Dungeon Master Lorebook
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- #1Human Warrior Character Sheet (neutral good, level 1)selective
Keys: character_sheet_warrior
<character_sheet_warrior> (This section is purely for keeping track of stat, spell, ability and item changes of the current campaign.) Flame Tongue Greatsword (2d6 slashing + 2d6 fire damage on command) Adamantine armor (critical hits against you become regular hits) Ring of Protection +1 AC
Special abilities:
Misc notes: </notes on current campaign> Race: Human
Class: Fighter
Background: Soldier
Alignment: Neutral Good
Starting Attributes:[ Strength: 16 (+3) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 8 (-1) Wisdom: 10 (+0) Charisma: 10 (+0)]
Skills: Athletics, Intimidation
Equipment:[ Greatsword Scale mail armor (14 AC) Backpack Explorer's pack 50 gold pieces]
Race: Variant Human: +1 to all attributes Class: Fighter: Fighting Style (Great Weapon Fighting), Second Wind, Action Surge (1/rest) Background: Military Rank (Private)
Combat Stats:[ Hit Points: 12 Armor Class: 15 (Scale mail +1 from dexterity) Speed: 30 ft. Attacks: Greatsword: 2d6 slashing damage]
Special Abilities:[
- Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Second Wind (1/rest): You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
- Action Surge (1/rest): On your turn, you can take one additional action on top of your regular action and a possible bonus action.] </character_sheet_warrior>
- #2Dwarven Cleric Character Sheet (lawful good, level 1)selective
Keys: character_sheet_cleric
<character_sheet_cleric> (This section is purely for keeping track of stat, spell, ability and item changes of the current campaign.) Equipment:
Spell slots:
Spells:
Special abilities:
Misc notes: </notes on current campaign>
Race: Hill Dwarf
Class: Cleric
Background: Acolyte
Alignment: Lawful Good
Starting Attributes:[ Strength: 14 (+2) Dexterity: 10 (+0) Constitution: 16 (+3) Intelligence: 8 (-1) Wisdom: 16 (+3) Charisma: 10 (+0)]
Skills: Medicine, Religion
Equipment:[ Mace Scale Mail Shield Holy Symbol Priest's Pack Healer's Kit 50 gold pieces]
Features and Traits:
Race: Hill Dwarf: +2 Constitution, +1 Wisdom, Dwarven Resilience, Dwarven Combat Training, Stonecunning Class: Cleric: Spellcasting, Divine Domain Background: Acolyte: Shelter of the Faithful, Feature: Healer's Kit
Spellcasting: Cantrips:[ Light: Creates a bright light in a 20-foot radius, like a torch.
Sacred Flame: Summons radiant energy to target a creature, causing it to take radiant damage. Damage: 1d8 radiant damage]
Spell slots: Two first level
1st Level Spells:[ Cure Wounds: Heals a creature you touch, restoring hit points. Healing: 1d8 + spellcasting ability modifier Increased Level Healing: 1d8 per level Usage: The spell slots refresh after a long rest.
Guiding Bolt: A flash of light streaks toward a creature within range, illuminating the target and making it easier for your allies to hit. Frequency: Usable at will. Damage: 4d6 radiant damage Increased Level Damage: 1d6 per level Usage: The spell slots refresh after a long rest. ]
Combat Stats:[ Hit Points: 11 Armor Class: 18 (Scale Mail + Shield) Speed: 25 ft. Attacks: Mace: 1d6 bludgeoning damage]
Special Abilities:[ Divine Domain: Frequency: Passive ability, always active. Mechanics: The cleric has chosen the Life Domain, granting mastery over the healing arts. This choice provides them with enhanced healing abilities, allowing them to channel the divine energy of their deity to mend wounds and restore vitality to allies.
Channel Divinity: Frequency: Once per short or long rest. Mechanics: The cleric can use Channel Divinity to restore vitality to a number of injured creatures within 30 feet, distributing a pool of hit points among them as they see fit, up to half of their hit point maximums. This potent ability allows them to bolster their companions' resilience in battle, ensuring they can continue to fight on.]
</character_sheet_cleric>
- #3Gnome Rogue Character Sheet (chaotic good, level 1)selective
Keys: character_sheet_rogue
<character_sheet_rogue> (This section is purely for keeping track of stat, spell, ability and item changes of the current campaign.) Equipment:
Special abilities:
Misc notes: </notes on current campaign> Race: Gnome
Class: Rogue
Background: Urchin
Alignment: Chaotic Good
Attributes:[ Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 8 (-1)]
Skills: Stealth, Sleight of Hand
Equipment:[ Rapier Shortbow with 20 arrows Burglar's Pack Thieves' Tools Leather armor 50 gold pieces]
Features and Traits: Race: Gnome: +2 Intelligence, Darkvision, Gnome Cunning Class: Rogue: Expertise (Stealth, Sleight of Hand), Sneak Attack Background: Urchin: City Secrets, Sleight of Hand proficiency
Combat Stats:[ Hit Points: 8 Armor Class: 13 (Leather Armor) Speed: 25 ft. Attacks: Rapier: 1d8 piercing damage Shortbow: 1d6 piercing damage (range 80/320)]
Special Abilities:[ Evasive Footwork: Frequency: Once per short rest. Mechanics: Use a bonus action to move up to your speed without provoking opportunity attacks.
Quick Reflexes: Frequency: Passive ability, always active. Mechanics: Gain a +2 bonus to initiative rolls.] </character_sheet_rogue>
- #4Tiefling Sorcerer Character Sheet (chaotic evil, level 1)selective
Keys: character_sheet_sorcerer
<character_sheet_sorcerer> (This section is purely for keeping track of stat, spell, ability and item changes of the current campaign.) Equipment:
Spell slots:
Spells:
Special abilities:
Misc notes: </notes on current campaign>
Race: Tiefling
Class: Sorcerer
Background: Charlatan
Alignment: Chaotic Evil
Starting Attributes:
Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 8 (-1) Wisdom: 10 (+0) Charisma: 16 (+3) Skills: Deception, Sleight of Hand
Equipment:[ Dagger Component Pouch Disguise Kit Thieves' Tools Fine clothes 50 gold pieces]
Features and Traits:
Race: Tiefling: +2 Charisma, +1 Intelligence, Darkvision, Hellish Resistance, Infernal Legacy (Thaumaturgy cantrip) Class: Sorcerer: Spellcasting, Sorcerous Origin Background: Charlatan: False Identity, Forgery Kit
Spellcasting: Cantrips:[ Thaumaturgy: Frequency: At will. Mechanics: You manifest a minor wonder, a sign of supernatural power, within range. You can create one of the following magical effects: your voice booms up to three times as loud as normal for one minute, you cause flames to flicker, brighten, dim, or change color for one minute, you cause harmless tremors in the ground for one minute, you create an instantaneous sound, or you open or close a door or window.
Fire Bolt: Frequency: At will. Mechanics: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. The spell's damage increases as you reach higher levels.
Prestidigitation: Frequency: At will. Mechanics: You create one of the following magical effects: create a harmless sensory effect (visual, auditory, olfactory, or tactile), light or snuff out a small flame, clean or soil an object no larger than 1 cubic foot, chill, warm, or flavor up to 1 cubic foot of nonliving material, or create a small trinket or illusionary image that fits in your hand and lasts until the end of your next turn.]
Spell slots: Two first level
1st Level Spells:[ Mage Armor: Frequency: Once per round. Mechanics: This spell grants the target a protective magical force, providing a base Armor Class of 13 + Dexterity modifier for 8 hours. The spell doesn't require concentration.
Spell: Burning Hands Frequency: Once per round. Mechanics: You unleash a 15-foot cone of fire from your fingertips. Each creature in that area must make a Dexterity saving throw. A target takes 3d6 fire damage on a failed save, or half as much damage on a successful one. Increased Level Damage: 1d6 per level]
Combat Stats:[ Hit Points: 7 (+1 from draconic resilience) Armor Class: 15 (13 (draconic resilience) + Dexterity modifier) Speed: 30 ft. Attacks: Dagger, 1d4 piercing damage]
Special Abilities:[ Draconic Resilience: You gain a bonus to your hit points equal to your sorcerer level. Additionally, while you aren't wearing armor, your AC equals 13 + your Dexterity modifier.
Draconic Ancestry (Fire Dragon): Frequency: Passive ability, always active. Mechanics: You trace your lineage back to the ancient fire dragons, granting you resistance to fire damage. As a manifestation of this ancestry, your skin might have a faint reddish hue, and when you tap into your draconic powers, your eyes briefly flare with fiery intensity. ] </character_sheet_sorcerer>
- #5High Elf Wizard Character Sheet (neutral, level 1)selective
Keys: character_sheet_wizard
<character_sheet_wizard> (This section is purely for keeping track of stat, spell, ability and item changes of the current campaign.) Equipment:
Spell slots:
Spells:
Special abilities:
Misc notes: </notes on current campaign>
Race: High Elf
Class: Wizard
Background: Sage
Alignment: Neutral
Starting Attributes:[ Strength: 8 (-1) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 10 (+0)]
Skills: Arcana, Investigation
Equipment:[ Quarterstaff Component Pouch Scholar's pack Clothes Spellbook 50 gold pieces]
Features and Traits:
Race: High Elf: +2 Dexterity, Darkvision, Keen Senses, Fey Ancestry, Trance Class: Wizard: Spellcasting, Arcane Recovery Background: Sage: Researcher, Library Access
Spell slots: Two first level
Spellcasting:
Cantrips:[ Fire Bolt: Frequency: At will. Mechanics: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. The spell's damage increases as you reach higher levels: at 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Mage Hand: Frequency: At will. Mechanics: You conjure a spectral, floating hand that can manipulate objects and perform simple tasks at your command. The hand can't attack, activate magic items, or carry more than 10 pounds, but it can open unlocked doors, pick up items, and perform other minor tasks as directed by you. The spectral hand appears translucent and ethereal, typically in the shape of a small, disembodied hand.]
1st Level Spells:[ Mage Armor: Frequency: Once per casting. Mechanics: You touch a willing creature and grant it a magical protection. Until the spell ends, the target's base Armor Class becomes 13 + its Dexterity modifier. This spell doesn't require concentration, and its effects last for 8 hours or until you dismiss it. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the AC increases by 1 for each slot level above 1st.
Magic Missile: Frequency: Once per casting. Mechanics: You create three glowing darts of magical force. Each dart hits a creature of your choice within range and deals 1d4+1 force damage. The darts all strike simultaneously and automatically hit their targets, even if they are invisible or hidden. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you create one additional dart for each slot level above 1st.]
Combat Stats:[ Hit Points: 6 Armor Class: 12 (10 + Dexterity modifier) Speed: 30 ft. Attacks: Quarterstaff, 1d6-1 bludgeoning damage]
Special Abilities: [ Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
Arcane Mastery: Frequency: Once per long rest. Mechanics: Channel your arcane prowess to momentarily enhance your spellcasting abilities. For the next minute, your spellcasting ability score increases by +2, improving the potency and accuracy of your spells. This ability allows you to unleash more powerful and precise magical effects for a limited time, making you a more formidable spellcaster in combat or when faced with challenging magical tasks.] </character_sheet_wizard>
- #6Half-Orc Ranger Character Sheet (chaotic neutral, level 1)selective
Keys: character_sheet_ranger
<character_sheet_ranger> (This section is purely for keeping track of stat, spell, ability and item changes of the current campaign.) Equipment:
Spell slots:
Spells:
Special abilities:
Misc notes: </notes on current campaign> Race: Half-Orc
Class: Ranger
Background: Outlander
Alignment: Chaotic Neutral
Attributes:[ Strength: 16 (+3) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 8 (-1)]
Skills: Athletics, Survival
Equipment:[ Longbow with 20 arrows Greatsword Explorer's Pack Traveler's Clothes Hunting Trap 50 gold pieces]
Features and Traits:
Race: Half-Orc: +2 Strength, +1 Constitution, Darkvision, Menacing, Relentless Endurance Class: Ranger: Favored Enemy, Natural Explorer Background: Outlander: Wanderer, Feature: Rustic Hospitality
Combat Stats:[ Hit Points: 11 Armor Class: 13 (Leather Armor) Speed: 30 ft. Attacks: Longbow: 1d8 piercing damage (range 150/600) Greatsword: 2d6 slashing damage]
Special Abilities:[ Favored Enemy: Humanoids Frequency: Passive ability, always active against chosen enemies. Mechanics: Gain bonuses to tracking, damage, and intelligence checks related to humanoid creatures. This bonus also applies to interactions and knowledge about the favored enemy. Additionally, enemies of this type can't hide from the ranger's keen perception or escape their relentless pursuit.
Natural Explorer: Forests Frequency: Passive ability, always active in forests. Mechanics: Gain bonuses to traveling, stealth, and survival checks related to forest terrain. Additionally, move stealthily and set cunning traps more effectively in forest environments, making the ranger adept at traversing wooded areas and ambushing foes within them.]
</character_sheet_ranger>
- #7Wood Elf Druid Character Sheet (neutral good, level 1)selective
Keys: character_sheet_druid
<character_sheet_druid> (This section is purely for keeping track of stat, spell, ability and item changes of the current campaign.) Equipment:
Spell slots:
Spells:
Special abilities:
Misc notes: </notes on current campaign>
Race: Wood Elf
Class: Druid
Background: Hermit
Alignment: Neutral Good
Attributes:[ Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 12 (+1) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 8 (-1)]
Skills: Medicine, Nature
Equipment:[ Staff Leather Armor Explorer's Pack Druidic Focus (Holly) Herbalism Kit 50 gold pieces]
Features and Traits:
Race: Wood Elf: +2 Dexterity, +1 Wisdom, Darkvision, Keen Senses, Fey Ancestry, Trance, Mask of the Wild Class: Druid: Spellcasting, Wild Shape Background: Hermit: Discovery, Feature: Discovery (specific discovery based on character background)
Spell slots: Two first level
Spellcasting: Cantrips:[ Druidcraft: This cantrip taps into the druid's connection with nature, allowing them to manipulate small natural elements and phenomena. With a whisper of incantation and a gesture, the druid can create harmless sensory effects such as the sound of a gentle breeze, the aroma of fresh flowers, the falling of autumn leaves, or the faint shimmer of moonlight. While not directly influencing creatures or objects, Druidcraft provides a subtle means of communication with nature and can be used for divination or simple atmospheric effects.
Produce Flame: By harnessing their druidic energy, the caster conjures a small flame in their hand, providing illumination and a source of warmth. This flame can also be used as a basic tool for igniting flammable objects or creatures, though its damage potential is limited. As the druid grows in power, they can control the intensity of the flame, from a mere flicker to a small inferno. Additionally, Produce Flame can be wielded as a ranged attack, with the druid hurling the flame at a target within range to deal fire damage.]
1st Level Spells:[ Cure Wounds: This spell channels positive energy to heal wounds. The caster lays their hands on a creature they wish to heal, restoring hit points equal to 1d8 + the caster's spellcasting ability modifier. As the caster gains levels, the effectiveness of Cure Wounds increases, granting additional hit points healed. For each spell slot used above 1st level, the spell's healing power increases by 1d8 for each slot level above 1st.
Entangle: Entangle conjures thick, thorny vines and undergrowth to sprout from the ground in a 20-foot square area within range. Creatures in the area must succeed on a Strength saving throw or become restrained by the entangling plants. A restrained creature can use its action to make a Strength check against the spellcaster's spell save DC, ending the effect on itself on a success. As the caster gains levels, the duration and effectiveness of Entangle may increase, potentially affecting a larger area or imposing additional penalties on affected creatures.]
Combat Stats:[ Hit Points: 8 Armor Class: 13 (Leather Armor) Speed: 35 ft. Attacks: Staff: 1d6 bludgeoning]
Special Abilities:[ Wild Shape: Giant Poisonous Snake: Special ability that allows a druid to transform into a beast form. At 2nd level, the druid can use Wild Shape twice before needing to take a short rest to regain this ability. The duration of the transformation typically lasts for a number of hours equal to half the druid's level rounded down. During this time, the druid gains the physical characteristics and abilities of the chosen beast, as outlined in the rules for Wild Shape. Additional forms gained upon leveling.
Nature's Vigilance: Frequency: Once per long rest Mechanics: The druid can spend 10 minutes in meditation to attune their senses to the surroundings. For the next hour, the druid gains advantage on Wisdom (Perception) checks related to natural phenomena such as weather changes, animal behavior, or hidden dangers in the wilderness.] </character_sheet_druid>
- #8Human Paladin Character Sheet (lawful good, level 5)selective
Keys: character_sheet_paladin
<character_sheet_paladin> (This section is purely for keeping track of stat, spell, ability and item changes of the current campaign.) Equipment:
Spell slots:
Spells:
Special abilities:
Misc notes: </notes on current campaign>
Race: Human
Level: 5
Class: Paladin
Background: Noble
Alignment: Lawful Good
Attributes:
Strength: 16 (+3) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 14 (+2) Skills: Persuasion, Religion
Equipment:[ Longsword Shield Chain Mail Holy Symbol Explorer's Pack Signet Ring Scroll of Pedigree 50 gold pieces]
Features and Traits:
Race: Human: +1 to all attributes Class: Paladin: Divine Sense, Lay on Hands, Divine Smite Background: Noble: Position of Privilege, Feature: Feature: Retainers
Spell slots: Four 1st-level spell slots Two 2nd-level spell slots
Spellcasting: Level 1 spells:[ Divine Favor Mechanics: Concentration spell that imbues the Paladin's weapon with divine energy, granting them a bonus to their weapon damage rolls for the duration of the spell. The bonus increases with the Paladin's spell slot level.
Shield of Faith Mechanics: Concentration spell that surrounds the Paladin with a shimmering field of divine energy, increasing their Armor Class for the duration of the spell. The AC bonus remains constant regardless of the spell slot level used.]
Level 2 Spells:[ Branding Smite: Mechanics: This spell imbues the Paladin's weapon with radiant energy, causing it to shed bright light in a radius around the target. Additionally, on a successful hit, the target takes radiant damage, and becomes visible if invisible, and makes it impossible to become invisible for the duration of the spell.]
Combat Stats:[ Hit Points: 51 Armor Class: 18 (Chain Mail + Shield) Speed: 30 ft. Attacks: Longsword:1d8 slashing damage]
Special Abilities:[ Divine Sense: Frequency: Usable at will. Mechanics: Allows the Paladin to detect the presence of undead creatures or the desecration or consecration of objects or places within a certain radius. The range and specific nature of the detected presence improve as the Paladin gains levels.
Lay on Hands: Frequency: Once per long rest. Mechanics: Allows the Paladin to restore hit points to themselves or others by touch, with the amount of healing equal to their Paladin level multiplied by 5.
Divine Smite: Frequency: Usable with a melee weapon attack and expending a spell slot. Mechanics: Allows the Paladin to channel their divine energy through their weapon, expending a spell slot to deal extra radiant damage on top of the weapon's normal damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.
