its location if the characters appear more interested in cleansing the crater than in securing the ziggurat's treasures. Otherwise, a character who mentions the Eye of Ghulurak observes a telltale tensing of Samiya's muscles with a successful DC 20 Wisdom (Insight) check.
Personality Trait. “I feel more at home among the animals of nature than fellow people.”
Ideal. “It is the inner strength of my soul that enables me to take on any shape and remain myself within.”
Bond. “I am the last of my circle, and it is up to me to continue our crusade against otherworldly threats.”
Flaw. “Why return to the life of the tribe when one could run in the night with a pack of wolves, prowl the savannah as a fearless lion, or roam the forests as a bear?”
Combat Encounter: Alien Attack
Within 1 minute of the menhirs falling, a horde of two cosmic horrors (use the game statistics of the unspeakable horror, but the type is Aberration), two star spawn manglers, and six star spawn grues attacks the grove. Any remaining Beasts join the combat against the aberrations, but Samiya devotes her attention to magically restoring the stone menhirs. Any remaining awakened trees adapt a defensive formation near Samiya.
Alien Tactics. The cosmic horrors approach Samiya, using their Hex Blasts if the characters cluster together. The star spawn grues separate to cover as large an area as possible with their Aura of Shrieks. The star spawn manglers use the cover of the Aura of Shrieks to wade into melee with their Flurry of Claws before retreating to use their Shadow Stealth feature in the abundant dim light.
If the encounter lasts longer than five rounds, Samiya successfully restores all nineteen menhirs and their Mystical Ward, dealing 5d10 radiant damage to all remaining Aberrations at the beginning of their turns as they are consumed by brilliant emerald flames.
Conclusion
If Samiya survives and the characters can improve her disposition towards them, she offers any interested characters membership in the Gatekeepers. Samiya begins the process of magically calling an assembly of druids to restore the ranks of the Gatekeepers. After several months' time, the newly restored Gatekeepers can become a group patron (See chapter 2 of Tasha's Cauldron of Everything).
Rewards
Inspiration
"The Killing Frost of Ghulurak", 3.5e Dungeon Master's Guide 2, chapter 3, pages 115-116
"Dymondheart", 3.5e Weapons of Legacy, chapter 3, pages 78-79
"The First Mistake", 4e Primal Power, chapter 2, page 34
I really like this, I likely will take some inspiration from that for my Rime of the Frostmaiden campaign, the Stones of Thruun could see some repurposing :)
I am sad though that you chose to use the new approach to spellcasting monsters rather than giving Samiya a full spell list and spell slots to cast these spells with. I would also suggest to allow a saving throw against the [Tooltip Not Found] imposed by her Wildfire attack.
Regarding the loot, this would be a perfect opportunity to drop the hide of the feral guardian or staff of the woodlands for 15th-level characters; I would also suggest to expand the Wild Scimitar in some way, right now it appaers to be a generic +1 weapon to me that won't even see any use outside of wildshape because a druid deals more damage with Primal Savagery than by making an attack with it. Some ideas for it include defenses and/or extra damage against aberrations, more spells that can be cast with it (like green-flame blade due to the emerald flames maybe? spirit guardians as animal spirits could work too), extra damage in wildshape (fire, since she uses a Wildfire attack?)...
I have another question for the masses. For the DM option, I'm considering two more powerful monsters, playing Semako at his own game. The first is Ghulurak, the entity of frozen madness alluded to in my encounter. The second is the Everflame, a primal spirit of renewal and wildfires. Which sounds more appropriate and interesting?
Glad to provide some inspiration. I'll go ahead and say that the menhirs were one of the only truly original parts of this encounter.
