Ketgrinn are catlike Fey spirits who delight in puzzles, riddles, and bargains. They have large, bright eyes and too-wide grins that gleam starkly even in shadows. Ketgrinn are tricksters and spies, often sent by those they serve to steal the voices of a rival’s minions to sow chaos and confusion. Secret. Ketgrinn can’t resist a puzzle or riddle, and a difficult one can send a ketgrinn’s mind…
Weapon (greatclub), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Greatclub allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Push. If you hit a creature with this weapon, you can…
Sluglike abominations, grothluts are fleshwarps that were once humans. While their head and torso are vaguely human, their arms are rubbery and move awkwardly at their sides. Wretched creatures, they moan piteously when other creatures are near, pleading with their last remnants of human consciousness. Many fleshwarpers consider the grothlut to be a failure of a creation, as the transformation…
This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can’t be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your…
Familiarity. Here are the meanings of the terms in the table’s Familiarity column:
| Skill | Ability | Example Uses |
|---|---|---|
| Acrobatics | Dexterity | Stay on your feet in a tricky situation, or perform an acrobatic stunt. |
| Animal Handling | Wisdom | Calm or train an animal, or get an animal to behave in a certain way. … |
| 1d8 | The Ettin’s Heads Are... |
|---|---|
| 1 | Amping up one another in preparation for a conflict or challenge. |
| 2 | Arguing over plans for battle, dinner, or how to spend the day. … |
Spells Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips). Each spell you prepare is associated with one of your…
Terrifying in scale and overwhelming power, goristros are giant demons capable of bringing cities to ruin. These demons embody senseless anarchy and nihilistic destruction, and they take special offense at creatures or structures that rival them in size. Castles, towers, giants, and beasts of war are all common victims of these monsters’ wrath. Goristros resemble hunched, primeval minotaurs…
Coming out ahead, whether in games of chance or in life-or-death contention, fills you with resolve and vigor. You gain the following benefits. Bet Big. If you don't already have it, you gain Heroic Inspiration whenever you succeed on an ability check made against another creature, when you reduce a creature to 0 Hit Points, or when a creature fails a saving throw you forced it to make. If, in…
Weapon (greatclub), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Greatclub allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Push. If you hit a creature with this weapon, you can push…
Weapon (any ammunition), uncommon If this piece of magic ammunition hits a creature and deals damage, the target makes a DC 13 Charisma saving throw. On a failed save, the target can’t take Reactions until the start of its next turn, as it sputters and rages impotently. Once it hits a target, the ammunition is no longer magical. List of Ammunition: Goading Arrows, Goading Needles, Goading Bolts…
Weapon (greatclub), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Greatclub allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Push. If you hit a creature with this weapon, you can…
Weapon (shortbow), rare This Shortbow can cause an Arrow to shatter and unleash a devastating spray of magical shrapnel. As a Magic action, you can use a command word to destroy one nonmagical Arrow you have nocked in the bow and send splintering shards of arcane energy out in front of you. When you do, each creature in a 15-foot Cone must make a DC 15 Dexterity saving throw. On a failed save, a…
Type: Simple Ranged Weapon Cost: 5 CP Weight: 1/4 lb Damage: 1d4 Piercing Properties: Finesse, Thrown (range 20/30), Vex Whether due to a tool or implement being wielded in a hurry, or the active knowledge of someone who understands the intrinsic weakness of Kindred, a weapon made solely of wood can pierce the heart. Wooden Melee Weapons. When you make an attack roll with this Melee weapon and…
The Augustine Trading Company strongly believes in education and growing talent. It funds colleges and granting scholarships to their Augustine Centers found throughout Etharis, training the next generation of innovators. Applicants are carefully screened for flexibility, prizing accomplishment over morality or dignity. The accepted are given lavish scholarships, contingent on service and…
Sluglike abominations, grothluts are fleshwarps that were once humans. While their head and torso are vaguely human, their arms are rubbery and move awkwardly at their sides. Wretched creatures, they moan piteously when other creatures are near, pleading with their last remnants of human consciousness. Many fleshwarpers consider the grothlut to be a failure of a creation, as the transformation…
Mitflits, also known as mites, are self-loathing and pitiful cowards with oversized heads, blue skin, and a penchant for befriending the ugliest of vermin. They tame insects, spiders, and other small creatures to serve as faithful allies. Mitflits have lost most of their ancestral magic, leaving them to feel incomplete and full of doubt and insecurity. Mitflits find companionship in the other…
A cluster of stools takes up one corner of this room, but most of it is empty space, with several reed-stuffed dummies dangling from the ceiling on the south wall. The dummies are full of holes, a few bolts still lodged in them. The shootists engage in close-range target practice here. A secret door to the west conceals a storage closet; a character who searches the room and makes a successful DC…
| 1d6 | Destination |
|---|---|
| 1–2 | Pine Barrens (area F2) |
| 3–4 | Infested Outcrop (area F3) … |
| Name | AC | HP | Initiative | Key Ability |
|---|---|---|---|---|
| Ankheg | 14 | 45 | +0 | Spews streams of acid |
| Commoner | 10 | 4 | +0 | Club (farm shovel) … |
Weapon (any simple or martial), rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon. Weapons Name Simple Melee Weapons Dragon Slayer Club | 1d4 Bludgeoning | Light | Slow Dragon Slayer Dagger | 1d4 Piercing | Finesse, Light, Thrown (Range 20/60) | Nick …
Weapon (any simple or martial), common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. Weapons Name Simple Melee Weapons Silvered Club | 1d4 Bludgeoning | Light | Slow Silvered Dagger | 1d4 Piercing | Finesse, Light, Thrown (Range 20/60) | Nick …
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change…
Weapon (any simple or martial), varies (requires attunement) Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to…
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