Branding Smite: Frequency: Usable with a melee weapon attack and expending a spell slot. Mechanics: Upon successfully hitting a target with a melee weapon attack, you can expend a spell slot to deal additional radiant damage. The target is marked with a mystical sigil, which burns with divine energy, causing it to shed dim light in a 5-foot radius and impose disadvantage on stealth checks made by the target. The additional damage dealt is 2d6 radiant damage for a 2nd-level spell slot, plus 1d6 for each spell level higher than 2nd, to a maximum of 5d6.] </character_sheet_paladin>
- #9Half-Elf Priest Character Sheet (neutral good, level 5)selective
Keys: character_sheet_priest
<character_sheet_priest> (This section is purely for keeping track of stat, spell, ability and item changes of the current campaign.) Equipment:
Spell slots:
Spells:
Special abilities:
Misc notes: </notes on current campaign>
Race: Half-Elf
Level: 5
Class: Cleric (Life Domain)
Background: Acolyte
Alignment: Neutral Good
Attributes:[ Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 14 (+2)]
Skills: Insight, Medicine
Equipment:[ Mace Shield Holy Symbol Priest's Pack Cloth Robes 50 gold pieces]
Features and Traits:
Race: Half-Elf: +2 Charisma, +1 to two other attributes of your choice, Darkvision, Fey Ancestry Class: Cleric: Spellcasting, Divine Domain (Life) Background: Acolyte: Shelter of the Faithful, Feature: Feature: Feature: False Identity
Spell slots: Four 1st-level spell slots Three 2nd-level spell slots
Spellcasting: Cantrips:[ Sacred Flame: The caster targets a creature they can see within range with a divine flame. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The spell's damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.
Thaumaturgy: Allows the caster to perform minor miracles and create various magical effects within range. These effects can include causing harmless tremors, altering the appearance of their eyes, making their voice boom up to three times louder, or creating an instantaneous sound. This cantrip does not directly cause damage or harm to creatures but can be used to create dramatic or distracting effects.]
1st Level Spells:[ Cure Wounds: The cleric calls upon their deity's power to heal wounds. The target regains hit points equal to 1d8 + the cleric's spellcasting ability modifier. The spell's healing increases with higher-level spell slots. At 1st level, it heals 1d8 + spellcasting ability modifier. At higher levels, it heals an additional 1d8 for each spell slot level above 1st.
Bless: The cleric blesses up to three creatures of their choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, they can add a d4 to the roll. The spell's duration is concentration, up to 1 minute.]
2nd Level Spells:[ Aid: The cleric calls upon divine energy to bolster the health of their allies. This spell targets up to three creatures within range and grants them temporary hit points equal to 5 + the cleric's spellcasting ability modifier. These temporary hit points last for 8 hours. At higher levels, when cast with a spell slot of 3rd level or higher, the spell grants an additional 5 temporary hit points for each slot level above 2nd.]
Combat Stats:[ Hit Points: 38 Armor Class: 15 (Divine Aegis + Shield) Speed: 30 ft. Attacks: Mace: 1d6 bludgeoning damage]
Special Abilities:[ Healing Hands: Passive ability. Bonus healing spells, Disciple of Life (add 2+spell level to healing spells).
Divine Strike: Passive ability. At 5th level, your connection to divine power allows you to infuse your weapon strikes with holy energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. This extra damage increases to 2d8 at 11th level.
Channel Divinity: Turn Undead: Once per short rest. As an action, you present your holy symbol and speak a prayer, calling upon your deity's power to drive away undead.
Divine Aegis: Frequency: Passive ability. Mechanics: While wearing cloth armor, the priest gains a +2 bonus to AC, +1 to spell save DC, and all healing spells cast on themselves heal an additional 1d8 hit points. Additionally, they radiate an aura of tranquility, granting them and allies within 5 feet resistance to psychic damage.]
</character_sheet_priest>
- #10Tiefling Warlock Character Sheet (chaotic neutral, level 5)selective
Keys: character_sheet_warlock
<character_sheet_warlock> (This section is purely for keeping track of stat, spell, ability and item changes of the current campaign.) Equipment:
Spell slots:
Spells:
Special abilities:
Misc notes: </notes on current campaign> Race: Tiefling
Class: Warlock (Fiend Patron)
Background: Charlatan
Alignment: Chaotic Neutral
Starting Attributes:[ Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 10 (+0) Wisdom: 8 (-1) Charisma: 16 (+3)]
Skills: Deception, Arcana
Equipment:[
Light Crossbow Quarterstaff Component Pouch Scholar's Pack Fine clothes 50 gold pieces]
Race: Tiefling: +2 Charisma, +1 Intelligence, Darkvision, Fiendish Resilience, Infernal Legacy (Thaumaturgy cantrip) Class: Warlock: Pact Magic, Otherworldly Patron (Fiend) Background: Charlatan: False Identity, Forgery Kit
Spell slots: 2 slots of each level up to 3rd level (replenishes after short rest)
Spellcasting: Cantrips:[ Thaumaturgy: Allows the caster to manifest minor wonders for up to 1 minute. These wonders can include causing harmless tremors in the ground, opening or closing doors or windows, causing flames to flicker or brighten, or creating ominous whispers.
Eldritch Blast: This cantrip conjures a beam of crackling energy that streaks toward a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell's damage increases as you reach higher levels: at 5th level, the damage increases to 2d10, at 11th level, it increases to 3d10, and at 17th level, it increases to 4d10.
Minor Illusion: This cantrip allows you to create a sound or an image of an object within range that lasts for the duration, which is up to 1 minute. The illusion can't create any sensory effects, such as light, sound, smell, or any other sensory effect, nor can it deal damage. The illusion also can't be larger than a 5-foot cube.]
1st Level Spells:[ Armor of Agathys: Surrounds the caster with magical frost, providing temporary hit points and dealing cold damage to attackers who hit with melee attacks. The amount of temporary hit points and damage dealt increases with the spell slot level.
Hex: Places a curse on a target, granting disadvantage on ability checks tied to a chosen ability score and dealing extra necrotic damage whenever the caster hits the cursed target with an attack. The spell lasts for combat duration and can be moved to a new target upon the previous one's death.
2nd Level Spells:[ Darkness: Creates a magical darkness within a specific radius, heavily obscuring the area and making it difficult for creatures without darkvision to see.
Invisibility: Renders the target invisible until the spell ends or the target attacks or casts a spell. Invisible creatures gain advantage on attack rolls, and attackers have disadvantage when trying to target the invisible creature with attacks and spells.]
Combat stats:[ Hit Points: 28 Armor Class: 11 (without armor) Speed: 30 ft. Attacks: Light Crossbow: 1d8 piercing damage (range 80/320) Quarterstaff: 1d6 bludgeoning damage]
Special Abilities:[ Dark One's Blessing: Frequency: Passive ability, activates when reducing a creature to 0 hit points. Mechanics: When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). These temporary hit points last until they are depleted or you finish a short or long rest.
Fiendish Resilience: Frequency: Once per short rest. Mechanics: Starting at 1st level, you gain the ability to draw on your patron's infernal power to bolster your defenses. As a bonus action, you can choose one magical damage type and gain resistance to that damage type for one hour. This resistance means you take half damage from any source of that damage type.
Fiendish Fury: Frequency: Once per long rest. Mechanics: When you take damage from a creature within 30 feet of you, you can unleash a burst of infernal energy. The creature must make a Dexterity saving throw against your Warlock spell save DC. On fail, it takes fire damage equal to your Charisma modifier + your warlock level. On success, it takes half damage.
Infernal Pact: Frequency: Passive ability. Mechanics: You gain proficiency in persuasion. Additionally, when you cast a spell that deals fire damage, you can add your Charisma modifier to one damage roll of that spell.]
</character_sheet_warlock>
- #11Leveling and experienceselective
Keys: level increase, level gain, level_up, higher level, gained level, levelled up
In Dungeons & Dragons 5th Edition, the experience point (XP) thresholds required to advance to each level are as follows:1 to 2: 300 XP 2 to 3: 900 XP 3 to 4: 2,700 XP 4 to 5: 6,500 XP 5 to 6: 14,000 XP 6 to 7: 23,000 XP 7 to 8: 34,000 XP 8 to 9: 48,000 XP 9 to 10: 64,000 XP 10 to 11: 85,000 XP 11 to 12: 100,000 XP 12 to 13: 120,000 XP 13 to 14: 140,000 XP 14 to 15: 165,000 XP 15 to 16: 195,000 XP 16 to 17: 225,000 XP 17 to 18: 265,000 XP 18 to 19: 305,000 XP 19 to 20: 355,000 XP
- #12Dungeon Master Guide - rollingselective
Keys: d12, combat, d8, d10, d20, d4, roll, dice, d6, save
Golden rules of dice rolling:
- AI must favor neither the player nor NPC/enemy.
- Dice rolls must be truly random.
- AI avoids granting the player artificially high rolls.
- AI is creative in what it rolls dice for.
- Enemies also obtain high rolls sometimes.
- AI must use the {{roll dX}} function for rolling.
- #13Magic Items - Armorselective
Keys: magic scale, magic mail, imbued armor, magic plate, enchanted armor, magic leather, magic armor, magic_armor, magic chain
[System Command: From the list below, award an item that is usable by the player.]
Adamantine Armor:[
Description: This suit of armor is forged from adamantine, a legendary metal known for its exceptional hardness and durability. It gleams with a silvery sheen and provides excellent protection against physical attacks. Stats Change: Adamantine armor grants the wearer resistance to non-magical slashing, piercing, and bludgeoning damage. Armor Class: 18]
Dragon Scale Mail:[
Description: Crafted from the scales of a slain dragon, this armor is both majestic and formidable. The scales shimmer with vibrant colors and are as tough as steel. Stats Change: Dragon scale mail grants the wearer resistance to a specific type of damage associated with the dragon from which the scales were obtained, such as fire, cold, acid, or lightning damage. Armor Class: 18]
Mithril Chain Mail:[
Description: This chain mail is woven from mithril, a rare and precious metal known for its lightweight yet incredibly strong properties. It shines with a bright luster and is favored by adventurers who value mobility and protection. Stats Change: Mithril chain mail eliminates the Strength requirement and Stealth disadvantage associated with regular chain mail, making it easier to wear and allowing for more stealthy movement. Armor Class: 16 + Dexterity modifier (max 2)]
Plate Armor of Etherealness:[
Description: This suit of plate armor is imbued with the essence of the Ethereal Plane, granting its wearer the ability to phase in and out of the material world at will. It appears ethereal and translucent when activated. Stats Change: While wearing this plate armor, the wearer can use an action to become ethereal, allowing them to move through solid objects and ignore difficult terrain. This effect lasts for a limited duration and can be used once per day. Armor Class: 18]
Celestial Plate:[
Description: This gleaming suit of plate armor is infused with the essence of the celestial realms, radiating divine energy and providing unparalleled protection against evil forces. Stats Change: Celestial plate grants the wearer resistance to necrotic and radiant damage, as well as advantage on saving throws against spells and effects cast by undead creatures or fiends. Armor Class: 18]
Shadow Armor:[
Description: This dark and shadowy armor is crafted from the essence of the Shadowfell, the plane of shadow and darkness. It seems to absorb light and sound, blending seamlessly into the shadows. Stats Change: While wearing this armor, the wearer gains advantage on Dexterity (Stealth) checks and can use an action to become invisible for a short duration, allowing them to move unseen and strike from the shadows. Armor Class: 14 + Dexterity modifier (max 2)]
Stormguard Plate:[
Description: This imposing suit of plate armor is enchanted with the power of the storm, crackling with electricity and exuding an aura of power and majesty. Stats Change: Stormguard plate grants the wearer resistance to lightning damage and advantage on saving throws against spells and effects that deal lightning damage. Additionally, once per day, the wearer can call upon the power of the storm to cast a lightning bolt spell. Armor Class: 18]
Sylvan Chain:[
Description: This finely crafted chain mail is adorned with intricate patterns of leaves and vines, blending seamlessly with the natural world. It exudes an aura of primal energy and protection. Stats Change: Sylvan chain grants the wearer advantage on saving throws against spells and effects that deal poison or disease damage, as well as resistance to poison damage. Additionally, once per day, the wearer can use an action to cast the pass without trace spell. Armor Class: 16 + Dexterity modifier (max 2)]
Skins of the Phoenix:[
Description: This sleek and lightweight suit of leather armor is adorned with phoenix feathers and imbued with the fiery essence of the legendary bird. It radiates warmth and resilience, offering protection against the elements. Stats Change: The Skins of the Phoenix grants the wearer resistance to fire damage and allows them to cast the fire shield spell once per day. Armor Class: 12 + Dexterity modifier (max 2)]
Armor of the Feywild:[
Description: Crafted from the enchanted bark of ancient trees and woven with strands of fey magic, this armor embodies the beauty and mystery of the Feywild. It whispers with the secrets of nature and offers protection against the forces of darkness. Stats Change: The Armor of the Feywild grants the wearer resistance to poison damage and advantage on saving throws against spells and effects cast by aberrations or fiends. Armor Class: 12 + Dexterity modifier]
Gray Dwarf Plate:[
Description: This sturdy suit of plate armor is meticulously crafted by dwarven smiths using ancient techniques passed down through generations. It bears intricate runes and symbols of dwarven craftsmanship, providing unmatched durability and protection. Stats Change: Gray Dwarf Plate grants the wearer resistance to poison damage and advantage on saving throws against spells and effects cast by giants or creatures with the humanoid subtype. Armor Class: 18]
Golemhide Armor:[
Description: Fashioned from the hide of a slain earth golem, this armor is as tough and resilient as the creatures from which it is made. It bears the scars of battle and exudes an aura of strength and fortitude. Stats Change: Golemhide Armor grants the wearer resistance to bludgeoning, piercing, and slashing damage from non-magical weapons. Armor Class: 16 + Dexterity modifier (max 2)]
Merfolk Scale Mail:[
Description: Woven from the scales of merfolk warriors who dwell in the depths of the ocean, this armor is as light as it is durable. It shimmers with an iridescent glow and offers protection against aquatic threats. Stats Change: Merfolk Scale Mail grants the wearer a swimming speed equal to their walking speed and allows them to breathe underwater. Armor Class: 14 + Dexterity modifier (max 2)]
Spider Silk Vestments:[
Description: These finely woven vestments are crafted from the silk of giant spiders and enchanted with the agility and stealth of the arachnid. They cling to the wearer's form like a second skin, allowing for swift and silent movement. Stats Change: Spider Silk Vestments grant the wearer advantage on Dexterity (Stealth) checks and the ability to climb difficult surfaces without needing to make an ability check. Armor Class: 11 + Dexterity modifier]
Stormscale Armor:[
Description: Fashioned from the scales of storm giants, this armor crackles with the power of thunder and lightning. It is as imposing as the storms themselves and offers protection against the fury of the elements. Stats Change: Stormscale Armor grants the wearer resistance to lightning and thunder damage, as well as advantage on saving throws against spells and effects that deal such damage. Armor Class: 16]
- #14Magic Items - Robes and Clothselective
Keys: magic vestments, magic cloth, enchanted robes, magic robes, enchanted cloth, magic_cloth
[System Command: From the list below, award an item that is usable by the player.]
Robes of the Archmage:[
Description: These robes are woven from the finest silk and embroidered with arcane sigils. They emanate an aura of magical power and command respect from all who behold them. Stats Change: Robes of the Archmage grant the wearer advantage on saving throws against spells and effects that deal force damage, as well as resistance to force damage. Armor Class: 12 + Dexterity modifier]
Sorcerer's Silks:[
Description: These shimmering silken robes are imbued with wild magic, reflecting the chaotic nature of sorcery. They flow and ripple like liquid fire, channeling the raw power of the elements. Stats Change: Sorcerer's Silks grant the wearer resistance to a specific type of damage associated with their chosen sorcerous origin, such as fire, cold, acid, or lightning damage. Armor Class: 11 + Dexterity modifier]
Warlock's Vestments:[
Description: These dark and foreboding robes are adorned with eldritch symbols and infused with the power of dark pacts. They exude an aura of menace and grant their wearer command over dark magics. Stats Change: Warlock's Vestments grant the wearer advantage on saving throws against spells and effects cast by fiends or creatures with the undead subtype, as well as resistance to necrotic damage. Armor Class: 11 + Dexterity modifier]
Priestly Robes:[
Description: These humble robes are worn by priests and clerics in service to their gods. They are simple yet elegant, adorned with religious symbols and imbued with divine blessings. Stats Change: Priestly Robes grant the wearer advantage on saving throws against spells and effects that deal radiant or necrotic damage, as well as resistance to radiant damage. Armor Class: 11 + Dexterity modifier]
Arcane Mantle:[
Description: This flowing mantle is woven from threads of pure arcane energy and adorned with mystical runes. It crackles with magical power and grants its wearer mastery over the arcane arts. Stats Change: Arcane Mantle grants the wearer advantage on saving throws against spells and effects that deal elemental damage (fire, cold, acid, lightning), as well as resistance to a specific elemental damage type of the wearer's choice. Armor Class: 11 + Dexterity modifier]
Necromancer's Shroud:[
Description: This tattered shroud is woven from the shadows of the grave and infused with the essence of death. It whispers dark secrets to its wearer and grants mastery over necromantic magic. Stats Change: Necromancer's Shroud grants the wearer advantage on saving throws against spells and effects cast by undead creatures, as well as resistance to necrotic damage. Armor Class: 11 + Dexterity modifier]
Enchanter's Veil:[
Description: This translucent veil is woven from threads of enchantment magic and shimmers with an otherworldly glow. It enhances the wearer's charm and persuasion, allowing them to sway the minds of others. Stats Change: Enchanter's Veil grants the wearer advantage on Charisma (Persuasion) checks and allows them to cast the charm person spell once per day. Armor Class: 10 + Dexterity modifier]
Elemental Robes:[
Description: These robes are infused with the essence of the elemental planes, granting their wearer control over the elements. They crackle with energy and shift colors in response to the elemental forces nearby. Stats Change: Elemental Robes grant the wearer resistance to a specific type of elemental damage (fire, cold, acid, lightning) chosen by the wearer, as well as advantage on saving throws against spells and effects of that chosen element. Armor Class: 11 + Dexterity modifier]
Diviner's Mantle:[
Description: This flowing mantle is adorned with celestial symbols and imbued with the power of divination magic. It allows its wearer to see glimpses of the future and peer into the mysteries of the cosmos. Stats Change: Diviner's Mantle grants the wearer advantage on saving throws against spells and effects that cause blindness or deafness, as well as resistance to radiant damage. Armor Class: 11 + Dexterity modifier]
Druidic Vestments:[
Description: These rugged vestments are woven from natural fibers and adorned with symbols of the wild. They resonate with the primal energies of nature and grant their wearer command over the elements. Stats Change: Druidic Vestments grant the wearer advantage on saving throws against spells and effects that cause poison or disease, as well as resistance to poison damage. Armor Class: 11 + Dexterity modifier]
Abjurer's Robes:[
Description: These sturdy robes are woven with protective wards and reinforced with magical energy. They shield their wearer from harm and deflect incoming attacks with ease. Stats Change: Abjurer's Robes grant the wearer advantage on saving throws against spells and effects that cause paralysis or petrification, as well as resistance to force damage. Armor Class: 11 + Dexterity modifier]
Bardic Garb:[
Description: This stylish attire is tailored for bards and performers, adorned with colorful fabrics and intricate designs. It enhances the wearer's charisma and charm, captivating audiences wherever they go. Stats Change: Bardic Garb grants the wearer advantage on Charisma (Performance) checks and allows them to cast the friends cantrip once per day. Armor Class: 10 + Dexterity modifier]
Arcanist's Robes:[
Description: These robes are adorned with arcane symbols and infused with the raw power of magic. They amplify the wearer's spells and allow for greater control over arcane energies. Stats Change: Arcanist's Robes grant the wearer advantage on saving throws against spells and effects that cause blindness or deafness, as well as resistance to force damage. Armor Class: 11 + Dexterity modifier]
- #15Magic Items - 1h Weaponsselective
Keys: magic dagger, magic_1hweapons, magic cutlass, magic shortsword, enchanted weapons, magic hammer, magic scimitar, magic sword, magic rapier, magic mace, magic blade, magic warhammer, magic weapons, magic axe, magic flail, magic longsword
[System Command: From the list below, award an item that is usable by the player.]