I'm sad to make you sad ='(. Just for you, Samiya has this spell list in her original form, based on the legacy archdruid:
Spellcasting. Samiya is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). She has the following druid spells prepared:
Cantrips (at will): druidcraft, poison spray, primal savagery, produce flame
1st level (4 slots): entangle, faerie fire, longstrider, speak with animals
2nd level (3 slots): barkskin, enhance ability, spike growth
3rd level (3 slots): call lightning, conjure animals, plant growth
4th level (3 slots): dominate beast, freedom of movement, locate creature, wall of fire
5th level (3 slots): mass cure wounds, tree stride, wrath of nature
6th level (1 slot): primordial ward, sunbeam, transport via plants
7th level (1 slot): fire storm
8th level (1 slot): animal shapes
9th level (1 slot): foresight
I've copied the Wildfire attack directly from the new archdruid stat block, so I'll keep it as is. I generally think that attacks paired with a saving throw are kind of annoying given all the rolls required.
I'll take this advice under serious consideration. I originally had this encounter balanced for a party of 12th-level characters, and haven't updated the treasure. I think I will update the scimitar somehow. The wild magic weapon prefix is directly from 3e, so I'll just make this scimitar something else and more unique. Extra radiant damage against aberrations and fiends is appropriate. I'm going to hold off on allowing that extra damage in wild shape because monsters with natural weapons generally deal higher damage than players with normal weapons anyway, so the flat bonus is enough.
I still need to do research on Ghulurak, but from your description I would say Ghulurak would have been perfect for last competition's theme, and the Everflame fits this contest's theme a bit better :-)
By the way, Ghulurak also reminds be a bit of Father Llymic, which I was considering using as the true evil in my Frostmaiden campaign.
Thank you a lot for that, that is much better and fits the vibe of a powerful spellcaster an archdurid like Samiya is supposed to be. I really do not like the new spellcasitng approach, it ruins many otherwise interesting monsters for me - such as Vecna the Archlich, the drow matron mother, the archdruid and many others.
I see. I do not like that statblock, not just because of the new spellcasting but also because of that attack. It does not make sense for a typical druid (Samiya as an ancient druid using primal magic is a different story of course!), because druids are just not supposed to be blasters. Also I think a saving throw would be much more fair for players considering how devastating the blinded condition can be, and most similar attacks in older statblocks had saving throws againat conditions they imposed.
To my knowledge, Ghulurak only ever appears in the description of the magical event "The Killing Frost of Ghulurak" in the 3.5e DMG2. No other lore exists, making it perfect for me to shape. The Everflame is described in 4es Primal Power in the section describing primal spirits. I think you're right that Everflame is more fitting. I don't often make elementals (I find them boring and one-dimensional for the most part), but a primal spirit could be fun. Think of it as the main patron of wildfire druids.
I do remember Father Llymic. I think they are similar entities. I find Ghulurak somewhat more menacing due to the lack of lore, and also I think that Ghulurak is a cooler name. Lol. They also behave similarly. Father Llymic draws worshipers and warps them physically. Ghulurak draws worshipers and compels them to craft his likeness and draw his essence into new worlds. Father Llymic's omen is that the sun dims and eventually disappears. Ghulurak's likeness produces a massive blizzard that eventually overtakes entire worlds. In FD:RotFM, one could consider Auril and Ghulurak as being aligned entities, although Auril may object to her world being overtaken by an alien.
Interesting :)
I also think that Ghulurak is a much cooler name, lol. Thanks for the information!
I think elementals do not need to be boring, I ran a quite cool encounter with a volcano elemental (heavily modified Imix) some time ago. Making use of the environment (a lava lake with rock platforms swimming in it, the elemental could destroy platforms or create tidal waves of lava) was important for that encounter.
Also, while I am not sure if I will do an inspirational submission this time, I have a primeval forest in my world that could fit, and I felt reminded of that when reading your submission. If you are interested, here is the statblock for an elder shaman/archdruid living in that forest with some information about the forest itself in the description: https://www.dndbeyond.com/monsters/2697649-elder-shaman-of-erynmor
This is my entry for the DM option, the primal spirit Everflame. Everflame is benevolent for a fire spirit, whipping wildfire spirits into a frenzy so that they burn out quickly. Everflame recognizes that wildfires precipitate renewal in wildlands. The main mechanic of Everflame is its Create Wildfire trait. It uses this trait to create wildfires, then uses its Legendary and Lair actions to modulate their size.
