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…
You can include an optional colour and hyphened extras if you so desire:
Evil Wizard of Duplicity and Duplication Manshoon is an evil, arrogant wizard who was an instrumental founder of the Zhentarim centuries ago. That Manshoon is dead, and the current Manshoon is one of the original’s many clones. Being a magical copy rather than an original doesn’t make Manshoon any less of a threat, as he’s amassed magical skill and political influence he uses for his own gain.…
Evil Wizard of Duplicity and Duplication Manshoon is an evil, arrogant wizard who was an instrumental founder of the Zhentarim centuries ago. That Manshoon is dead, and the current Manshoon is one of the original’s many clones. Being a magical copy rather than an original doesn’t make Manshoon any less of a threat, as he’s amassed magical skill and political influence he uses for his own gain.…
Weapon (whip), very rare This mithral Whip was once used by a powerful monster hunter. You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which deals an extra 1d4 Slashing damage on a hit. The Whip has seven runes on its handle that correspond to different damage types: Acid, Cold, Fire, Lightning, Poison, Radiant, or Thunder. When you hit a creature with a melee…
Manyhorn Guild Brokers are the senior officials who draft, organise, and oversee trade negotiations between their guild and other parties. These include negotiations between other Manyhorn guilds, as well as other cities, kingdoms, or political groups. Manyhorn Guild Brokers are generally exceptionally cool-headed, especially in a crisis. They pride themselves on their ability to use logical…
You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets’ bodies and equipment. You can make each creature seem 1 foot shorter or taller…
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Those who have encountered calignis quickly learn that their method of death involves burning out instead of bleeding out. At times, this dramatic immolation is denied to a caligni and they arise as an undead bright walker. This moniker is a bit of a misnomer, because these undead don’t walk; they instead float a few inches above the ground. Though tied to caligni society, bright walkers don’t…
Guild Initiates generally include the youngest members of the guild. The rank of Initiate is usually achieved after an introductory period of schooling for a young Manyhorn. Initiates’ duties include simple cleaning, cooking, and maintenance of guild facilities, along with other mundane and basic tasks. Those who show promise, or excel in one area are quickly promoted to a higher rank, but it is…
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…
General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature) You gain the following benefits. Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. Arcane Skill. When you fail a D20 Test, you can expend a spell slot to gain a bonus to the roll, potentially causing it to succeed. The bonus equals 2 plus the level of the spell slot expended.…
General Feat (Prerequisite: Level 4+, Charisma 13+) You gain the following benefits. Ability Score Increase. Increase your Intelligence or Charisma score by 1, to a maximum of 20. Opportunist. When a creature you can see within 10 feet of yourself fails a D20 Test using Charisma, you gain Advantage on the next Charisma (Intimidation or Persuasion) check you make against that target in the next…
The Ankylier invariably give their offspring names that convey strength or power by combining two words, and are usually in their native tongue Archosauric. Names are nether gender- or sex-specific. Common names include: Boulderfist, Ruggedhide, Ironguts, and Booming-Chest. If their names are in Archosauric, to a non-speaker they would sound like: Karko-ragh, Gurrgu, Oo-tarm-ma, and Vro-fath.
Within Mount Karao’kr, a hatching Jeholrak is typically given a simple name. However, once coming of age, Jeholrak begin to bestow upon themselves ever more extravagant names with reference to (supposedly) heroic deeds they have achieved. As such, the older or more influential a Jeholrak is, the longer and more ludicrous their name becomes. Below are some examples: Hatchling names Rassolax;…
Limukin typically have short names with two, three, and (rarely) four syllables. Their names, and language in general, include many hard ‘K’, ‘N’, and ‘I’ sounds. Typical names include: Piphi, Torsek, Nuek, Nanzaahn, Gerumal, Jam’reer, Liph’ko, Neararu.
The Children of Seth names are influenced by the societies they interact with. A parent may choose to name their offspring with a human or elven name if they have spent a considerable amount of time with these societies. As such, they have a wide variety of names. Examples include: Borra, Chavazin, Guzzleguts, Vargrelly, Teaneethyn, Thricestrike or Tim.
A name is not given to a Manyhorn until its “right of adoption” has been completed. Names are then issued by a guild elder and each elder may follow a different naming convention. Some examples of different guild names are as follows:
The Pluvenn favour high-pitched squawky names spoken in their ancient Archosauric tongue, such as Skree, Kek, Kareese, or Pip. They also sometimes have names spoken in Common, such as William, Hermione, Richard, or Audrey. Typically, the naming convention of an individual village will be similar among its populace, either all having Archosauric names or all having Common names.
Gargantuan Dragon, typically lawful good AC 22 (natural armor) Initiative +2 (12) HP 546 (28d20 + 252) Speed 50 ft., swim 40 ft.
Merchants focus on trading in goods produced by others. Some are simple shopkeepers, while others sail to distant ports to buy and sell their goods.
Necromancers who wish to sow as much toxic mayhem as possible often create zombie plague spreaders to do their dirty work for them. Zombies The zombies of Ravenloft come in many monstrous forms. These Undead horrors befoul and beleaguer any living thing in their way.
Skeletons are reanimated Humanoid bones bearing the equipment they had in life. They have rudimentary faculties and greater agility than zombies and similar shambling corpses. While they aren’t capable of creating plans of their own, they avoid obvious barriers and self-destructive situations.
Keeper of the Spores
Easily Create and Destroy Matter as a Master Artisan and Arcanist Some Wizards abandon the limitations set by magic schools and instead focus on the binding force that holds everything together. These mages spend their efforts weaving and recreating matter from thin air to create art as well as utility. They value the craftsmanship taught by artisans around the world and consider their skills and…
You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell’s name. If you instead touch a…
Weapon (morningstar), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Morningstar 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. Sap. If you hit a creature with this weapon, that…
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