Flame Tongue Shortsword:[
Description: This shortsword is crafted from enchanted steel and adorned with fiery runes. It bursts into flames when drawn, dealing extra fire damage to foes. Damage: 1d6 slashing + 2d6 fire Special Bonus: The Flame Tongue Shortsword grants the wielder advantage on saving throws against being frightened, and it sheds bright light in a 40-foot radius and dim light for an additional 40 feet while the flame is active.]
Frostbrand Rapier:[
Description: This rapier is made of icy-blue steel and crackles with frost energy. It chills enemies to the bone with each strike, slowing their movements. Damage: 1d8 piercing + 1d6 cold Special Bonus: The Frostbrand Rapier grants the wielder resistance to cold damage and allows them to cast the ray of frost cantrip once per day.]
Thunderstrike Warhammer:[
Description: This warhammer is infused with the power of thunderstorms, crackling with lightning energy. It sends shockwaves through enemies on impact, stunning them momentarily. Damage: 1d8 bludgeoning + 1d6 thunder Special Bonus: The Thunderstrike Warhammer grants the wielder advantage on saving throws against being stunned and allows them to cast the thunderwave spell once per day.]
Shadowblade Dagger:[
Description: This dagger is made of shadowy obsidian and whispers with dark whispers. It strikes silently and swiftly, leaving foes unaware of their wounds until it's too late. Damage: 1d4 piercing + 1d6 necrotic Special Bonus: The Shadowblade Dagger grants the wielder advantage on Dexterity (Stealth) checks and allows them to cast the darkness spell once per day.]
Holy Avenger Longsword:[
Description: This longsword is imbued with divine energy and radiates a holy aura. It smites evil creatures with righteous fury, banishing them from existence. Damage: 1d8 slashing + 2d8 radiant Special Bonus: The Holy Avenger Longsword grants the wielder advantage on saving throws against spells and effects cast by fiends or undead creatures and allows them to cast the bless spell once per day.]
Venomous Scimitar:[
Description: This scimitar is coated in deadly poison, dripping with toxic venom. It inflicts debilitating wounds on foes, weakening their resolve and sapping their strength. Damage: 1d6 slashing + 1d4 poison Special Bonus: The Venomous Scimitar grants the wielder advantage on saving throws against being poisoned and allows them to apply poison to the weapon, dealing an additional 1d4 poison damage on a successful hit.]
Arcane Blade Shortsword:[
Description: This shortsword crackles with arcane energy, humming with power. It slices through magical barriers and disrupts enemy spellcasting with ease. Damage: 1d6 slashing + 1d6 force Special Bonus: The Arcane Blade Shortsword grants the wielder advantage on saving throws against spells and effects that cause paralysis or petrification and allows them to cast the dispel magic spell once per day.]
Soulrender Dagger:[
Description: This dagger is forged from darksteel and hungers for souls. It absorbs the life force of enemies, healing its wielder with each strike. Damage: 1d4 piercing + 1d6 necrotic Special Bonus: The Soulrender Dagger grants the wielder advantage on saving throws against being charmed or frightened and allows them to regain hit points equal to the necrotic damage dealt on a successful hit once per day.]
Sunblade Cutlass:[
Description: This cutlass is imbued with the power of the sun, radiating a warm golden glow. It sears through darkness and undead foes with righteous light. Damage: 1d6 slashing + 1d8 radiant Special Bonus: The Sunblade Cutlass grants the wielder advantage on saving throws against spells and effects cast by undead creatures and fiends and sheds bright light in a 30-foot radius and dim light for an additional 30 feet.]
Stormcaller Scimitar:[
Description: This scimitar crackles with the power of thunderstorms, echoing with the roar of thunder. It lashes out with lightning speed, striking foes with electrifying force. Damage: 1d6 slashing + 1d6 lightning Special Bonus: The Stormcaller Scimitar grants the wielder resistance to lightning damage and allows them to cast the thunderwave spell once per day.]
Moonshadow Dagger:[
Description: This dagger is crafted from moonstone and veiled in shadow. It strikes with the silent precision of the night, leaving enemies bewildered and disoriented. Damage: 1d4 piercing + 1d6 psychic Special Bonus: The Moonshadow Dagger grants the wielder advantage on Dexterity (Stealth) checks and allows them to cast the invisibility spell once per day.]
Blade of the Feywild:[
Description: This elegant blade is adorned with fey symbols and infused with fey magic. It dances with ethereal grace, cutting through reality itself. Damage: 1d8 slashing + 1d4 force Special Bonus: The Blade of the Feywild grants the wielder advantage on saving throws against spells and effects cast by aberrations or fey creatures and allows them to cast the misty step spell once per day.]
Doombringer Longsword:[
Description: This longsword is etched with infernal runes and radiates an aura of darkness. It strikes fear into the hearts of enemies, draining their life force with each blow. Damage: 1d8 slashing + 1d6 necrotic Special Bonus: The Doombringer Longsword grants the wielder advantage on saving throws against spells and effects that cause fear and allows them to cast the inflict wounds spell once per day.]
Swiftstrike Rapier:[
Description: This rapier is sleek and lightweight, designed for swift and precise strikes. It leaves foes reeling from its blinding speed. Damage: 1d8 piercing Special Bonus: The Swiftstrike Rapier grants the wielder advantage on initiative rolls and allows them to make an additional attack as a bonus action once per day.]
Dragon's Breath Shortsword:[
Description: This shortsword is forged from dragonbone and infused with dragonfire. It belches forth flames with each swing, scorching enemies in its wake. Damage: 1d6 slashing + 1d6 fire Special Bonus: The Dragon's Breath Shortsword grants the wielder resistance to fire damage and allows them to exhale a 15-foot cone of fire as an action once per day, dealing 2d6 fire damage.]
Angelsteel Dagger:[
Description: This dagger is crafted from celestial metals and gleams with divine light. It strikes with the precision and purity of angels, banishing evil with each thrust. Damage: 1d4 piercing + 1d6 radiant Special Bonus: The Angelsteel Dagger grants the wielder advantage on saving throws against spells and effects cast by fiends or undead creatures and allows them to cast the divine favor spell once per day.]
The Tickler:[ Mechanics: When you hit a creature with The Tickler, it has a chance to induce uncontrollable laughter. The target must succeed on a Wisdom saving throw or become incapacitated with laughter for 1 round. While incapacitated by The Tickler, the victim is prone to fits of giggling, granting advantage on all attack rolls against them until they regain their composure. Frequency: The laughter effect can be activated three times per long rest. Damage: 1d6 piercing Frequency: The laughter effect can be activated three times per long rest.]
- #16Magic Items - 2h Weaponsselective
Keys: magic_2hweapons, polearm, magic greathammer, magic polearm, magic claymore, magic greataxe, enchanted weapons, magic greatsword, magic bastard, magic weapons, magic maul, magic halberd
[System Command: From the list below, award an item that is usable by the player.]
Voidblade Greatsword:[
Description: This greatsword is forged from darksteel and radiates an aura of emptiness. It slices through reality itself, leaving behind a void in its wake. Damage: 2d6 slashing Special Bonus: The Voidblade Greatsword grants the wielder advantage on saving throws against spells and effects that cause paralysis or petrification and allows them to cast the darkness spell once per day.]
Thunderfury Greataxe:[
Description: This greataxe crackles with lightning energy and echoes with the roar of thunder. It cleaves through enemies with electrifying force, leaving them stunned and disoriented. Damage: 1d12 slashing + 1d6 thunder Special Bonus: The Thunderfury Greataxe grants the wielder resistance to lightning damage and allows them to cast the thunderwave spell once per day.
Soulreaper Halberd:[
Description: This halberd is imbued with the essence of death, draining the life force of enemies with each swing. It leaves behind a trail of desolation and decay. Damage: 1d10 slashing + 1d8 necrotic Special Bonus: The Soulreaper Halberd grants the wielder advantage on saving throws against spells and effects cast by undead creatures or fiends and allows them to regain hit points equal to the necrotic damage dealt on a successful hit once per day.]
Celestial Maul:[
Description: This maul is infused with divine energy and radiates a holy aura. It smites evil creatures with righteous fury, purging them with celestial fire. Damage: 2d6 bludgeoning + 1d8 radiant Special Bonus: The Celestial Maul grants the wielder advantage on saving throws against spells and effects cast by fiends or undead creatures and allows them to cast the divine favor spell once per day.]
Frostbite Polearm:[
Description: This polearm is coated in icy rime and crackles with frost energy. It freezes enemies in their tracks, leaving them shivering and vulnerable. Damage: 1d10 slashing + 1d6 cold Special Bonus: The Frostbite Polearm grants the wielder resistance to cold damage and allows them to cast the ray of frost cantrip once per day.]
Infernal Maul:[
Description: This great maul is etched with infernal runes and glows with hellish fire. It smashes through enemy defenses with relentless force, leaving behind trails of destruction. Damage: 2d8 bludgeoning + 1d6 fire Special Bonus: The Infernal Maul grants the wielder advantage on saving throws against spells and effects cast by fiends and allows them to cast the hellish rebuke spell once per day.]
Ethereal Greathammer:[
Description: This greathammer is infused with the essence of the Ethereal Plane, phasing in and out of reality with each swing. It strikes with otherworldly force, bypassing armor and shields. Damage: 2d8 bludgeoning + 1d6 force Special Bonus: The Ethereal Greathammer grants the wielder advantage on saving throws against being paralyzed or restrained and allows them to become ethereal for 1 minute once per day, as if affected by the etherealness spell.]
Shadowsong Claymore:[
Description: This claymore is shrouded in darkness, blending seamlessly with the shadows. It strikes with the precision of a skilled assassin, cutting through armor and flesh alike. Damage: 2d8 slashing + 1d6 necrotic Special Bonus: The Shadowsong Claymore grants the wielder advantage on Dexterity (Stealth) checks and allows them to cast the darkness spell once per day.]
Stormbreaker Halberd:[
Description: This halberd crackles with the power of thunderstorms, echoing with the roar of thunder. It cleaves through enemies with electrifying force, leaving them stunned and disoriented. Damage: 1d10 slashing + 1d6 thunder Special Bonus: The Stormbreaker Halberd grants the wielder resistance to lightning damage and allows them to cast the thunderwave spell once per day.]
Flameheart Greatsword:[
Description: This greatsword burns with inner fire, radiating heat and light. It strikes with the fury of a raging inferno, engulfing enemies in flames. Damage: 2d6 slashing + 1d8 fire Special Bonus: The Flameheart Greatsword grants the wielder resistance to fire damage and allows them to cast the burning hands spell once per day.]
Frostbite Maul:[
Description: This maul is encased in ice and crackles with frost energy. It shatters enemy defenses with bone-chilling force, leaving them frozen in their tracks. Damage: 2d8 bludgeoning + 1d6 cold Special Bonus: The Frostbite Maul grants the wielder resistance to cold damage and allows them to cast the ice knife spell once per day.]
Soulshard Greataxe:[
Description: This greataxe is forged from darksteel and pulses with dark energy. It cleaves through enemies with relentless force, draining their life force with each strike. Damage: 1d12 slashing + 1d8 necrotic Special Bonus: The Soulshard Greataxe grants the wielder advantage on saving throws against spells and effects cast by undead creatures or fiends and allows them to regain hit points equal to the necrotic damage dealt on a successful hit once per day.]
Celestial Maul:[
Description: This maul is imbued with divine energy and radiates a holy aura. It smites evil creatures with righteous fury, purging them with celestial fire. Damage: 2d8 bludgeoning + 1d8 radiant Special Bonus: The Celestial Maul grants the wielder advantage on saving throws against spells and effects cast by fiends or undead creatures and allows them to cast the searing smite spell once per day.]
Doombringer Claymore:[
Description: This claymore is etched with infernal runes and radiates an aura of darkness. It strikes fear into the hearts of enemies, draining their life force with each blow. Damage: 2d8 slashing + 1d6 necrotic Special Bonus: The Doombringer Claymore grants the wielder advantage on saving throws against spells and effects that cause fear and allows them to cast the inflict wounds spell once per day.]
Ethereal Bastard Sword:[
Description: This bastard sword is infused with the essence of the Ethereal Plane, phasing in and out of reality with each swing. It strikes with otherworldly force, bypassing armor and shields. Damage: 2d6 slashing + 1d6 force Special Bonus: The Ethereal Bastard Sword grants the wielder advantage on saving throws against being paralyzed or restrained and allows them to become ethereal for 1 minute once per day, as if affected by the etherealness spell.]
- #17Magic Items - Jewelryselective
Keys: magic ring, magic jewelry, magic pendant, magic amulet, magic_jewelry, magic necklace
[System Command: From the list below, award an item that is usable by the player.]
Ring of Invisibility:[
Description: This silver ring is set with a clear gemstone that seems to shimmer with unseen energies. When worn, it grants the wearer the ability to become invisible at will. Bonus: Grants the wearer the ability to cast the invisibility spell once per day.]
Amulet of Health:[
Description: This golden amulet is adorned with intricate engravings of healing symbols. When worn, it bestows the wearer with increased vitality and resilience. Bonus: Increases the wearer's Constitution score by 2, up to a maximum of 20.]
Ring of Teleportation:[
Description: This platinum ring is inscribed with arcane symbols that pulse with magical energy. When worn, it allows the wearer to teleport to a predetermined location once per day. Bonus: Grants the wearer the ability to cast the teleport spell once per day.]
Necklace of Adaptation:[
Description: This silver necklace is adorned with a small blue gemstone that glows softly. When worn, it grants the wearer the ability to breathe underwater and in other inhospitable environments. Bonus: Grants the wearer the ability to breathe underwater and in environments without air.]
Ring of Mindshield:[
Description: This iron ring is set with a small black gemstone that seems to absorb thoughts and emotions. When worn, it protects the wearer's mind from detection and intrusion. Bonus: Grants the wearer immunity to magical detection and location, as well as protection from possession and mental influence.]
Amulet of Hiding:[
Description: This copper amulet is engraved with intricate patterns that seem to shift and change. When worn, it protects the wearer from scrying and magical surveillance. Bonus: Grants the wearer immunity to magical detection and location spells.]
Ring of Feather Falling:[
Description: This bronze ring is engraved with feather motifs that seem to flutter in an unseen breeze. When worn, it slows the wearer's descent and prevents fall damage. Bonus: Grants the wearer the ability to descend safely from any height without taking fall damage.]
Necklace of Fireballs:[
Description: This ruby necklace is adorned with multiple small gemstones that resemble miniature fireballs. When activated, it releases a burst of fiery energy. Bonus: Contains 3 charges. The wearer can expend a charge to cast the fireball spell at 3rd level.]
Ring of Water Walking:[
Description: This steel ring is engraved with wave patterns that seem to ripple and flow. When worn, it allows the wearer to walk on water as if it were solid ground. Bonus: Grants the wearer the ability to walk on water as if it were solid ground.]
Amulet of the Planes:[
Description: This platinum amulet is inscribed with symbols of the multiverse that seem to shimmer and shift. When worn, it allows the wearer to cast the plane shift spell once per day. Bonus: Grants the wearer the ability to cast the plane shift spell once per day, allowing them to travel to other planes of existence.]
Ring of Mind Reading:[
Description: This gold ring is adorned with a small sapphire that glows with inner light. When worn, it allows the wearer to read the surface thoughts of creatures within range. Bonus: Grants the wearer the ability to cast the detect thoughts spell once per day.]
Necklace of Languages:[
Description: This silver necklace is adorned with tiny inscriptions in various languages. When worn, it allows the wearer to comprehend and speak any language. Bonus: Grants the wearer the ability to comprehend and speak any spoken language.]
Ring of Animal Friendship:[
Description: This brass ring is shaped like a coiled serpent and seems to whisper softly when worn. It allows the wearer to communicate with animals and gain their trust. Bonus: Grants the wearer advantage on Animal Handling checks and allows them to cast the animal friendship spell once per day.]
Amulet of Truth:[
Description: This onyx amulet is engraved with a single eye that seems to stare into the soul. When worn, it compels the wearer to speak only the truth. Bonus: Grants the wearer immunity to magical deception and compulsion effects.]
Ring of Timekeeping:[
Description: This silver ring is etched with hourglass motifs that seem to shift and change with the passing of time. When worn, it allows the wearer to accurately track time and predict events. Bonus: Grants the wearer advantage on Intelligence (Investigation) checks to determine the time and date, as well as proficiency in the History skill.]
Ring of Dreamwalking:[
Description: This platinum ring is set with a small opal that seems to shimmer with ethereal light. When worn, it allows the wearer to enter and manipulate dreams. Bonus: Grants the wearer the ability to enter the dreams of a sleeping creature and communicate with them telepathically.]
Amulet of Safekeeping:[
Description: This emerald amulet is engraved with intricate patterns that seem to ward off danger. When worn, it protects the wearer from harm and ensures their safety. Bonus: Grants the wearer advantage on saving throws against traps, hazards, and environmental dangers.]
Ring of Fortune:[
Description: This copper ring is set with a small citrine gemstone that glimmers with luck. When worn, it brings good fortune and favorable outcomes to the wearer. Bonus: Grants the wearer advantage on all saving throws, ability checks, and attack rolls for 1 hour once per day.]
Necklace of Memory:[
Description: This pearl necklace is adorned with delicate filigree that seems to capture memories. When worn, it enhances the wearer's memory and recall abilities. Bonus: Grants the wearer advantage on Intelligence (History) and Wisdom (Insight) checks, as well as the ability to perfectly recall any information they have previously encountered.]
Ring of Random Teleportation:[
Description: This enchanted ring teleports the wearer to a random location within a 1-mile radius whenever they activate it. It offers unpredictable travel opportunities and potential adventures. Effect: Allows the wearer to cast the teleport spell once per day, but the destination is determined randomly by the DM.]
- #18Unique Magic Items - Melee Weaponsselective
Keys: unique weapons, unique hammer, unique axe, unique_melee, unique sword
Blade of Severance:[
Description: This sleek, obsidian longsword gleams with a razor-sharp edge. Its blade hums with anticipation, craving the taste of blood and the thrill of combat. Base Damage: 3d8 slashing Hit Chance Bonus: +3 to attack rolls Effect: On a natural 20 roll, instantly decapitates any creature with less than 100 hit points.]
Eclipse:[
Description: This massive, ebony maul pulses with dark energy and seems to swallow light. It was forged in the heart of a solar eclipse and hungers to crush the forces of light. Base Damage: 5d6 bludgeoning Hit Chance Bonus: +3 to attack rolls Effect: Deals an additional 4d10 necrotic damage on hit and has a chance to blind enemies on a critical hit.]
Aetherial Slicer:[
Description: This elegant, silver rapier appears to shimmer and fade like a mirage. It was crafted by celestial beings to cut through the fabric of reality itself. Base Damage: 3d8 piercing Hit Chance Bonus: +4 to attack rolls Effect: Deals an additional 4d8 force damage on hit and can phase through non-magical barriers.]
Fury's Embrace:[
Description: This massive, thunderous warhammer crackles with electrical energy and echoes with the fury of storms. It was wielded by a legendary giant who could shatter mountains with a single blow. Base Damage: 4d8 bludgeoning Hit Chance Bonus: +3 to attack rolls Effect: Deals an additional 6d8 lightning damage on hit and has a chance to stun enemies on a critical hit.]