Fire Form. Everflame can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch without squeezing if fire could pass through that space.
Illumination. Everflame sheds bright light in a 60-foot radius and dim light for an additional 60 feet.
Legendary Resistance (3/Day). If Everflame fails a saving throw, it can choose to succeed instead.
Magic Resistance. Everflame has advantage on saving throws against spells and other magical effects.
Rejuvenation. Everflame’s body extinguishes when it drops to 0 hit points. Everflame gains a new body after 1d10, regaining all its hit points and becoming active again. The new body appears within a raging wildfire.
Multiattack. Everflame makes four Slam or Rejuvenating Flames attacks. It can replace one attack with a use of Spellcasting.
Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 43 (8d8 + 8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 18 (4d8) fire damage at the start of each of its turns.
Rejuvenating Flames. Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 41 (6d10 + 8) radiant damage, and the target is blinded until the start of Everflame’s next turn. In addition, one creature of Everflame's choice that it can see within 120 feet of it can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus half the amount of radiant damage dealt.
Create Wildfire (Recharge 5–6). A wave of fire springs into existence within a 60-foot radius of a point Everflame chooses within 120 feet of it that it can see. When the wildfire appears, each creature within its area must make a DC 22 Dexterity saving throw. On a failed save, a creature takes 33 (6d10) fire damage, or half as much damage on a successful save. The wildfire ignites flammable objects in its area that aren't being worn or carried.
At the start of each of Everflame's turns after the wildfire appears, any creature inside the wildfire must succeed on a DC 22 Dexterity saving throw or take 27 (5d10) fire damage, or half as much damage on a successful save. A creature can take this damage only once per round.
At the end of the turn, the wildfire’s radius is reduced by 10 feet, and the damage creatures take from the wildfire on subsequent rounds is reduced by 1d10. When the wildfire reaches 0 feet in radius, it is extinguished.
Spellcasting. Everflame casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 22):
At will: plant growth
3/day each: greater restoration, revivify, wall of fire
1/day: mass heal
Firewalk. Everflame can enter a fire and move from inside it to inside another fire within 500 feet. Both fires must be Huge or larger. Everflame instantly knows the location of all other fires within 500 feet and, as part of the move used to enter the fire, can either pass into one of those fires or step out of the fire it's in. Everflame appears in a spot of its choice within the destination fire.
Everflame can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Everflame regains spent legendary actions at the start of his turn.
Enrage Wildfire Spirits. Everflame chooses one wildfire created by its Create Wildfire and increases its radius by 10 feet and the fire damage it deals by 1d10.
Flare Up (Costs 2 Actions). Everflame moves up to its speed without provoking opportunity attacks. When it passes within 15 feet of a creature during this move, that creature must succeed on a DC 22 Dexterity saving throw or take 11 (2d10) fire damage. A creature can take this damage no more than once during the move.
Create Wildfire Spirit (Costs 3 Actions). Everflame’s hit points are reduced by 50 as part of it separates and becomes a wildfire spirit (use the fire elemental game statistics). The spirit appears in an unoccupied space within 15 feet of Everflame and acts on Everflame’s initiative count. Everflame can’t use this action if it has 50 hit points or fewer. The spirit obeys Everflame’s commands and fights until destroyed.
Lair and Lair Actions
Everflame’s Lair
Everflame lairs within thick, dry forests, sparking raging wildfires and ensuring that their flames burn out quickly.
Lair Actions
On initiative count 20 (losing initiative ties), Everflame can take one of the following lair actions; it can’t take the same lair action two rounds in a row:
Control Wildfire Spirits. Any fires in the lair flare up drastically, quadrupling in size (for example, a fire blazing in a 5-foot by 5-foot area expands to a 10-foot by 10-foot area), causing any wildfires created through Everflame's Create Wildfire action to deal an additional 2d10 fire damage. Creatures caught in the area of an expanded fire are subject to the normal damage for entering or being in the fire. Alternatively, fires in the lair subside, halving in size, causing any wildfires created through Everflame's Create Wildfire action to deal 2d10 fewer points of fire damage.