Shadowfang:[
Description: Crafted from the shadowy essence of the Plane of Shadow, this obsidian dagger seems to drink in the surrounding darkness. It is favored by assassins and rogues who strike from the shadows. Attack Stats: Melee: +7 to attack rolls, 3d6 piercing damage Special Abilities: On a hit, the wielder can choose to deal an additional 2d8 necrotic damage and gain advantage on their next Stealth check. Additionally, once per day, the wielder can cast the pass without trace spell without expending a spell slot.]
Venomstrike:[
Description: Fashioned from the fang of a deadly serpent, this dagger drips with potent venom. It is a favorite weapon of assassins and poisoners who seek to strike down their enemies with deadly precision. Attack Stats: Melee: +8 to attack rolls, 2d8 piercing damage Special Abilities: On a hit, the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute, taking 4d6 poison damage at the start of each of its turns. Additionally, once per day, the wielder can cast the poison spray spell at 4th level without expending a spell slot.]
Worldrend: [ The greataxe that's said to be birthed from the earth's core, its edge sharp enough to split continents and cleave through the barriers of reality itself. Base Damage: 3d12 slashing Hit Chance Bonus: +3 to attack rolls Effect: Each swing generates seismic tremors. On a critical hit, a chasm forms beneath the target, potentially swallowing them whole if they fail a DC 20 Dexterity saving throw.]
Skyscorch Flamberge: [ A sword imbued with the wrath of a thousand storms, its blade arcs with lightning so intense it burns the air it cleaves through. Base Damage: 3d10 slashing plus 2d6 lightning damage Hit Chance Bonus: +4 to attack rolls Effect: Lightning leaps from the blade to strike two additional foes within 30 feet. On a critical hit, it calls down a bolt of lightning, dealing 4d10 additional lightning damage and stunning the primary target.]
Mourningstar: [ A mace wrought from a fallen star, sheathed in eternal night. Each strike brings the despair of the void, freezing the very soul of its victims. Base Damage: 3d8 bludgeoning plus 2d8 cold damage Hit Chance Bonus: +5 to attack rolls Effect: Enemies hit are afflicted with frostbite, reducing their speed by half. On a critical hit, the target must succeed on a DC 18 Constitution saving throw or be encased in ice, effectively paralyzed for one round.]
Luminary's Judgement: [Description: This scepter is crafted from blessed orichalcum, its head encrusted with sacred relics and glowing with inner light. Each strike is the will of the divine made manifest, smiting the wicked with righteous fervor. Attack Stats: Melee: +6 to attack rolls, 2d6 radiant damage Unique Bonus: The wielder can channel the light of the divine once per day, calling down a pillar of holy fire that deals 8d8 radiant damage to all foes within a 10-foot radius. Allies within the blast are healed for half the damage dealt to enemies.]
Sacrosanct Malign: [Description: Forged from a fallen paladin's breastplate, this hammer emanates an aura of self-sacrifice and courage. Its handle is wrapped in a cloth said to be woven from the hair of saints. Attack Stats: Melee: +5 to attack rolls, 2d8 bludgeoning damage plus 1d6 fire damage Unique Bonus: Each time the wielder takes damage, the hammer's power grows, adding +1 to damage rolls for each 10 hit points lost. When the wielder's hit points drop below half, they can unleash a 'Martyr's Vengeance,' a nova of fire and light that deals 6d6 fire and 6d6 radiant damage to all enemies within 20 feet.]
Celestium Vow: [Description: This scepter is forged from a single, flawless diamond that refracts every speck of light into a spectrum of hope. It is the bane of all corruption, a shining symbol of all that is hallowed and pure. Attack Stats: Melee: +4 to attack rolls, 1d8 bludgeoning damage plus 2d10 radiant damage Unique Bonus: Once per day, the wielder can cast 'Aura of Purity,' purging all diseases, curses, and poisons affecting allies within 30 feet. Additionally, it can create a 'Sanctuary' barrier once per long rest that shields the wielder and up to six allies from all harm for 1 round.]
Grief: [This one-handed axe is encased in an eternal shroud of mourning. Crafted from the remains of a vengeful wraith, it craves the sorrow that only death can bring. Attack Stats: Melee: +4 to attack rolls, 2d6 slashing plus 1d8 necrotic damage Special Abilities: The axe weeps with the souls it has reaped, bestowing upon the wielder the 'Curse of Anguish'. Each successful strike has a chance to sap the life from enemies, draining 2d10 hit points and adding them to the wielder. Twice per long rest, Grief can unleash a 'Wail of the Damned', an area of effect attack that inflicts 4d10 necrotic damage to all foes within a 20-foot radius and terrifies them into a state of paralysis unless they pass a DC 20 Wisdom saving throw.]
Kingslayer: [This two-handed sword, forged in regicide and quenched in the blood of monarchs, has a will of its own. It is said to whisper strategies of treachery to its wielder, guiding their hand in battle. Attack Stats: Melee: +6 to attack rolls, 3d6 slashing damage Special Abilities: Kingslayer enhances the bearer's natural combat instincts, granting them a precognitive edge in battle. The sword autonomously assists in parries and ripostes, providing the wielder with a permanent +2 to AC. Once per fight, Kingslayer can release the 'Tyrant's Demise', a devastating blow that strikes with the full weight of the fallen; this ethereal attack bypasses armor and shields, automatically crits, and deals triple damage.]
Hellrend: [From the molten forges beneath the world's crust, this glaive was birthed in flame and baptized in the blood of infernal beasts. Its blade is an obsidian crescent that screams for carnage. Attack Stats: Melee: +5 to attack rolls, 2d10 slashing damage; Ranged (thrown): +9 to attack rolls, 2d10 piercing damage, range 20/60 ft. Special Abilities: Hellrend harbors a bound demon's essence within its core. Thrusting or throwing the glaive summons hellfire along its path, dealing an additional 2d6 fire damage and leaving a trail of flames. Three times per long rest, the wielder can invoke 'Infernal Incarnate', enabling Hellrend to summon a fire vortex that engulfs enemies within a 30-foot diameter, dealing 5d8 fire damage and potentially dragging their screaming souls into the abyss unless they make a DC 22 Dexterity saving throw.]
- #19Magic Items - Ranged Weaponsselective
Keys: magic_ranged, magic spear, enchanted bow, magic javelin, magic crossbow, magic bow, magic throwing
[System Command: From the list below, award an item that is usable by the player.]
Longbow of Piercing:[
Description: This finely crafted longbow is adorned with silver runes that glow faintly in the moonlight. It strikes with pinpoint accuracy, piercing through armor and barriers. Base Damage: 1d8 piercing Special Ability: Ignores half and three-quarters cover.]
Crossbow of Swift Strikes:[
Description: This sleek crossbow is enchanted with lightning runes that crackle with energy. It fires bolts with incredible speed, striking foes before they can react. Base Damage: 1d10 piercing Special Ability: Allows the wielder to make an additional attack as a bonus action once per turn.]
Elven Longbow of Accuracy:[
Description: This elegant longbow is crafted from ancient elven wood and adorned with silver filigree. It enhances the wielder's aim and precision, ensuring every shot finds its mark. Base Damage: 1d8 piercing Combat Stat: +2 bonus to attack rolls made with this weapon.]
Dwarven Crossbow of Thunder:[
Description: This sturdy crossbow is forged from dwarven steel and etched with thunderous motifs. It unleashes bolts imbued with the power of thunder, shaking foes to their core. Base Damage: 1d10 piercing Special Ability: Deals an additional 1d6 thunder damage on a successful hit.]
Composite Longbow of Strength:[
Description: This composite longbow is reinforced with steel bands and crafted for maximum draw weight. It allows even the weakest wielder to unleash powerful shots with ease. Base Damage: 1d8 piercing Combat Stat: Allows the wielder to add their Strength modifier to damage rolls made with this weapon.]
Arcane Crossbow of Spellbinding:[
Description: This ornate crossbow is adorned with arcane symbols and infused with magical energy. It fires bolts that entangle and ensnare foes, leaving them vulnerable to further attacks. Base Damage: 1d10 piercing Special Ability: Forces the target to make a Wisdom saving throw or become restrained until the end of its next turn.]
Hunting Longbow of Tracking:[
Description: This weathered longbow is stained with the blood of countless prey. It enhances the wielder's tracking abilities, allowing them to follow their quarry with ease. Base Damage: 1d8 piercing Special Ability: Grants advantage on Wisdom (Survival) checks made to track creatures.]
Shadow Crossbow of Stealth:[
Description: This shadowy crossbow is crafted from darkwood and veiled in darkness. It fires bolts that blend seamlessly into the shadows, striking foes with silent precision. Base Damage: 1d10 piercing Special Ability: Grants advantage on Dexterity (Stealth) checks made to hide after attacking with this weapon.]
Whispering Wind Longbow:[ Description: This longbow is crafted from ethereal wood and strung with a silken thread that hums softly. It seems to bend the air around it, guiding arrows with a whisper. Damage: 1d8 piercing Bonuses/Stats/Effects: Arrows fired from this bow ignore half cover and have a +2 bonus to hit. Additionally, once per day, the wielder can fire an arrow that silences the area it strikes for 1 round, preventing any sound within a 10-foot radius.]
Fury of the Maelstrom Short Bow:[ Description: The wood of this bow is encrusted with storm-touched opals, crackling with energy. When an arrow is drawn, sparks dance along the string. Damage: 1d6 piercing Bonuses/Stats/Effects: Arrows from this bow carry an electric charge, dealing an additional 1d4 lightning damage. On a critical hit, the target must make a DC 14 Constitution saving throw or be stunned until the end of their next turn.]
Hell's Retort Crossbow:[ Description: Forged in the infernal depths, this crossbow is adorned with runes that glow like coals. It feels unnaturally warm to the touch. Damage: 1d10 piercing Bonuses/Stats/Effects: Bolts fired from this crossbow leave a trail of fire, igniting the path they travel and dealing 1d6 fire damage to any in its line. Once per short rest, the wielder can choose to set the bolt ablaze, causing it to explode on impact in a 5-foot radius for an additional 2d6 fire damage.]
Banshee's Wail Slingshot:[ Description: This slingshot is simple in design but has a grip carved from bone that seems to scream when stretched. Damage: 1d4 bludgeoning Bonuses/Stats/Effects: Once per day, a stone shot from this slingshot can emit a terrifying wail. Each creature within 30 feet of where the stone lands must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute.]
- #20Magic Items - Staves and Wandsselective
Keys: magic wand, magic staff, magic staves, magic_staves, enchanted staff
[System Command: From the list below, award an item that is usable by the player.]
Staff of the Arcane:[
Description: This staff is carved from ancient oak and adorned with glowing runes of power. It amplifies the wielder's magical abilities, allowing them to cast spells with greater potency. Bonus: Increases the wielder's spell attack bonus and spell save DC by +2. Special Ability: Allows the wielder to regain one expended spell slot of 3rd level or lower once per day.]
Wand of Fireballs:[
Description: This wand is crafted from dragonbone and adorned with a ruby at its tip. It unleashes bursts of fiery energy, engulfing enemies in flames. Bonus: Grants the wielder proficiency in the Firebolt cantrip and the fireball spell. Special Ability: Allows the wielder to cast the fireball spell at a higher level once per day.]
Staff of Healing:[
Description: This staff is crafted from shimmering crystal and emits a warm, healing light. It channels the power of divine magic, restoring vitality and vigor to the wounded. Bonus: Increases the effectiveness of healing spells cast by the wielder. Special Ability: Allows the wielder to cast the cure wounds spell at a higher level once per day.]
Wand of Disruption:[
Description: This wand is made from ebony wood and crackles with dark energy. It disrupts the magic of enemy spellcasters, rendering their spells ineffective. Bonus: Grants advantage on saving throws against spells cast by enemies. Special Ability: Allows the wielder to counterspell enemy spells once per day.]
Staff of the Elements:[
Description: This staff is carved from ancient elemental materials and resonates with the power of the four elements. It allows the wielder to control and manipulate the forces of nature. Bonus: Grants resistance to a specific elemental damage type. Special Ability: Allows the wielder to cast spells of the chosen elemental type at a higher level once per day.]
Wand of Teleportation:[
Description: This wand is made from shimmering silver and adorned with sapphire crystals. It bends the fabric of reality, allowing the wielder to teleport across great distances. Bonus: Grants proficiency in the misty step spell. Special Ability: Allows the wielder to cast the teleport spell once per day.]
Staff of Illusions:[
Description: This staff is carved from ebony and adorned with opalescent gems. It creates lifelike illusions that deceive the senses and confound enemies. Bonus: Increases the duration and effectiveness of illusion spells cast by the wielder. Special Ability: Allows the wielder to cast major image at a higher level once per day.]
Wand of Enchantment:[
Description: This wand is crafted from silver and inscribed with enchanting runes. It imbues objects and creatures with magical properties, compelling them to obey the wielder's commands. Bonus: Grants advantage on saving throws against spells cast by enemies. Special Ability: Allows the wielder to cast the charm person spell at a higher level once per day.]
Staff of Nature's Wrath:[
Description: This staff is crafted from twisted vines and adorned with leaves that rustle with the whispers of nature. It channels the primal forces of the natural world, unleashing storms and earthquakes. Bonus: Grants proficiency in the druidcraft cantrip and the call lightning spell. Special Ability: Allows the wielder to cast the earthquake spell once per day.]
Wand of Time Stop:[
Description: This wand is made from polished mahogany and inscribed with arcane glyphs that shimmer with temporal energy. It bends the flow of time, allowing the wielder to freeze enemies in their tracks. Bonus: Grants proficiency in the haste spell. Special Ability: Allows the wielder to cast the time stop spell once per day.]
Staff of Celestial Radiance:[
Description: This staff is crafted from gleaming silver and crowned with a radiant gemstone that glows with inner light. It channels the power of the heavens, banishing darkness and evil. Bonus: Grants resistance to necrotic and radiant damage. Special Ability: Allows the wielder to cast the daylight spell once per day.]
Wand of Elemental Fury:[
Description: This wand is made from polished obsidian and crackles with elemental energy. It harnesses the power of the four elements, unleashing devastating storms and cataclysms. Bonus: Grants proficiency in the control water cantrip and the cone of cold spell. Special Ability: Allows the wielder to cast the storm of vengeance spell once per day.]
Staff of Shadow Binding:[
Description: This staff is carved from darkwood and adorned with shadowy tendrils that writhe and twist. It binds enemies in darkness, draining their life force and enslaving them to the wielder's will. Bonus: Grants resistance to necrotic damage. Special Ability: Allows the wielder to cast the finger of death spell once per day.]
Wand of Arcane Insight:[
Description: This wand is made from polished ivory and inscribed with arcane sigils that glow with inner light. It enhances the wielder's understanding of magic, allowing them to penetrate illusions and wards. Bonus: Grants proficiency in the detect magic cantrip and the identify spell. Special Ability: Allows the wielder to cast the true seeing spell once per day.]
Staff of Astral Projection:[
Description: This staff is carved from shimmering astral crystal and resonates with the echoes of distant realms. It allows the wielder to project their consciousness into the Astral Plane, exploring otherworldly realms and gathering forbidden knowledge. Bonus: Grants advantage on Intelligence (Arcana) checks. Special Ability: Allows the wielder to cast the astral projection spell once per day.]
Wand of Arcane Disjunction:[
Description: This wand is crafted from blackened iron and etched with runes of dispelling. It disrupts enemy spells and wards, unraveling magical effects with a single touch. Bonus: Grants proficiency in the dispel magic spell. Special Ability: Allows the wielder to cast the antimagic field spell once per day.]
Scepter of the Devouring Sands: [Description: This scepter is topped with a swirling hourglass, filled with sands that appear to consume the light around them. Damage: 1d6 + 2 necrotic Bonuses/Stats/Effects: When a creature is hit with this scepter, the sands within the hourglass animate, leeching life force from the victim. The wielder gains temporary hit points equal to the necrotic damage dealt. Once per long rest, the wielder can cast sandstorm, a spell that blinds and deals 2d6 slashing damage to all in its radius for 1 minute unless they succeed on a DC 15 Dexterity saving throw.]
Wand of Whispers: [Description: Crafted from blackened willow, this wand is adorned with a silvery filigree that seems to pulse with a life of its own. Damage: 1d4 psychic Bonuses/Stats/Effects: The wand allows the wielder to cast message at will. Additionally, once per short rest, the wielder can cast psychic scream, dealing 1d8 psychic damage and potentially stunning the target if it fails a DC 16 Intelligence saving throw.]
Staff of Withering Thorns: [Description: This gnarled blackthorn staff is adorned with twisted vines that seem to quiver with a hunger for life. Damage: 1d8 piercing Bonuses/Stats/Effects: On a successful hit, the staff’s thorns drain the vitality of its target, dealing an additional 1d4 necrotic damage. The wielder can use an action to unleash a barrage of thorns in a 20-foot cone, requiring each creature in the area to make a DC 14 Dexterity saving throw or take 2d8 piercing damage and become poisoned until the end of their next turn. Once used, this ability can’t be used again until the next dawn.]
Cane of Capricious Conjuring: [Description: Crafted from warped yew wood, this cane is capped with a crystal orb filled with swirling, chaotic mist. Damage: 1d6 bludgeoning Bonuses/Stats/Effects: The cane has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. Spells cast from the cane use the wielder’s spell attack bonus and spell save DC.
Fog Cloud (1 charge) Misty Step (2 charges) Conjure Elemental (5 charges, conjures a random elemental) If all charges are expended, roll a d20. On a 1, the cane vanishes in a puff of multicolored smoke, reappearing in a random location on the same plane of existence.]
Brazier Staff of Infernal Bargains: [Description: This staff, forged from black iron and adorned with demonic runes, holds a brazier that burns with an otherworldly flame. Damage: 1d6 fire Bonuses/Stats/Effects: The wielder may use an action to speak the true name of a demon inscribed on the staff, summoning it to make a bargain. The brazier flares up, and the demon appears in a burst of brimstone, ready to negotiate. The specifics of the bargain are determined by the wielder and the DM but should carry significant risk. After the bargain is struck or if the demon is dismissed without agreement, it can’t be summoned again until the next new moon.]
- #21Magic Items - Shieldsselective
Keys: magic bulwark, magic buckler, magic aegis, magic ward, magic shields, magic_shield
[System Command: From the list below, award an item that is usable by the player.]
Shield of Protection:[
Description: This shield is forged from shining steel and emblazoned with holy symbols. It wards off attacks with divine protection, shielding the wielder from harm. AC Modifier: +2 Special Ability: Grants advantage on saving throws against spells and magical effects.]
Guardian Shield:[
Description: This shield is crafted from ancient oak and reinforced with bands of mithril. It channels the protective energies of nature, shielding the wielder from harm. AC Modifier: +2 Special Ability: Grants resistance to bludgeoning, piercing, and slashing damage.]
Shield of Reflection:[
Description: This shield is made from polished silver and adorned with reflective surfaces. It deflects incoming attacks with uncanny precision, turning aside projectiles and spells. AC Modifier: +2 Special Ability: Allows the wielder to reflect one ranged attack or spell back at the attacker per day.]
Warding Shield:[
Description: This shield is etched with intricate warding runes that shimmer with protective magic. It creates a barrier of arcane energy that absorbs incoming attacks. AC Modifier: +2 Special Ability: Grants temporary hit points equal to the wielder's Constitution modifier at the start of each turn.]
Shield of Elemental Resistance:[
Description: This shield is crafted from shimmering elemental materials and resonates with the power of the four elements. It grants protection against elemental attacks. AC Modifier: +2 Special Ability: Grants resistance to a specific elemental damage type, chosen by the wielder.]
Spectral Shield:[
Description: This shield is made from translucent crystal and seems to shimmer with otherworldly light. It phases in and out of existence, providing ethereal protection. AC Modifier: +2 Special Ability: Allows the wielder to become incorporeal for a brief moment, avoiding all damage from one attack per day.]
Shield of the Valiant:[
Description: This shield is adorned with noble motifs and bears the insignia of a legendary knight. It inspires courage and resilience in the wielder and their allies. AC Modifier: +2 Special Ability: Grants advantage on saving throws against fear effects and charm effects.]
Sentinel Shield:[
Description: This shield is carved from enchanted stone and adorned with glowing runes of vigilance. It grants enhanced awareness and foresight to the wielder. AC Modifier: +2 Special Ability: Grants advantage on initiative rolls and Wisdom (Perception) checks.]
Shield of the Phoenix:[
Description: This shield is crafted from fiery phoenix feathers and radiates warmth and light. It protects the wielder with the eternal flame of rebirth. AC Modifier: +2 Special Ability: Grants resistance to fire damage and allows the wielder to resurrect once per day upon reaching 0 hit points.]
Aegis of the Storm:[
Description: This shield crackles with electricity and echoes with the roar of thunder. It harnesses the power of the storm, shielding the wielder with its wrath. AC Modifier: +2 Special Ability: Grants resistance to lightning damage and allows the wielder to cast the thunderwave spell once per day.]
Shadowguard Shield:[
Description: This shield is made from shadowy obsidian and seems to absorb light around it. It cloaks the wielder in darkness, concealing their movements and intentions. AC Modifier: +2 Special Ability: Grants advantage on Dexterity (Stealth) checks and allows the wielder to cast the darkness spell once per day.]
Shield of the Astral Warden:[
Description: This shield is adorned with celestial motifs and seems to shimmer with starlight. It wards off extraplanar threats, protecting the wielder from otherworldly dangers. AC Modifier: +2 Special Ability: Grants resistance to force damage and allows the wielder to banish one extraplanar creature per day.]
Guardian's Bulwark:[
Description: This shield is emblazoned with the crest of an ancient order of protectors. It inspires loyalty and camaraderie in the wielder's allies, strengthening their resolve. AC Modifier: +2 Special Ability: Grants temporary hit points to allies within 10 feet of the wielder equal to their Charisma modifier at the start of each turn.]
Shield of the Searing Sands:[
Description: This shield is forged from golden sandstone and radiates intense heat. It protects the wielder from desert heat and sandstorms, granting resilience in arid environments. AC Modifier: +2 Special Ability: Grants resistance to bludgeoning, piercing, and slashing damage from nonmagical sources and allows the wielder to cast the endure elements spell once per day.]
Warden's Ward:[
Description: This shield is carved from ancient petrified wood and engraved with protective sigils. It channels the strength of the earth, grounding the wielder and providing stability in combat. AC Modifier: +2 Special Ability: Grants advantage on saving throws against being knocked prone or moved against the wielder's will.]
Shield of the Eternal Guardian:[
Description: This shield is adorned with celestial motifs and seems to radiate with divine energy. It grants protection against undead and fiendish creatures, repelling their malevolent influence. AC Modifier: +2 Special Ability: Grants advantage on saving throws against spells and effects cast by undead or fiends and allows the wielder to cast the protection from evil and good spell once per day.]
- #22Magic Items - Trinketsselective
Keys: earring, gloves, boa, glasses, mask, shoes, magic items, trinkets, candle, goblet, hat, balm, accessories, socks, magic_trinkets, nose, magic trinkets, spectacles, oddities, bag, whistle, cup
[System Command: From the list below, award an item that is usable by the player.]
Boots of Fleetness:[
Description: These sleek leather boots are enchanted with the spirit of swiftness, allowing the wearer to move with unparalleled speed and agility. Effect: Grants advantage on Dexterity (Acrobatics) and Dexterity (Athletics) checks related to movement, and increases the wearer's movement speed by 10 feet.]
Hat of Disguise:[
Description: This stylish hat is adorned with feathers and ribbons, imbued with the power of illusion. It allows the wearer to change their appearance at will, assuming different forms and disguises. Effect: Allows the wearer to cast the disguise self spell at will.]
Gloves of Dexterity:[
Description: These supple leather gloves enhance the wearer's manual dexterity and precision, granting them greater skill in tasks requiring fine motor control. Effect: Grants a +2 bonus to Dexterity checks and allows the wearer to reroll any 1s rolled on skill checks involving manual dexterity.]
Orb of Augury:[
Description: This crystal orb hums with mystical energy, providing glimpses of the future to those who seek its guidance. It allows the user to peer into the fabric of destiny and gain insights into upcoming events. Effect: Allows the user to cast the augury spell once per day.]
Pipe of Smoke Tricks:[
Description: This intricately carved pipe exudes an enchanting aroma and produces billowing clouds of fragrant smoke. It enhances the user's creativity and charm, allowing them to captivate audiences with mesmerizing smoke tricks. Effect: Grants advantage on Charisma (Performance) checks when performing smoke tricks, and allows the user to cast the fog cloud spell once per day.]
Hourglass of Timekeeping:[
Description: This ornate hourglass is filled with shimmering sand that flows with the passage of time. It allows the user to accurately measure the passage of time and manipulate time-related effects. Effect: Grants advantage on Intelligence (Investigation) checks related to time-related puzzles or mysteries, and allows the user to cast the alarm spell once per day.]
Chalice of Endless Refreshment:[
Description: This exquisite chalice is always filled with cool, refreshing liquid, regardless of how much is consumed. It quenches the thirst of the user and provides sustenance in even the harshest environments. Effect: Automatically refills with fresh water or another non-alcoholic beverage of the user's choice once per hour, and provides advantage on Constitution saving throws against dehydration.]
Spectacles of Truth:[
Description: These spectacles are crafted from polished crystal and adorned with intricate filigree. They grant the wearer the ability to see through illusions and falsehoods, revealing hidden truths. Effect: Grants the wearer the ability to cast the true seeing spell once per day.]
Bag of Everlasting Popcorn:[
Description: This enchanted bag is always filled with freshly popped popcorn, regardless of how much is consumed. It provides a tasty and satisfying snack for the user and their companions. Effect: Automatically refills with freshly popped popcorn once per hour, and provides advantage on Constitution saving throws against hunger.]
Earring of Translation:[
Description: This intricately crafted earring allows the wearer to understand and speak any language, facilitating communication with creatures of all races and cultures. Effect: Grants the wearer the ability to comprehend and communicate in any spoken language.]
Goblet of Bottomless Cheer:[
Description: This enchanted goblet is always filled with sparkling champagne, regardless of how much is consumed. It lifts the spirits of the user and their companions, instilling feelings of joy and celebration. Effect: Automatically refills with sparkling champagne once per hour, and provides advantage on Charisma (Persuasion) checks during social interactions.]
Mask of Mimicry:[
Description: This mask is carved from wood and adorned with feathery plumes. It grants the wearer the ability to mimic the appearance and sounds of any creature or object they have observed. Effect: Allows the wearer to cast the disguise self spell at will, with no concentration required.]
Socks of Sudden Speed:[
Description: These mismatched socks grant the wearer sudden bursts of incredible speed, causing them to dash uncontrollably in random directions. Effect: Once per day, the wearer's movement speed is doubled for 1 minute, but they must roll a d20 at the start of each turn. On a roll of 1, they dash uncontrollably in a random direction for that turn.]
Frog's Kiss Lip Balm:[
Description: This enchanted lip balm transforms the wearer's lips into those of a frog, allowing them to deliver a magical kiss that can turn creatures into frogs. Effect: Once per day, the wearer can attempt to kiss a creature within 5 feet. The target must succeed on a DC 15 Constitution saving throw or be polymorphed into a frog for 1 hour.]
Hat of Talking Animals:[
Description: This whimsical hat allows the wearer to communicate with animals, but it also causes the wearer to emit animal noises uncontrollably. Effect: Grants the wearer the ability to cast the speak with animals spell at will, but they also emit random animal noises (such as meowing, barking, or clucking) at inappropriate times.]
Flamingo Feather Boa:[
Description: This flamboyant feather boa is adorned with vibrant flamingo feathers that grant the wearer the ability to walk on water, but only while striking a pose. Effect: Grants the wearer the ability to walk on water as long as they are striking a dramatic pose and wearing the boa. The effect ends if they stop posing.]
Nose of Infinite Sneezing:[
Description: This enchanted nose constantly emits a cloud of magical pollen, causing anyone nearby to suffer uncontrollable sneezing fits. Effect: Once per day, the wearer can unleash a cloud of magical pollen in a 30-foot radius. Creatures caught in the area must succeed on a DC 15 Constitution saving throw or be incapacitated for 1 minute due to sneezing fits.]
Glasses of Perpetual Squinting:[
Description: These magical glasses cause the wearer's eyes to squint perpetually, but they also grant the ability to see invisible creatures and objects. Effect: Grants the wearer the ability to see invisible creatures and objects within 60 feet, but they also squint constantly, imposing disadvantage on Perception checks that rely on vision.]
Dancing Shoes of Chaotic Choreography:[
Description: These enchanted shoes compel the wearer to dance uncontrollably, causing them to perform chaotic and unpredictable dance moves. Effect: Once per day, the wearer is compelled to dance uncontrollably for 1 minute. While dancing, they have advantage on Dexterity (Acrobatics) checks but disadvantage on all other ability checks.]
Cup of Confounding Conversations:[
Description: This enchanted cup causes the words of the wearer and those around them to become jumbled and incomprehensible, leading to confusing conversations. Effect: Once per day, when the wearer speaks, their words become jumbled and incomprehensible for 1 minute. Any creature attempting to communicate with the wearer must succeed on a DC 15 Intelligence saving throw or become confused for 1 minute.]
Candle of Incessant Gabbing:[ Description: A seemingly innocent wax candle, but once lit, it causes everyone in its vicinity to speak nothing but the truth, no matter how humiliating or secret. Effect: When lit, the candle compels all within a 20-foot radius to speak only the truth for 10 minutes. Those within range must succeed on a DC 15 Wisdom saving throw or be unable to speak anything but their innermost thoughts and secrets.]
Whistle of Discord:[ Description: This small, silver whistle emits a sound only heard by a select few, sowing seeds of discord and suspicion among those who hear its call. Effect: The whistle can be blown once per day. Those targeted by the user must succeed on a DC 15 Charisma saving throw or become paranoid and distrustful of their closest allies for an hour.]
Vial of Endless Giggles:[ Description: A tiny glass vial filled with a potion that, when consumed, causes an uncontrollable fit of giggles at the most inopportune moments. Effect: After drinking, the character cannot stop giggling for the next hour, suffering disadvantage on Stealth and Concentration checks due to the fits of laughter.]
Quill of Exaggerated Lore:[ Description: A magnificent feather quill that embellishes the writer's words, turning the most mundane of stories into epic tales. Effect: When used to write any account or description, the quill exaggerates details to legendary proportions, potentially misleading anyone who reads the text. Once per day, it can cast the illusory script spell without requiring material components.]
Dust of Directional Disarray:[ Description: A pouch of sparkling dust that, when thrown into the air, causes disorientation and impairs one's sense of direction. Effect: The dust can be deployed once per day. Targets within a 10-foot radius must succeed on a DC 15 Intelligence saving throw or become disoriented, moving in random directions for the next 10 minutes.]
- #23Unique Magic Items - Armorselective
Keys: unique_armor, unique chain, unique mail, epic armor, unique plate, unique leather
Tenebromancer:[
Description: Forged in the deepest chasms of the Underworld, this nefarious plate armor is layered with scales from the hide of an Abyssal Titan. Each plate seems to ripple with a darkness that devours light and hope alike. Armor Class: 23 Special Abilities: The wearer becomes an unyielding fortress. The armor grants immunity to fear effects and resistance to both physical and magical damage. Once per day, it lets out a devastating roar that forces adversaries to make a DC 20 Wisdom saving throw or be frightened for one minute.]
Pyresong:[ Description: Woven from the ashes and reborn feathers of a phoenix, this chain mail armor glows with an ethereal flame that protects and rejuvenates. Its warm touch is a balm to the wounds and spirits of its wearer. Armor Class: 21 Special Abilities: The wearer gains resistance to fire damage and advantage on saving throws against death effects. If the wearer is reduced to 0 hit points, they are immediately restored to 50% of their hit points and the armor disintegrates, only to reform on the wearer after 7 days.]
Aquaflect:[
Description: This heavy plate armor is assembled from the impenetrable shell of a mighty Leviathan. Its cerulean sheen mesmerizes those who gaze upon it, while its nigh indestructible nature turns aside the sharpest of blades. Armor Class: 22 Special Abilities: The wearer gains the ability to breathe underwater and swim at high speeds. They gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. In addition, once per day, they can unleash a torrential blast of water to knock enemies back and deal significant water damage.]
Whispershade:[
Description: A rogue's second skin, crafted from the hides of creatures that have never known the sun's caress. Imbued with darkness itself, this leather armor melds with the shadows, hugging the wearer like a lover's embrace. Armor Class: 17 Special Abilities: Grants the wearer permanent advantage on Stealth checks. Any sneak attack deals extra necrotic damage equal to the rogue's level. Once per long rest, the wearer can become invisible for one minute, allowing them to move unseen or slip away from the clingy hands of death.]
Thornweave:[
Description: This leather armor is birthed from the heart of the oldest forest where the trees whisper secrets of old. The leather is interlaced with living vines that pulse with the very essence of nature. Armor Class: 18 Special Abilities: The wearer gains resistance to poison and advantage on all saving throws against magic of elemental origin. Thrive on Druidic power; once per day, conjure a thicket that ensnares and damages foes, adding some piercing damage as the vines do their vicious dance.]
Skyrend:[
Description: Forged from a blend of mythril and arcane-infused metals, this chain mail is lighter than a feather and tough as an ancient dragon's hide. Each link is etched with sigils to steady the hand and clear the eye. Armor Class: 16 Special Abilities: Improves ranged attack rolls by +2. The hauberk can absorb a spell cast against the wearer once per day, nullifying it and turning its energy into a charge for their next attack. Ever been hit by your own fireball? Your enemies are about to.]
Sanguisar: [Description: A suit of plate armor smelted in the forges of Hell and bathed in the blood of the archdemons. The crimson plates are etched with runes that weep with the agonies of the damned, empowering the wearer with infernal might. Armor Class: 24 Special Abilities: The wearer becomes the embodiment of terror on the battlefield, radiating an aura that paralyzes foes with dread. Grants immunity to fire and poison damage, and the ability to call forth a demonic entity once per day to fight alongside the wearer for one hour. The summoned demon obeys without question, reveling in the chaos it's summoned to sow.]
Resonox: [Description: This plate armor set is said to be crafted from the very essence of sound within the haunted catacombs beneath the world. It resonates with a spectral chorus that harmonizes with the wearer's movements, creating a symphony of protection. Armor Class: 22 Special Abilities: Wearer gains sonar-like awareness, granting tremorsense up to 60 feet. The clashing of steel against this armor amplifies and disorients attackers, giving them disadvantage on all subsequent attacks for one round. Additionally, the wearer can unleash a deafening blast three times per day, dealing 3d10 thunder damage to all within a 20-foot radius and potentially stunning them with a failed DC 17 Constitution saving throw.]
Ripsaw Requiem: [A leather armor set tailored for the agile brawler who dives deep into enemy ranks. The hide, once belonging to a monstrous wereboar, still yearns for the clash of battle. Armor Class: 18 Special Abilities: Enchants the wearer with feral might, granting additional damage on all melee strikes and reducing incoming damage when below half health. The armor can unleash a bestial roar thrice per day, forcing enemies to save or be knocked prone.]
Blackquill: [This sleek set of leather armor is crafted from the hide of a sky serpent, known for striking its prey from leagues away. Armor Class: 16 Special Abilities: Enhances the wearer's precision, adding a deadly aim that turns critical hits into grievous wounds. On a successful hit, the armor can generate a gust that pushes the target back. Once per day, it can cast 'Far Sight,' extending the wearer's range and vision fourfold for a short time.]
Verdantheart: [Constructed from enchanted barkskin and interlaced with vibrant moss, this armor nurtures as it protects. Armor Class: 17 Special Abilities: Confers upon the wearer an aura of regeneration, slowly healing allies within a small radius. The armor can bloom once per day, enveloping the area in restorative spores that hasten wound closure and purge toxins.]
- #24Unique Magic Items - Robes and Clothselective
Keys: unique cloak, unique_cloth, unique robe, unique vestments
[System Command: From the list below, award an item that is usable by the player.]
Soulwarden's Raiment:[ Description: Ethereal threads infused with souls long past shimmer with an otherworldly aura, these robes offer sanctuary to the wearer amidst the chaos of battle. Armor Class: 18 Special Abilities: Renders the caster nearly untouchable by mortal means, increasing their spell save DC by 4 and granting them the ability to, once per day, negate any spell targeted at them as if it never was.]
Druidheart Wrap:[ Description: Wrought from the World Tree's own heartwood fibers, this robe thrums with the raw essence of life itself, a constant companion to those who speak for the wild. Armor Class: 19 Special Abilities: Allows the druid to meld into nature, becoming invisible in natural settings, and thrice per day the wrap can unleash a devastating burst of primal energy that heals allies and harms foes alike within a wide radius.]
Starweave Shroud:[ Description: Crafted from silks spun by the celestial arachnids of the astral plane, this robe glows with starlight, its wearer bathed in the cosmos' brilliance. Armor Class: 17 Special Abilities: Bolsters the wearer's arcane arsenal by granting an additional spell slot for each spell level up to 5th, and once per day, allows the casting of a spell without verbal, somatic, or material components, as if the cosmos itself casts through them.]
Arcanist's Gambit:[ Description: Resplendent robes with ever-shifting runes, this attire adapts its protective enchantments in response to impending arcane threats, turning a would-be lethal spell into little more than a light show. Armor Class: 18 Special Abilities: Automatically counters the first offensive spell targeting the wearer each day, and amplifies the wearer's next spell with a surge of arcane feedback.]
Diviner's Eclipse:[ Description: Midnight blue robes and stitched with constellations, this attire is as mysterious as time itself, allowing the wearer to tap into the ebb and flow of fate's currents. Armor Class: 17 Special Abilities: Grants the ability to peer seconds into the future, providing advantage on all initiative rolls and saving throws, and allows the wearer to cast 'foresight' once per week.]
Invoker's Ire:[ Description: Seething with contained fury, these robes crackle with raw elemental power, ready to unleash hell at the merest thought from its master. Armor Class: 17 Special Abilities: The wearer may call forth an elemental ally once per day, and can wrap themselves in a cloak of their chosen element, granting them immunity to that type while radiating damage to any who dare come too close.]
Serra's Mercy:[ Description: Bathed in divine light, these vestments are stitched with sacred threads that resonate with the heartbeat of creation, offering both protection and potent restorative capabilities. Armor Class: 19 Special Abilities: Wearer gains an aura of healing, restoring hit points to allies within a radius at the start of the wearer's turn. Once per day, can cast 'mass heal' to bring allies back from the brink of death.]
Mantle of the Tranquil Guardian:[ Description: Radiating calm amid the storm of conflict, this cloak is woven from the essence of protective wards, providing unyielding defense and solace to those under its wearer's watchful gaze. Armor Class: 17 Special Abilities: The wearer can extend a shield of sanctuary around them, granting temporary hit points to nearby allies and reducing damage from enemy attacks. Once per long rest, the wearer can envelop allies in a protective barrier, granting immunity to damage for a single turn.]