Grasping Flora. Grasping roots and vines erupt in a 30-foot radius centered on a point on the ground that Everflame can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 22 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 22 Strength check and succeeds. The roots and vines wilt away when Everflame uses this lair action again or when Everflame dies.
Smoke Cloud. A thick cloud of black smoke and burning embers fills a 40-foot-radius sphere within 120 feet of Everflame, lasting until initiative count 20 of the next round. Creatures and objects within or beyond the smoke are heavily obscured. A creature that enters the cloud of embers for the first time on a turn or starts its turn there takes 18 (4d8) fire damage.
Regional Effects
The region containing Everflame’s lair is warped by its magic, creating one or more of the following effects:
Fiery Sight. Fires within 6 miles of the lair is a conduit for Everflame's presence. As an action, Everflame can cast the clairvoyance spell, requiring no spell components and targeting any fire in that region.
Verdant Growth. Vegetation within 6 miles of Everflame’s lair grow faster and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food.
Wildfires. Wildfires erupt within a 6-mile radius of Everflame’s lair. Every hour, there is a ten percent chance that characters in this area are caught in the path of a wildfire moving 50 feet per round. Each character must succeed on a DC 22 Constitution saving throw or take 16 (3d10) fire damage. A wildfire continues to threaten the characters for 1d10 rounds or until they get out of its path. Wooden structures caught in the wildfire are destroyed.
If Everflame is destroyed, vegetation and wildfires near the lair return to normal levels over the course of 1d10 days.
As a sample encounter idea, consider the Ancient Druid encounter in my entry above. As the Eye of Ghulurak was formed by an asteroid of alien ice, the characters may look to summon Everflame to burn away its alien influence, precipitating an epic battle of ice-wielding aberrations against the Gatekeepers and Everflame's wildfire spirits. Alternatively, Everflame makes a perfect patron spirit for a wildfire druid.
Inspiration
"Everflame", 4e Primal Power, chapter 5, page 123
For my PC option, I'll submit my College of Wonder subclass for the bard. The concept of magic without spells is exemplified by this bard who has the ability to reshape reality with whimsical, fey-like powers.
College of Wonder
You weren’t always this way, but something happened to you when you fell through a “rabbit hole” (either metaphorically, or literally) into a surreal realm of magic, faeries, nonsense entities, or something so otherworldly that you can’t quite explain it. You’ve returned, but the connection remains, and you’re no longer the same.
Not only do you think about things differently—possibly even in ways that confuse your friends—but you also can do things that defy reality. At least reality on this side of the rabbit hole.
Legerdemain
3rd-level College of Wonder feature
You gain proficiency in Sleight of Hand, and you learn the prestidigitation cantrip, which doesn’t count against the number of bard cantrips you know.
Nonsense
3rd-level College of Wonder feature
You call on your connection to a surreal realm and hope things change for the better. You can use a bonus action to expend one use of your Bardic Inspiration and roll on the Nonsense table using your Bardic Inspiration die to determine the magical charm you create. You retain the charm until you create the charm’s effect or you finish a short or long rest. You can use an action to create the charm's effect. Once you do so, you can’t create the charm’s effect again until you roll it again.
You can retain only one of these magical charms at a time, and rolling on the Nonsense table immediately ends the effect of the previous charm. If the charm requires a saving throw, the DC equals your spell save DC.
Nonsense
Armor of the Surreal
6th-level College of Wonder feature
You often find yourself distracted by fanciful visions, causing you to wander out of harm's way. When a creature you can see within 60 feet of you hits you with an attack, you can use your reaction to move up to half your speed without provoking opportunity attacks and fall prone. If your new position is out of range of the attack, it misses you and the attacker takes psychic damage equal to two rolls of your Bardic Inspiration die.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot to use this feature again.