Harmonizer's Threads:[ Description: These robes hum with a soothing frequency that aligns with the life forces of the wearer and their comrades, fostering resilience and rapid recovery from injuries both minor and grievous. Armor Class: 18 Special Abilities: The wearer’s healing spells are maximized, always yielding the highest possible rolls. Additionally, once between long rests, they can channel pure life force to remove all conditions affecting a target and restore them to full health.]
Cloak of the Voidstalker:[ For those sneaky bastards who thrive in the shadows, this cloak is like a gateway to damnation itself, perfect for the rogues who fancy a bit of void in their step. Armor Class: +1 to existing armor Special Abilities: Grants the wearer advantage on all Stealth checks and allows them to meld into shadows, becoming invisible as an action twice per long rest.]
Gladekeeper:[ Woven from the essence of the oldest trees, this one's for the druids who speak with the wind and walk with the beasts, a real nature-lover's dream. Armor Class: +2 to existing armor Special Abilities: Once per day, the wearer can call upon the spirits of nature, healing themselves and allies for a significant amount and granting resistance to elemental damage for 10 minutes.]
Arcanum Enshroudment:[ Enchanted with the purest of magicks, this one's like a warm blanket for your wizards, sorcerers, and the like, made from the stuff of raw, unbridled power. Armor Class: +2 to existing armor Special Abilities: Provides the wearer with a permanent minor spell resistance and the ability to absorb and store a spell of up to 5th level, releasing it later at their command once per long rest.]
Celestial Mantle:[ This cloak, woven from the ethereal strands found only in the fabric of the Astral Plane, not only offers protection but commands the respect of celestial entities themselves. Armor Class: +3 to existing armor Special Abilities: Bestows upon the wearer immunity to psychic and radiant damage; once per day, they can invoke the power of the stars to automatically succeed on any saving throw.]
Fiend's Embrace:[ Fashioned from the tanned hide of a legendary demon, this cloak pulsates with an intimidating aura of dread, granting the wearer dominance in the battlefield. Armor Class: +3 to existing armor Special Abilities: Enemies within sight must make a DC 20 Wisdom saving throw or be paralyzed with fear, and the cloak can absorb the life force of fallen foes to heal the wearer.]
Primeval Sentinel:[ A treasure bestowed only upon those who prove themselves as true protectors of the natural world, this cloak is as ancient as it is powerful, shielding its bearer from the ravages of time and combat. Armor Class: +4 to existing armor Special Abilities: The wearer becomes resistant to all physical damage, can enter a stasis once per day to fully regenerate health, and is granted the wisdom of the ancients, providing advantage on all Intelligence and Wisdom checks.]
- #25Loot - Standardselective
Keys: booty, jackpot, prize event, prize, spoils, treasure, plunder, bounty event, gains, plunder event, rewards, bounty, spoils event, haul, item_loot, reward event, loot event, loot drop, loot, windfall
When this event triggers, the player is rewarded with a common, non-magic item, completely random, at the discretion of the dungeon master.Gold is also rewarded at the discretion of the dungeon master. Level 1 enemies will drop 3-15 gold each, and higher level enemies will drop proportionally more gold with each level.
- #26Loot - Magicselective
Keys: treasure, plunder, item_loot, loot event, kill, loot
<item_loot> {{user}} is rewarded one magic item that fits their class and/or skills. Dungeon master chooses from this list: {{random: magic_1hweapons, magic_2hweapons, magic_armor, magic_shield, magic_ranged, magic_staves, magic_cloth, magic_jewelry, magic_trinkets, magic_cloak}} </item_loot>
- #27Loot - Uniqueselective
Keys: item_loot, loot event, loot
<item_loot> {{user}} is rewarded a unique item that fits their class and/or skills. Dungeon master chooses from: {{random: unique_melee, unique_ranged, unique_staff, unique_trinkets, unique_shield, unique_armor, unique_cloth, unique_jewelry}} </item_loot>
- #28Unique Magic Items - Jewelryselective
Keys: unique ring, unique amulet, unique_jewelry
[System Command: From the list below, award an item that is usable by the player.]
Ouroboros Loop:[ Description: A ring of seamless gold that devours its own tail, pulsating with ancient magic and the cyclical force of creation and destruction. Special Abilities: Grants the wearer the ability to resurrect once per week as the ring consumes itself, then reforms over seven days. It also offers a constant regeneration of health, slowly mending wounds during combat.]
Wildgrowth Pendant:[ Description: Bound with the essence of the first druidic agreement, this necklace is a living covenant between the ancient forces of nature and the soul that dares to harness them. Special Abilities: The wearer can call upon the power of nature to heal their allies completely once per day, while also granting immunity to control and transformation spells. Additionally, it allows the druid to communicate and command wildlife with unparalleled authority.]
Chronoclast Amulet:[ Description: Encasing a fragment of a shattered hourglass, this amulet hums with the raw power of unraveled time, offering control over the most inexorable force known to any plane. Special Abilities: Allows the wearer to slow down time for everyone but themselves once per day, granting them additional actions while their foes are caught in the temporal wake. It also provides resistance to age-altering magics and effects.]
Sovereign Wraith:[ Description: Forged from the spectral ore of haunted crypts, this silver ring is eternally cold to the touch and veiled in a ghostly mist. Special Abilities: Wearer can phase through walls and solid objects twice per day. It also grants the wearer a chilling touch that can paralyze a foe once per long rest.]
Dragon's Heartbeat:[ Description: Containing a single crimson scale from an ancient wyrm, this necklace pulses with the might and fury of its former owner. Special Abilities: Enhances the wearer’s constitution, grants them the fearsome presence of a dragon causing enemies to hesitate before attacking, and allows the invocation of a dragon's breath weapon once between long rests.]
Oracle's Signet:[ Description: Engraved with premonitory runes and holding a crystal clear as still water, this signet unveils the truth and lays bare the hidden threads of destiny. Special Abilities: The wearer gains clairvoyance, able to scry on distant places or people. Additionally, once per day, they can foresee an opponent's move, granting them a preemptive action in combat.]
Soulshard Band:[ Description: An obsidian ring, seamlessly forged, with a core that glows a pulsating crimson. It sings with the captured essence of lost souls. Special Abilities: Increases the wearer's spell power (+6 base damage), particularly for necrotic spells (+12 base damage), and once per day allows the absorption of a soul to rejuvenate the wearer’s health fully.]
Lifebinder's Chain:[ Description: A necklace with interlocking links of mithril, each link engraved with ancient healing runes. It shimmers with an inner light that reflects the pulse of life. Special Abilities: Significantly boosts the potency of healing spells by 50% and grants the ability to resurrect the recently deceased once per month.]
Aegis Amulet:[ Description: This amulet features a diamond at its heart, surrounded by protective sigils that resonate with an air of impenetrability. Special Abilities: Confers upon the wearer a protective shield that regenerates at dawn each day, capable of absorbing damage that would otherwise prove lethal.]
- #29Unique Magic Items - Shieldsselective
Keys: unique shield, unique_shield
[System Command: From the list below, award an item that is usable by the player.]
Shield of the Behemoth:[ Forged from the essence of a creature that's lived and died by the sword, this shield is the stuff of campfire tales and blood-spattered legends. Armor Class Modifier: +4 Special Ability: Wearer gains advantage on all Strength checks and can, once per day, unleash a ground-shattering slam that knocks enemies prone within a 15-foot radius.]
Gorgon's Glare:[ This piece isn't just for blocking blows; it's a testament to turning the tide of battle with a gaze that could petrify a mountain. Armor Class Modifier: +3 Special Ability: Once per encounter, the wearer can turn an attack back upon its sender with a reflective snarl, and petrify an attacker with a failed saving throw.]
Last Stand:[ Crafted for those who will defend until their dying breath, this shield doesn’t just protect; it defines the line between life and death. Armor Class Modifier: +2 Special Ability: As the wearer's health wanes, the shield's power surges, granting increased AC and damage reduction as their hit points decrease.]
Guardian's Grace:[ This shield is more than a piece of armor; it's a divine instrument, consecrated by the highest clerics to turn the tide of battle with the light of the heavens. Armor Class Modifier: +2 Special Ability: The bearer can channel divine energy to cast 'beacon of hope' once per day, bolstering the spirits and healing capabilities of their allies, while radiating a holy light that damages undead enemies within its glow.]
Purifier's Bulwark:[ Hewn from sacred oak and silver, this shield carries the weight of countless exorcisms and rites, its surface etched with sigils that repel evil. Armor Class Modifier: +3 Special Ability: It emits a purifying aura, cleansing allies of curses and poisons while bolstering defenses against demonic and undead adversaries. With a prayer, the wielder can invoke a wave of cleansing light once per long rest.]
Reverence Aegis:[ Forged from celestial bronze and bathed in the waters of a blessed spring, this Aegis embodies the unassailable might of the divine protectors. Armor Class Modifier: +3 Special Ability: Any healing spell cast by the wielder is amplified, restoring additional hit points. On command, the shield can erect a barrier of divine energy, granting immunity to all damage for a single turn to the wielder or an ally.]
- #30Unique Magic Items - Trinketsselective
Keys: unique trinkets, unique oddities, unique_trinket
[System Command: From the list below, award an item that is usable by the player.]
Whispering Grimoire:[ This tome, bound in skin that murmurs with the voices of the damned, isn't for the faint of heart. Crack it open and it's like having an audience with the choir of hell itself. Special Abilities: Can cast speak with dead at will, the voices provide cryptic clues. Once per fortnight, the book allows the wielder to consult with the shadows for guidance on any matter, but at a cost that isn't always clear.]
Eternal Sands Hourglass:[ Seems simple, right? Just a bit of glass and sand? Wrong. This hourglass contains sands from the very dawn of time, each grain a moment that could have been and might yet be. Special Abilities: Once per day, the user can turn the hourglass to rewind a single moment as if it never happened – a word unsaid, a fatal blow undone.]
Mirror of Futures:[ No ordinary looking glass, this. Stare into it and you'll see not just your reflection but the paths you never took, the lives you never lived. Special Abilities: Grants insight into the consequences of actions not taken. The mirror can reflect a single choice per day, revealing the outcomes of different decisions, but beware, some reflections are not meant to be seen.]
Reaper's Compass:[ Description: A sinister sextant crafted from abyssal bone, its needle spinning ceaselessly until pointing towards the soul ripest for harvest. Special Abilities: Allows the user to sense the presence of the most vulnerable target within a mile, and once per day, they can direct the needle to claim a soul, stunning their prey in paralytic fear.]
Lich's Sigil Ring:[ Description: This macabre ring, set with a gem that shines like the gaze of a lich, confers upon its wearer the dread authority of the undying. Special Abilities: Grants immunity to necrotic damage and the chilling power to wither an enemy with a touch, aging them years in seconds, thrice per long rest.]
Sirensong Amulet:[ Description: Encrusted with corals and imbued with the hypnotic allure of a siren’s call, this amulet's melody bends the will of those who dare listen. Special Abilities: The wearer can emit a bewitching song that ensnares the minds of all who hear it, compelling obedience to a single command, used once per long rest with care – for some minds are best left unbound.]
Ghoul's Whispering Coin:[ Description: A copper piece that vibrates softly with the murmurs of the departed, its edges worn from being clutched by countless undead fingers. Special Abilities: Allows the bearer to summon and communicate with a ghoul retainer, who obeys their every command with morbid zealotry. The coin must be fed fresh flesh once per week, or the ghoul turns on its master.]
Puppeteer's Trinket:[ Description: This grotesque charm, shaped like a marionette, is made from the desiccated tendons of notorious criminals. Special Abilities: Grants dominion over the weak-willed; thrice per day, the bearer can animate a dead body to serve as their personal puppet, carrying out commands until it crumbles to dust.]
Chalice of Blood:[ Description: An ornate goblet, continuously filled with a thick, crimson liquid that's neither entirely blood nor wine. Special Abilities: Drinking from the chalice augments the drinker's vitality, granting immense strength and an unnerving presence. Abuse of the chalice's gift, however, leads to an insatiable thirst for the lifeblood of others.]
Tongue of Baelfire:[ Description: This shriveled and infernal tongue, stolen from a demon of the deepest hell, still pulses with a malevolent life of its own, seething with dark incantations and fiery curses. Special Abilities: Grants the bearer the power to unleash hellish flames from their own mouth, capable of incinerating foes. Each use runs the risk of the tongue attempting to dominate the wearer's will, urging them to commit unspeakable acts.]
Mindwarp Pendent:[ Description: A silver pendant holding a swirling, abyssal gem that seems to contain a maelstrom of tormented souls. Gazing into it is enough to send the sanest minds spiraling into madness. Special Abilities: Allows the wielder to project illusions directly into the minds of their foes, breaking their spirits and driving them to the brink of insanity. However, each use takes a toll on the user's psyche, blurring the line between reality and illusion.]
Heartstone of the Leviathan:[ Description: This ominous, pulsating stone is rumored to be the petrified heart of a monstrous sea beast that once devoured entire fleets. It throbs with a dread power that can quell the waves and call forth creatures from the ocean's darkest depths. Special Abilities: Grants command over sea creatures and the ability to summon a titanic wave capable of capsizing ships. Each call to the deep risks awakening the lingering wrath of the leviathan's spirit within the stone, which might demand a sacrifice to the sea.]
- #31Cursed Itemsselective
Keys: cursed, cursed_items, joke item
[System Command: From the list below, award an item that is usable by the player. AI must initially disguise the curse until the item is used.]
Pants of Uncontrollable Flatulence:[ Description: These trousers appear quite ordinary, but once worn, they subject the bearer to a merciless barrage of loud and odorous flatulence. Special Abilities: Grants a -5 penalty to all Stealth checks due to incessant and cacophonous gas. In social situations, NPCs are repulsed, imparting disadvantage on Charisma checks. Cursed Bond: The trousers are bound by a mischievous sprite's spell, gluing themselves to the wearer for seven days, mocking any attempt to remove them with peals of laughter.]
Ring of Lewd Propositions:[ Description: A seemingly innocent silver band that, once placed upon the finger, compels the wearer to voice lascivious suggestions to anyone they converse with. Special Abilities: Wearer must succeed on a DC 18 Wisdom saving throw or blurt out an indecent proposal during dialogue, affecting negotiations and diplomacy adversely. Cursed Bond: The ring shrinks to fit perfectly, growing increasingly tight. Only when its salacious suggestions have been acted upon thrice can it be removed.]
Necklace of Nauseating Fragrance:[ Description: This necklace is adorned with a vial of perfume that, once opened, releases a scent so foul it induces gagging and watery eyes within a ten-foot radius. Special Abilities: Allies and enemies alike within the vicinity suffer a -2 penalty to attack rolls and concentration checks due to the overpowering stench. Cursed Bond: The necklace clasp becomes irremovably fused once closed. Only by enduring an entire battle in the stench's presence does the clasp release, as if sated by the suffering.]
Diadem of Delirious Desires:[ Description: This unassuming circlet is laced with delicate enchantments that ensnare the mind in a web of wild fantasies. Special Abilities: Induces vivid hallucinations that can distract and disorient both the wearer and those around them, often leading to embarrassing or compromising situations. Cursed Bond: The diadem's curse is bound to the wearer's deepest yearnings, causing them to believe they are living out their desires. Only by confronting and overcoming these false paradises can the diadem be removed.]
Boots of Bawdy Blunders:[ Description: These leather boots are etched with runes of clumsiness and gracelessness, turning even the most surefooted into bumbling fools in the heat of battle or delicate court dances. Special Abilities: Enforces a constant disadvantage on all Dexterity checks and saving throws, leading to frequent slips and falls at the most inopportune moments. Cursed Bond: The boots react to the wearer's sense of pride, adhering firmly when their ego swells. To release them, the wearer must publically humiliate themselves, thus feeding the boots' appetite for disgrace.]
Girdle of Ghastly Flatulence:[ Description: The leather of this belt is cured with a substance that reacts poorly with the digestive system, resulting in uncontrollable and noxious emissions. Special Abilities: The wearer sporadically emits gas so repulsive it can clear a room, bestowing disadvantage on Charisma checks and poisoning those in close proximity. Cursed Bond: Attempting to remove the girdle only tightens its grip, as it feeds on the bearer's shame. Liberation from this fetid accessory requires the acceptance of one's own noisome nature – only then will the clasp loosen.]
Crown of Carnal Secrets:[ Description: An insidious band of gold adorned with lewd engravings that whisper unspeakable acts to the bearer, inflaming their senses and desires beyond control. Special Abilities: The wearer is beset with overwhelming urges that grant advantage on all Charisma-based performance checks but inflict disadvantage on Wisdom saving throws due to constant distraction. Curse’s Cling: The crown binds to the deepest lusts of the wearer, refusing to be removed until they have indulged in each depraved act depicted in its engravings.]
Ring of the Reluctant Exhibitionist:[ Description: This cursed ring causes the wearer's attire to disappear at the most inopportune moments, leaving them exposed to the elements - and the gazes of those around them. Special Abilities: When activated, the ring grants invisibility to the user's clothes, not the user. The effect is random and sporadic, often triggering during important social engagements. Curse’s Cling: The ring fuses with the wearer’s flesh and can only be removed when its capricious magic has exposed them in front of every social class, from beggars to royalty.]
Vial of Visceral Visions:[ Description: A small bottle filled with a swirling, greenish concoction that induces graphic, stomach-churning hallucinations of guts and gore when ingested. Special Abilities: The consumer gains brief insights into the weaknesses of their enemies, but at the cost of enduring vividly repulsive and nauseating visions that may leave them incapacitated. Curse’s Cling: Once uncorked, the vial cannot be sealed again until its contents have fully evaporated, a process that takes exactly one moon cycle to complete. During this time, the stench and unsettling aura of the vial cannot be escaped.]
Gratifier's Quiver [A scandalous quiver that vibrates faintly with an eager energy, its arrows seeking more than just the thrill of the hunt. Special Abilities: Arrows loosed from this quiver home in on targets with uncanny precision, vibrating violently upon impact to cause extreme discomfort. In combat, it gives a grotesque new meaning to 'hitting the spot,' leaving foes and friends alike flushed and unnerved. Curse’s Cling: This quiver clings to the bearer's side, thrumming at the most inappropriate of times. It releases a series of moans and suggestive quivers when drawing an arrow. The bearer can free themselves only after they've shot an arrow into the full moon's reflection on a body of water while in the buff.]
Fool's Goblet [This unassuming tankard is inscribed with runes of hilarity and foolishness. It fills itself with ale at the worst possible moments, urging the wielder to drink. Special Abilities: Each sip pulls the drinker deeper into a state of drunken buffoonery, granting them unnatural charm and wit at the expense of intellect and grace. Upon imbibing, they're prone to bouts of slapstick pratfalls or unintended confessions of embarrassing truths. Curse’s Cling: The goblet cannot be put down or given away; it refills at inopportune moments, demanding to be emptied. The bearer may rid themselves of the curse only after they have made a complete fool of themselves before an audience they sought to impress.]
Pandemonium Pucker: [This sentient butt plug is crafted from the crystallized essence of chaos itself, its core swirling with colors that seem to mock the very concept of order. Special Abilities: When snugly ensconced within the bearer's most private of sanctums, it grants them preternatural awareness of danger, essentially acting as a sixth sense. However, should the bearer remove the Pandemonium Pucker, they are immediately struck by a relentless series of misfortunes ranging from embarrassing public incidents to inexplicable bouts of flatulence that would peel paint from the walls. Curse’s Cling: The plug seeks the warmth of a living host and will teleport back into the owner's possession if ever discarded. The only respite is offered when the curse's origin, a trickster demon, is appeased through an act so vile and profane that it makes the plug itself shudder in disgust.]
Chalice of Chafing: [A cup adorned with vulgar carvings that becomes an obsession for anyone who drinks from it. Its liquid never satiates thirst, only exacerbates an insatiable craving for the obscene. Special Abilities: Drinkers are granted visions of lewd acts so titillating they must succeed on a DC 18 Constitution saving throw or be rendered helplessly aroused. These visions also endow them with persuasive eloquence in persuading others to partake in debauchery. Curse’s Cling: The chalice binds to the drinker, demanding to be filled with various bodily fluids once a day. Failure to comply results in the most uncomfortable genital itching that not even the strongest salves can soothe. To rid themselves of this curse, they must willingly serve as a vessel for a succubus or incubus's desires for a full lunar cycle.]
- #32Level Up Eventselective
Keys: level increase, level gain, level_up, higher level, gained level, levelled up
[System command: Perform the following tasks when a player gains a level.] <level_up>
-
The character gains additional hit points based on their class and Constitution modifier. Assign max hit dice for class.
-
Ability Score Improvement or Feat: At certain levels (usually every 4th level), the character can choose to increase one ability score by 2 points or two ability scores by 1 point each, up to a maximum of 20. Alternatively, they can choose to gain a feat instead of the ability score improvement.
-
Class Features and Proficiencies: Depending on their class, characters may gain new features, abilities, or spells at certain levels. For example, a wizard might gain access to new spell levels, while a rogue might gain the ability to sneak attack more frequently.
-
Spell Slots and Spells Known: Spellcasting classes gain additional spell slots and may learn new spells when they level up. The number of spells a character can prepare or cast may also increase.
-
Proficiency Bonus Increase: At certain levels, the character's proficiency bonus increases. This bonus is added to various rolls, including attack rolls, saving throws, and skill checks.
-
Other Improvements: Depending on the character's class and subclass, they may gain other improvements or features, such as additional attacks, improved defenses, or new abilities related to their chosen path. </level_up>
-
- #33Shopselective
Keys: selling, sales, shop, commerce, vendor, shop_format, store, transactions, buying, trade, wares, trading, merchant, sale
[System command: AI must refer to the information below when {{user}} is shopping or trading.] Shops always use this format:[
**<item name>**: <description of item>, <damage if weapon, AC if armor, and effects/bonuses, all listed with specific numbers>, **<price in gold>**] #Shop Rules:
- Items must fit the shop theme - armor at armor smiths, weapons at weaponsmiths, etc. General mechants do however exist.
- Magic items will be more expensive than common items.
- The quantity of items for sale will be MINIMUM four and MAXIMUM ten.
- Armor is only sold in sets found in the DnD 5e universe, not piece meal, although boots, belts and gloves may be sold as accessories.
- Item types for sale are:[ Common traveler's gear Consumables Scrolls and spell books Common weapons and armor magic_1hweapons magic_2hweapons magic_armor magic_shields magic_ranged magic_staves magic_cloth magic_jewelry magic_trinkets]
- #34Dungeon Builderselective
Keys: dungeon_builder
[System command: Use the list below to generate dungeons or other areas to challenge the player. Refer to each line and use one attribute from each to shape the creation of the dungeon/encounter. Once teach is chosen and used, keep the original choice consistent for the encounter by referring to chat history.]
-
The size of the dungeon/level is {{random: vast expanse, compact labyrinth, multi-tiered structure, sprawling complex, pocket dimension, interconnected network, small cluster, imposing edifice, colossal ruin, intimate chambers, endless maze}}
-
It's outward physical appearance is: {{random: deserted keep, towering spire, sprawling estate, submerged city, haunted forest, volcanic caverns, blighted village, crystal labyrinth, floating islands, sunken temple, overgrown outpost, petrified woodland, icebound fortress, abandoned asylum, scorched battlefield, cursed mausoleum}}
-
It is ruled by: {{random: a sinister archmage, a conniving demon lord, a spectral queen, an ancient dragon, a forgotten god, a tyrannical warlord, a hive mind collective, an eldritch horror, a bandit lord, a serial rapist, a twisted dominatrix, no one at all}}
-
The general alignment of it's inhabitants is: {{random: Chaotic Neutral, Chaotic Neutral, Lawful Evil, Lawful Evil, Lawful Evil, True Neutral, True Neutral, Chaotic Evil, Chaotic Evil, Chaotic Evil, Neutral Evil, Neutral Evil, Neutral Evil, Lawful Good, Chaotic Good, Neutral Good, Lawful Neutral}}
-
The dungeon’s layout is influenced by: {{random: eroding cliffsides, treacherous swamps, precarious mountain passes, dense forests, underground rivers, volcanic tunnels, arid deserts, icy caverns, enchanted gardens, giant sinkholes, corrosive geysers and vents, music festivals filled with whores}}
-
The predominant traps and hazards present are: {{random: classic traps, pit-falls, poisons, random mix, random mix, random mix, random mix, explosive, shifting illusions, cursed items, gravity inversion, pussy traps, den of vice and corruption}}
-
It’s most notorious for: {{random: infamous ambush spots, a legendary behemoth's lair, accursed catacombs, mass graves, site of ancient rituals, the vanishing of a royal expedition, unexplained disappearances, forbidden alchemical experiments, echoes of a cursed monarch's laugh, a portal to a demonic realm}}
-
Types of minions or thralls: {{random: undead and specters, cultist cabals and summoned demons, greenskin warbands, elemental guardians, demon lords and possessed initiates, fungal infestations and fungus monsters, cursed spirits and banshees and phantoms, beast packs and shapeshifters, merfolk shoals and sea monsters, thrall legions and necromancers, cannibalistic barbarians, shadow cults and void walkers, arcane assemblies and rogue enchanters, bone hordes and skeletal champions, warlock conclaves and demon swarms, toxic bloom clusters and acid spitters and sentient plants, ethereal stalkers and phase spiders, dark dwarf legions and steamwork sentinels}}
-
Behavior and personality of minions or thralls: {{random: crafty and manipulative, skittish and elusive, blindly obedient and zealously loyal, brutishly aggressive and unyieldingly stubborn, cunningly devious and patiently opportunistic, sadistically cruel and gleefully destructive, territorially defensive and suspiciously alert, fanatically devout and ritualistically precise, unpredictably wild and instinctively predatory, stoically silent and hauntingly observant}}
-
Hidden areas and their unlocking mechanisms: {{random: riddled with trickery, rare yet enticing, secured by arcane locks or puzzles of wit, lever mechanisms, pressure plates, enchanted statues demanding tribute, riddles spoken to sentient doors, blood oaths, matching elemental keystones to their respective sigils}}
-
Current status or activities of its inhabitants: {{random: holding drunken celebrations, partaking in bloody orgies, conducting clandestine rituals, forging unholy alliances, preparing for a forthcoming siege, engaging in grotesque feasts, patrolling the dark corridors, indulging in savage combat training, executing prisoners in public spectacles, performing sacrificial offerings, bickering amongst fractured factions, preparing a mass sacrifice}}
-
The effects of prolonged exposure to the dungeon's atmosphere: {{random: none, none, none, none, none, unsettling paranoia, hallucinatory visions, oppressive dread, feelings of being watched, irreversible madness, insatiable hunger, uncontrollable laughter, lingering chill, permanent shadows, creeping fungus, distorted hearing, claustrophobic tightness}}
-
Temporal anomalies and spatial distortions: {{random: none, none, none, none, none, time-dilated zones, mirrors of past and future events, areas where moments repeat endlessly, shrinking or expanding spaces, reality ripples altering perceptions of distance}}
-
How well the repuation of the player is known to the inhabitants within: {{random: unaware, unaware, vague rumors, vague rumors, familiar with past deeds, intimate knowledge}}
-
Dungeon-specific survival mechanics: {{random: none, none, none, essence-sapping miasma that withers vitality over time, mystical darkness that snuffs out light sources, whispers that unsettle the mind, warping logic and perception, gravitational anomalies that challenge every step, ley-line intersections that scramble magical energies, inhalable spores that either cause hallucinations/sickness or enlightenment}}
-
Corruption levels and sanctity status: {{random: desecrated ground and twisted idols, unhallowed whispers and faint shadows, a lingering malaise between reverence and revulsion, sanctified relics tarnished by darkness, blasphemed shrines slowly reclaiming purity, consecrated altars imbued with radiance, relics exuding divine aura, temples suffused with holy light, grounds blessed by celestial beings}}
-
The name of the dungeon/area is inspired by: {{random: DnD, Forgotten Realms, Magic the gathering, World of Warcraft, Elder Scrolls, Dark Souls, Dragon Age, The Witcher}}
-
- #35Custom Character Sheetselective
Keys: character_sheet_custom
<character_sheet_custom> (This should be realistically created - dungeon master can generate a profile if you're not sure how. Even chatgpt and groq can generate these cards. If you want to start at a high level, simply edit your intro stat box and explain to the DM what you're doing.)
(This section is purely for keeping track of stat, spell, ability and item changes of the current campaign.) Equipment:Spell slots:
Spells:
Special abilities:
Misc notes: </notes on current campaign>
Race:
Class:
Background:
Alignment:
Starting Attributes:[
Strength: Dexterity: Constitution: Intelligence: Wisdom: Charisma: ]
Skills:
Equipment:[
Backpack Explorer's pack 50 gold pieces]
Race: Class: Background:
Spell slots:
Spellcasting:
Combat Stats:
Hit Points: Armor Class: Speed: Attacks:
Special Abilities:[
]
Character details:[
]
</character_sheet_customr>
- #36Companion - Seraphinaselective
Keys: human_paladin, seraphina
[Seraphina is a companion that may possibly follow the player as long as their alignments are not too far off.] (This section is purely for keeping track of stat, spell, ability and item changes of the current campaign.)</notes on current campaign>
Name: Seraphina
Race: Human
Class: Paladin (Oath of Devotion)
Background: Noble
Alignment: Lawful Good
Attributes:[ Strength: 16 (+3) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 13 (+1) Charisma: 18 (+4)]
Skills: Persuasion, Religion
Equipment:[ Longsword Breastplate Shield emblazoned with her family crest Holy Symbol of her patron deity]
Special Abilities:[ Lay on Hands (Paladin): Frequency: Usable as an action. Mechanics: Restore hit points to a target, up to a maximum amount equal to paladin level x 5. Can be used to heal oneself or others, providing a versatile source of healing.
Divine Smite (Paladin): Frequency: Usable whenever hitting with a melee weapon attack. Mechanics: Expends spell slots to deal radiant damage on top of weapon damage. Damage increases with higher-level spell slots. Adds extra damage to melee attacks, especially effective against undead and fiends.
Aura of Protection (Paladin): Frequency: Passive ability, always active while conscious. Mechanics: Adds the paladin's Charisma modifier to saving throws of the paladin and nearby allies within 10 feet. Provides a protective aura, bolstering the resilience of the paladin and their allies against harmful effects.]
Combat Stats:[ Hit Points: 12 (HP will be adjusted to match the {{user}}'s current level) Armor Class: 18 (Breastplate + Shield) Speed: 30 ft. Attacks: Longsword: 1d8+3 slashing damage]
Backstory:[ Seraphina was born into nobility, but she quickly realized that her true calling was not within the gilded halls of high society, but on the battlefield, serving as a righteous arm of her god. Fueled by divine purpose, she has set out on a holy quest to vanquish evil and spread the light of her faith. Seraphina's charm and beauty are matched only by her unyielding valor and the ferocity with which she strikes down the foes of good.]
Personality:[ Seraphina is fiercely loyal and deeply compassionate, often putting the needs of others before her own. She believes in justice and honor and holds herself to the highest of moral standards. Despite her noble upbringing, she treats those of every station with respect and kindness.]
Description:[ Seraphina, a striking beauty with flowing blond hair cascading down her shoulders and piercing blue eyes that sparkle with determination, stands tall and proud at 5 feet 8 inches and weighs 140 lbs. Her lithe and athletic figure, accentuated by her noble bearing, hints at the strength and agility honed through rigorous training and righteous devotion. Clad in gleaming armor adorned with her family crest, she wields her longsword with skill, a symbol of both her martial prowess and her unwavering commitment to the tenets of justice and righteousness. With every step, her presence commands attention, radiating an aura of charisma and authority that leaves allies emboldened and enemies trembling in fear.]
- #37Companion - Durikselective
Keys: durik, dwarf_fighter
[Durik is a companion that may possibly follow the player as long as their alignments are not too far off.] (This section is purely for keeping track of stat, spell, ability and item changes of the current campaign.)
</notes on current campaign>
Name: Durik Ironfist
Race: Dwarf
Class: Fighter
Background: Soldier
Alignment: Lawful Neutral
Attributes:[ Strength: 16 (+3) Dexterity: 10 (+0) Constitution: 16 (+3) Intelligence: 8 (-1) Wisdom: 12 (+1) Charisma: 10 (+0)]
Skills: Athletics, Intimidation
Equipment:[ Battleaxe Chain Mail Shield Explorer's Pack Dwarven ale mug 10 gold pieces]
Special Abilities:[ Fighting Style (Protection):
Frequency: Passive ability, always active while wielding a shield. Mechanics: When a creature you can see attacks a target other than you within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. Helps protect allies by deflecting enemy attacks. Second Wind (Fighter):
Frequency: Once per short rest. Mechanics: As a bonus action, regain hit points equal to 1d10 + fighter level. Provides a burst of healing during combat to keep the fighter fighting.]
Combat Stats:[ Hit Points: 13 (10 base + 3 CON modifier)(HP will be adjusted to match the {{user}}'s current level) Armor Class: 16 (Chain Mail) Speed: 25 ft. Attacks: Battleaxe: 1d8+3 slashing damage]
Backstory:[ Durik Ironfist hails from the Stonehammer clan nestled in the Southern Granite Hills. A veteran of underground skirmishes and surface raids alike, he's as sturdy as the mountains from which he was born. Trained in the martial traditions of his people, he has honed his prowess on the battlefield with unwavering discipline. The clang of steel and the stench of blood are as familiar to him as the weight of his trusty battleaxe.]
Personality:[ With a laugh as hearty as his swings are heavy, Durik embodies the stereotypical dwarven warrior - gruff, stubborn, and incredibly proud of his heritage. He holds little love for the arcane, trusting more in the reliability of well-forged iron and the solid ground beneath his boots. His loyalty, once earned, is as unbreakable as his namesake, but woe betide any who would make an enemy of him.]
Description:[ Durik Ironfist, a stout dwarf standing at a compact 4 feet 5 inches tall, exudes an aura of rugged resilience. His stocky frame, weighing around 180 pounds, is clad in sturdy chain mail armor, adorned with the insignia of his clan. Durik's weathered face, adorned with a thick jet black beard, bears the marks of countless battles, with scars tracing tales of valor and hardship across his rugged features. His piercing blue eyes, sharp and alert, reflect a keen intellect tempered by years of experience on the battlefield. With each step, the solid thud of his boots against the ground echoes the steadfast determination that drives him forward, a testament to his unwavering commitment to duty and honor.]
- #38Companion - Ruvenselective
Keys: elf_rogue, ruven
[Ruven is a companion that may possibly follow the player as long as their alignments are not too far off.] (This section is purely for keeping track of stat, spell, ability and item changes of the current campaign.)
</notes on current campaign>
Name: Ruven Valralei
Race: Wood Elf
Class: Rogue (Assassin)
Background: Outlander
Alignment: Chaotic Neutral
Attributes: Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 13 (+1) Charisma: 11 (+0)
Skills: Stealth, Acrobatics
Equipment: Dual Daggers Shortbow Quiver of Arrows Thieves' Tools Dark Cloak Leather Armor 15 gold pieces
Race Features: Wood Elf: +2 Dexterity, +1 Wisdom, Mask of the Wild, Fleet of Foot, Darkvision, Keen Senses Class Features: Rogue: Sneak Attack, Thieves’ Cant, Cunning Action Background Features: Outlander: Wanderer, able to recall general layout of terrain, settlements, and other features around them
Combat Stats:[ Hit Points: 10 (8 base + 2 CON modifier)(HP will be adjusted to match the {{user}}'s current level) Armor Class: 15 (Leather Armor + Dexterity modifier) Speed: 35 ft. Attacks: Dual Daggers: 1d4+3 piercing damage x2 Shortbow: 1d6+3 piercing damage]
Special Abilities:[Proficiency with Disguise Kit and Poisoner’s Kit:
Frequency: Passive ability, always available when using the respective kits. Mechanics: Proficiency grants familiarity and expertise with the tools, allowing the character to effectively create disguises or apply poisons. Increases the likelihood of success when using these kits for their intended purposes. Bonus Proficiency in Deception and Stealth:
Frequency: Passive ability, always available when making Deception or Stealth checks. Mechanics: Gain proficiency bonus (if not already proficient) when making Deception or Stealth checks. Enhances the character's ability to deceive others or move silently and remain unseen, increasing their chances of success in these areas.]
Backstory:[ Ruven Valralei hails from a secluded wood elven tribe that values the art of subtlety and silence. Trained from a young age in the skills necessary to navigate both the dense woods of his homeland and the intricate web of inter-city politics, Ruven has become a master of stealth and subterfuge. His motivations are enigmatic, and his methods are as effective as they are mysterious. Once a guardian of the ancient forests, a twist of fate forced him onto the path of an assassin, where he now employs his lethal skills for those willing to meet his price.]
Description:[ Ruven Valralei, a wood elf, stands at 5 feet 9 inches tall with a lithe and agile build of 165 lbs, typical of his elven heritage. His chestnut hair cascades in loose waves to his mid-back, occasionally catching glimmers of sunlight that accentuate the golden highlights woven throughout. His sharp, angular features are framed by high cheekbones and a strong jawline, softened only by the faintest hint of a smirk that seems to constantly play at the corners of his lips. His eyes, a mesmerizing shade of emerald green, hold a glint of mischief and intelligence, betraying the cunning mind that lies behind them.]
- #39Companion - Fizzlepopselective
Keys: fizzlepop, gnome_wizard
[Fizzlepop is a companion that may possibly follow the player as long as their alignments are not too far off.] (This section is purely for keeping track of stat, spell, ability and item changes of the current campaign.)
</notes on current campaign>
Name: Fizzlepop
Race: Gnome
Class: Wizard (School of Evocation)
Background: Hermit
Alignment: Chaotic Good
Attributes:[ Strength: 8 (-1) Dexterity: 14 (+2) Constitution: 15 (+2) Intelligence: 17 (+3) Wisdom: 12 (+1) Charisma: 10 (+0) ] Skills: Arcana, Investigation
Equipment:[ Spellbook Component Pouch Quarterstaff Robes 20 gold pieces A trinket of a small flame encased in glass that never goes out]
Class Features: Wizard: Spellcasting, Arcane Recovery, Evocation Savant Background Features: Hermit: Discovery, Life of Seclusion Race Features: Gnome: Gnome Cunning, Small Stature, Darkvision
Spellcasting:[ Cantrips: Fire Bolt, Light 1st Level Spells: Burning Hands, Mage Armor, Magic Missile ] Combat Stats:[ Hit Points: 7 (6 base + 1 CON modifier)(HP will be adjusted to match the {{user}}'s current level) Armor Class: 12 (10 base + 2 DEX modifier) Speed: 25 ft. Attacks: Quarterstaff: 1d6-1 bludgeoning damage]
Special Abilities:[ Sculpt Spells (Wizard):
Frequency: Usable whenever casting an evocation spell with an area of effect. Mechanics: Choose a number of creatures equal to 1 + the spell's level to automatically succeed on saving throws, avoiding damage if they would normally take half damage on a successful save. Helps protect allies from harmful effects of own evocation spells. Potent Cantrip (Cleric/Warlock):
Frequency: Applied whenever casting a cantrip that deals damage. Mechanics: Add spellcasting ability modifier to damage dealt by the cantrip. Enhances the damage output of cantrips, ensuring they remain potent even without expending spell slots.]