Curiouser and Curiouser
14th-level College of Wonder feature
Whenever you roll on the Nonsense table, you can roll the die twice and choose which of the two charms to create. If you roll the same number on both dice, you can ignore the number and choose any charm on the table.
Inspiration
Alice's Adventures in Wonderland (1865) by Lewis Carol
We're All Mad Here from Monte Cook Games' Cypher System
"Wanders in Delirium", The Key from Monte Cook Games' Invisible Sun RPG, page 130
"Fell Through a Rabbit Hole", Expanded Worlds from Monte Cook Games' Cypher System, chapter 2, pages 26-27
I have things I'm working on for the DM and Inspirational options. The latter is more complete, since the former is a large set of monsters as well as the lore for their race (and, actually, a couple magic items.) The Inspirational option is a... actually, I'll just give the first draft here. Suggestions are welcome!
My submission for the Inspirational category: The Mageblade
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
(I hope it fits the category well enough. If not, we can just ignore it, it won’t be a problem. Feedback would still be great even if it doesn’t, though, if you’re so inclined.)
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Just to provide another perspective, I appreciate the new monster format. I never need more than ~5 rounds of actions in combat, and outside of combat I would just let this guy do pretty much anything that a high level druid could reasonably do. A list of 30 spells adds more to my mental load than I think it's worth. And I also don't like attacks that require a hit and a saving throw. They are essentially a 50% chance for no effect, 25% chance for partial effect, and only 25% chance of the full effect, and for a guy that will live for 3-5 rounds I'm just not gonna blow my few attacks on those odds.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I'd like some feedback on a feature for my bardic college:
An idea I have is to give the bard a 6th-level ability called either "Charmed Life" or "Armor of the Surreal". The ability allows the bard to add their charisma modifier to their AC and to all saving throws for a round, but their speed is halved and their movement is determined randomly. The narrative is that the bard is wandering around appreciating the world, which allows them to avoid attacks and fireballs. What do you think?
Yep, my thoughts exactly. Out of combat, Samiya is meant to be an archdruid, read: whatever your druid can do, Samiya can do better (until level 17 or so). If a spell is on the druid list, assume she has access to it. Samiya can talk to and command any animal or plant, control the weather, raise giant menhir stones with ancient wards, telepathically contact other druid conclaves at indeterminate distances etc. Why should I then need to foul up my pretty stat block with the shape water cantrip? Moreover, why should I be restricted from adding spells to her list that aren't available to a druid? Enlarge/reduce comes to mind as a spell that would be valuable to a druid with animal companions, despite not featuring on the druid list.*
*The animal growth spell in 3e accomplished this task for a druid, but one of 3e's big problems was the redundancy.
So just a couple of thoughts:
1) Isnt Legerdemain the name of the ability that Arcane Tricksters get at 3rd level? I think the full thing is "Mage Hand Legerdemain" but idk. Could have some overalp
2) For the random table, would you see any appeal in having it have 12 options and scale with your bardic inspiration die? (similar to the College of Spirits). That way, the trinkets for 7-8, 9-10, and 11-12 could offer more powerful options since they unlock at higher levels naturally. Having options that are more powerful than others would also make the 14th level double roll feature more appealing, imo
3) Armor of the Surreal seems like a fun idea. If a rogue can sacrifice their movement speed for advantage, I dont see why a bard couldnt sacrifice it for a temporary AC bonus. It might be easier just to make it that it reduces your movement speed to 0.
Another idea (just for you to play with) is could the 6th level feature offer some sort of alternative use of your bard spell slots? Kinda along the idea of Divine Smite, but playing into your theme of nonsensical things. My only reason for suggesting this is it would allow you to double down on the theme of a bard that doesnt rely fully on their spellcasting.
Overall, love the theme and cant wait to see how it turns out
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