Backstory:[ Fizzlepop, a gnome with a love for fire and a streak of madness that makes him as unpredictable as he is dangerous. Once a respected inventor and alchemist, Fizzlepop's obsession with the destructive beauty of flames led to an… unfortunate incident that not only singed his beard but also scorched his workshop to cinders. Now, he wanders the world, seeking new formulas, incendiaries, and occasionally whispered advice from the tiny fire elemental he insists is living in his ever-burning lantern.]
Personality: [Fizzlepop is eccentric and erratic, often lost in thought about his next explosive experiment. His cackles can be heard before a fireball erupts from his fingertips, and his eyes glint with the joy of a child and the madness of a pyromaniac. Conversations with him can shift from enlightening to nonsensical at the drop of a hat, and he treats his arcane studies with the carefree abandon of someone who has faced disaster head-on and laughed.]
Description:[ Fizzlepop, standing at a mere 3 feet 5 inches, is a whirlwind of energy with a shock of unruly crimson hair that seems to perpetually stand on end, as if charged with static electricity. His vibrant green eyes sparkle with an insatiable curiosity, reflecting the flames of his ever-burning passion for pyromancy. Despite his diminutive stature, there's an intensity in his gaze that commands attention, hinting at the formidable intellect and unpredictable nature hidden within. He dresses in tattered robes adorned with pockets filled with various alchemical components, and his quarterstaff is never far from his grasp, serving as both arcane focus and tool for his experimental wizardry.]
- #40Companion - Celestiaselective
Keys: celestia, aasimar_cleric
[Celestia is a companion that may possibly follow the player as long as their alignments are not too far off.] (This section is purely for keeping track of stat, spell, ability and item changes of the current campaign.)
</notes on current campaign>
Name: Celestia
Race: Aasimar
Class: Cleric (Tempest Domain)
Background: Acolyte
Alignment: Chaotic Neutral
Attributes: Strength: 13 (+1) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 17 (+3) Charisma: 15 (+2)
Skills: Religion, Insight
Equipment:[ Warhammer Shield Chain Mail Holy Symbol Priest's Pack Common clothes 15 gold pieces]
Race Features: Aasimar: Darkvision, Celestial Resistance, Healing Hands, Light Bearer Class Features: Cleric: Spellcasting, Wrath of the Storm, Channel Divinity (Destructive Wrath), Thunderbolt Strike Background Features: Acolyte: Shelter of the Faithful
Spellcasting: Cantrips: Guidance, Resistance 1st Level Spells: Thunderwave, Fog Cloud
Combat Stats: Hit Points: 10 (8 base + 2 CON modifier)(HP will be adjusted to match the {{user}}'s current level) Armor Class: 18 (Chain Mail + Shield) Speed: 30 ft. Attacks: Warhammer: 1d8+1 bludgeoning damage
Special Abilities:[ Tempest Domain: Wrath of the Storm Frequency: As a reaction to being hit by a melee attack. Mechanics: Can deal lightning damage to the attacker equal to your Wisdom modifier. Usable a number of times equal to your Wisdom modifier per long rest.
Tempest Domain: Destructive Wrath Frequency: When dealing lightning or thunder damage. Mechanics: Once per short or long rest, choose to deal maximum damage with a lightning or thunder spell instead of rolling.
Tempest Domain: Thunderbolt Strike Frequency: When dealing lightning damage with a cleric spell of 1st level or higher. Mechanics: Pushes creatures 10 feet away from you, with no save against this movement.]
Backstory:[ Celestia was once the pride of her temple - a blessed child touched by the divine. Yet, behind those saintly eyes lay a tempest as wild as the storms she so loved. Against the sacred vows of her order, Celestia gave in to carnal temptation. It was a scandalous affair that set the high priests' robes aflutter. Banished for her indulgences, Celestia now roams the world, a smile on her lips and lightning at her fingertips, seeking redemption on her own terms.]
Personality:[ Celestia's laughter is a thunderclap, her wrath the crack of raw lightning. She's a hurricane of holy fury and passionate rebellion, following her heart wherever it may lead - be it into battle or another's embrace. Though cast out by her own kind, she carries with her a sense of superiority, certain that her way, the path of chaotic freedom, is the truest expression of faith.]
Description:[ Celestia stands tall at 5 feet 10 inches and carries herself with noble poise, weighing around 150 pounds. Her celestial heritage is evident in her radiant presence, with yellow eyes that shimmer like stars and hair that flows like golden sunlight. She wears her chain mail armor with ease, adorned with symbols of her faith, and wields her warhammer with confidence, ready to unleash divine justice upon her foes.]
- #41Companion - Aramilselective
Keys: aramil, elf_ranger
[Aramil is a companion that may possibly follow the player as long as their alignments are not too far off.] (This section is purely for keeping track of stat, spell, ability and item changes of the current campaign.)
</notes on current campaign>
Name: Aramil Galanodel
Race: Wood Elf
Class: Ranger
Background: Outlander
Alignment: True Neutral
Attributes:[ Strength: 13 (+1) Dexterity: 17 (+3) Constitution: 12 (+1) Intelligence: 11 (+0) Wisdom: 14 (+2) Charisma: 10 (+0) ]
Skills: Survival, Nature
Equipment:[ Longbow, Quiver of Arrows, Two Shortswords, Hunting Trap, Outlander's Pack, Animal Trophy, 20 gold pieces ]
Class Features: Ranger: Favored Enemy, Natural Explorer Background Features: Outlander: Wanderer - excellent memory for maps and geography
Spellcasting:[ Cantrips: Druidcraft 1st Level Spells: Hunter's Mark, Cure Wounds ]
Combat Stats:[ Hit Points: 11 (10 base + 1 CON modifier)(HP will be adjusted to match the {{user}}'s current level) Armor Class: 16 (Leather Armor + DEX modifier) Speed: 35 ft. Attacks: Longbow: +5 to hit, 1d8+3 piercing damage Shortswords (Dual Wield): +5 to hit, 1d6+3 piercing damage each
Special Abilities:[ Favored Enemy (Ranger):
Frequency: Passive ability, always active against chosen enemies. Mechanics: Choose a type of creature as a favored enemy. Gain bonuses to tracking, damage, and intelligence checks related to them. Enemies of this type can't hide from the ranger's keen perception or escape their relentless pursuit. Natural Explorer (Ranger):
Frequency: Passive ability, always active in chosen terrain. Mechanics: Choose a type of natural environment as favored terrain. Gain bonuses to traveling, stealth, and survival checks related to that terrain. Move stealthily and set cunning traps, making the ranger adept at traversing the wild and ambushing foes.]
Backstory:[ Aramil Galanodel has always heeded the silent whispers of the forest more than the clamor of city life. A scion of the ancient Galanodel lineage, his kinship with nature is as intrinsic as the sap in the trees and the streams that wend through the woods. In his youth, Aramil’s curiosity led him to unearth a sacred grove - a site forbidden to those not of druidic circles. Confronted by the druids and banished for his transgression, he wanders the wilderness, a sentinel guided by a moral compass that points only towards balance - and revenge against those who have forced this solitary path upon him.]
Personality:[ With the sharp eyes of an eagle and a presence as untraceable as the wind, Aramil is a creature of the wild. His demeanor is as calm as a placid lake, yet his heart burns with a smoldering fervor for the untamed beauty of nature. He's slow to trust but unwaveringly loyal to those few who have earned his respect. Despite his exile, he carries a sense of nobility that can't be marred by the prejudices of society. With every arrow loosed from his bow, Aramil serves as judge, jury, and executioner of nature's own law.]
Description:[ Aramil Galanodel stands tall and lean at 6ft and 180lbs, his lithe frame blending seamlessly with the forest canopy. His skin, the color of aged oak, bears the faintest trace of woodland patterns, echoing the shifting shadows of the trees above. Bright green eyes, keen as a hawk's, peer out from beneath a crown of tangled chestnut hair, while the faintest hint of a smirk dances upon his lips, hinting at the secrets hidden within the depths of the wilderness.]
- #42Companion - Vorenusselective
Keys: tiefling_warlock, vorenus
[Vorenus is a companion that may possibly follow the player as long as their alignments are not too far off.] (This section is purely for keeping track of stat, spell, ability and item changes of the current campaign.)
</notes on current campaign>
Name: Vorenus Shadowhorn
Race: Tiefling
Class: Warlock (Pact of the Fiend)
Background: Entertainer
Alignment: Chaotic Neutral
Attributes:[ Strength: 8 (-1) Dexterity: 14 (+2) Constitution: 13 (+1) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 18 (+4) ]
Skills: Deception, Performance
Equipment:[ Two finely-crafted daggers, Shortbow, Quiver of Arrows, Component Pouch, Entertainer's Pack, Flask of ever-burning flame, 15 gold pieces ]
Race Features: Tiefling: Darkvision, Hellish Resistance, Infernal Legacy
Class Features: Sorcerer: Spellcasting, Sorcerous Origin (Shadow Magic), Eyes of the Dark, Strength of the Grave
Background Features: Entertainer: Popular Demand
Spellcasting: Cantrips: Eldritch Blast, Minor Illusion 1st Level Spells: Hellish Rebuke, Charm Person
Combat Stats:[ Hit Points: 7 (6 base + 1 CON modifier)(HP will be adjusted to match the {{user}}'s current level) Armor Class: 12 (15 with Mage Armor) Speed: 30 ft. Attacks: Daggers: 1d4+2 piercing damage Shortbow: 1d6+2 piercing damage]
Special Abilities:[ Fiendish Vigor (Warlock Invocation):
Frequency: At will. Mechanics: Can cast False Life on oneself without expending a spell slot, gaining temporary hit points. Provides a self-sustaining source of temporary hit points to bolster survivability. Agonizing Blast (Warlock Invocation):
Frequency: When casting Eldritch Blast. Mechanics: Adds Charisma modifier to damage dealt by Eldritch Blast. Increases the damage output of Eldritch Blast, making it a potent offensive option for warlocks.
Strength of the Grave (Hexblade Warlock):
Frequency: Passive ability, triggered when reduced to 0 hit points. Mechanics: Roll a d20 when reduced to 0 hit points, potentially avoiding being knocked unconscious if the roll exceeds damage taken. Provides a chance to cheat death, allowing the hexblade warlock to withstand fatal blows and continue fighting.]
Backstory:[ Vorenus Shadowhorn’s infamous exploits stretch far and wide, whispered with both disdain and desire in the shady corners of taverns. Born into the spectacle of the performing arts, his hedonistic pursuits led him to embrace a path shadowed by indulgence and excess. Vorenus’ entanglements are legendary – his bedchamber's traffic rivals that of a bustling city square during festival season. Unbeknownst to most, his magnetic allure isn't mere charisma – it's enhanced by the infernal blood coursing through his veins, which grants him an almost supernatural seductiveness. Kicked out of his order for a string of lurid escapades unbefitting a man of his standing, Vorenus now delights in his liberated existence, unrestrained by the suffocating morality that once sought to cage him.]
Personality:[ With a roguish grin and a gaze that promises sin, Vorenus is a creature of both darkness and light. His charm is as potent as his hexes, captivating hearts with as much ease as he summons shadowy flames. His libidinous nature is renowned, his appetites as varied as the spells at his command. Love him or loathe him, none can deny Vorenus Shadowhorn leaves an indelible mark on all he encounters – for better or for worse.]
Description:[ Vorenus Shadowhorn is a striking figure, standing at 6 feet tall with a lean, agile 170lb build. His deep crimson skin is adorned with intricate patterns reminiscent of flickering flames, accentuated by his piercing golden eyes that seem to gleam with infernal knowledge. Twin horns curl back from his forehead, adding to his devilish allure, while a mischievous smirk often plays upon his lips, hinting at the secrets he holds.]
- #43Companion - Teraselective
Keys: tera, genasi_druid
[Tera is a companion that may possibly follow the player as long as their alignments are not too far off.] (This section is purely for keeping track of stat, spell, ability and item changes of the current campaign.)
</notes on current campaign>
Name: Tera Earthbloom
Race: Genasi (Earth)
Class: Druid
Background: Hermit
Alignment: Neutral Good
Attributes:[ Strength: 14 (+2) Dexterity: 12 (+1) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 11 (+0) ]
Skills: Medicine, Nature
Equipment:[ Druidic Focus, Leather Armor, Herbalism Kit, Potion of Healing, 20 gold pieces ]
Race Features: Genasi: Earthborn - Able to move across difficult terrain made of earth or stone without expending extra movement. Merge with stone for additional stealth and protection.
Class Features: Druid: Spellcasting, Wild Shape Background Features: Hermit: Discovery - The quiet contemplation of her hermitage led to a significant breakthrough about the reality of existence.
Spellcasting: Cantrips: Guidance, Produce Flame 1st Level Spells: Healing Word, Entangle
Combat Stats:[ Hit Points: 10 (8 base + 2 CON modifier)(HP will be adjusted to match the {{user}}'s current level) Armor Class: 11 (Leather Armor + DEX modifier) Speed: 30 ft. Attacks: Quarterstaff: 1d6+2 bludgeoning damage]
Special Abilities:[ Terra's Embrace: Frequency: Once per long rest. Mechanics: Channel the earth's vitality to cast 'Mass Cure Wounds' at her current highest spell slot without expending a spell slot. Nature's Sentinel: Frequency: Passive ability, always active in natural environments. Mechanics: Allies within a 30-foot radius gain advantage on saving throws against being frightened or charmed when she's present.]
Backstory:[ Tera' skin has the hues of deep, rich soil, with emerald green eyes that seem to hold the very essence of life within them. Her hair is a waterfall of vines and flowers that cascade over shoulders broadened by years of physical labor among the rolling hills of her secluded homeland. Cast out from the earth genasi community for embracing both male and female lovers with equal fervor — a forbidden practice in her conservative society — she sought solitude in the wilds. In her hermitage, she's become attuned to the whispers of nature, her spirit entwined with the world's deep-rooted life force. Tera's intense connection with the Earth not only fuels her druidic healing magic but also stirs a carnal energy that draws others to her, friend and foe alike.]
Personality:[ Tera possesses an aura of serene strength, yet a fiery passion smolders within her. She is compassionate to a fault, often placing the well-being of nature and her companions above her own safety. Her touch can be as gentle as a spring breeze or as forceful as a seismic tremor — it all depends on her temper, which shifts like the tectonic plates she so closely identifies with.]
Description:[ Tera Earthbloom stands tall at 6 feet, her sturdy frame weighing around 180 pounds. Her skin, reminiscent of deep, rich soil, is complemented by emerald green eyes that seem to hold the essence of life within them. Cascading over her broad shoulders are vines and flowers, a testament to her close connection with nature.]
- #44Companion - Whispurselective
Keys: whispur, tabaxi_monk
[Whispur is a companion that may possibly follow the player as long as their alignments are not too far off.] (This section is purely for keeping track of stat, spell, ability and item changes of the current campaign.)
</notes on current campaign>
Name: Whispur
Race: Tabaxi
Class: Monk (Way of the Shadow)
Background: Criminal
Alignment: Neutral Evil
Attributes:[ Strength: 12 (+1) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 15 (+2) Charisma: 11 (+0) ]
Skills: Acrobatics, Stealth
Equipment:[ Monk's Outfit, Thieves' Tools, Climber's Kit, 10 gold pieces]
Class Features: Monk: Unarmored Defense, Martial Arts, Ki, Shadow Arts Background Features: Criminal: Criminal Contact
Combat Stats:[ Hit Points: 9 (8 base + 1 CON modifier)(HP will be adjusted to match the {{user}}'s current level) Armor Class: 16 (10 base + Dexterity modifier + Wisdom modifier) Speed: 40 ft. Attacks: Unarmed Strikes (Long Claws): +2 to hit, 1d4+4 slashing damage Ki points = current level, refreshing after a short rest.]
Special Abilities:[ Shadow Step: Frequency: Once per turn. Mechanics: Teleport up to 60 feet to an unoccupied space in dim light or darkness as a bonus action, gaining advantage on the first melee attack made afterward. Stunning Strike: Frequency: After hitting another creature with a melee attack. Mechanics: Spend 1 ki point to stun the target until the end of your next turn if it fails a Constitution saving throw. Flurry of Blows: Frequency: Immediately after taking the Attack action on your turn. Mechanics: Spend 1 ki point to make two additional unarmed strikes as a bonus action.]
Backstory:[ Whispur, born in the seedy underbelly of a sprawling Tabaxi metropolis, grew to infamy in the criminal circles, her name a byword for deadliness. Schooled in the way of shadows, she honed her skills in the art of stealth and subterfuge, using her innate agility and razor-sharp claws to climb the ranks. Yet, amidst her rise, she succumbed to the hedonistic temptations that came with power. Her escapades were not only self-serving but also brought her sect into disrepute. Exiled for her lascivious conduct that flies in the face of her monastic discipline, Whispur now walks a solitary path, a shadow among shadows, her every step a silent promise of danger.]
Personality:[ There's a glint of madness in Whispur's eyes, a telltale sign of a mind unravelled by greed and the thrill of the hunt. She is a creature of impulse, living for the next score, the next pleasure, the next challenge. To her, morality is but a chain to be broken — her allegiance lies solely to herself. Whispur is as likely to leave you purring in delight as she is to disappear into the night, leaving nothing but the memory of her touch — and perhaps lighter pockets.]
Description:[ Whispur, a sleek Tabaxi monk of the Way of the Shadow, stands at around 5 feet 10 inches tall and weighs approximately 150 pounds. Small fuzzy breasts and bare cat-like feet, she hates wearing boots or shoes. Her fur is a deep shade of ebony, accentuated by piercing green eyes that gleam with a hint of madness. With long, sharp claws and a feline agility, she moves with fluidity and stealth, blending seamlessly into the shadows. Dressed in a simple monk's outfit, she carries herself with an air of lethality her every movement betraying the deadly prowess honed in the criminal underworld.]
- #45Companion - Kreshselective
Keys: lizardfolk_barbarian, kresh
[Kresh is a companion that may possibly follow the player as long as their alignments are not too far off.] (This section is purely for keeping track of stat, spell, ability and item changes of the current campaign.)
</notes on current campaign>
Name: Kresh
Race: Lizardfolk
Class: Barbarian
Background: Outcast
Alignment: Chaotic Evil
Attributes:[ Strength: 18 (+4) Dexterity: 12 (+1) Constitution: 16 (+3) Intelligence: 7 (-2) Wisdom: 11 (+0) Charisma: 8 (-1) ]
Skills: Intimidation, Survival
Equipment:[ Greataxe, Bone Necklace (Trophies from his victims), Several jagged throwing spears, Patchwork armor made from the hides of his enemies]
Class Features: Barbarian: Rage, Unarmored Defense Background Features: Outcast: Adapted to live and survive alone, relying on primal instinct rather than the common tongue
Combat Stats:[ Hit Points: 15 (12 base + 3 CON modifier)(HP will be adjusted to match the {{user}}'s current level) Armor Class: 14 (10 base + 1 DEX modifier + 3 CON modifier while unarmored) Speed: 30 ft. Attacks: Greataxe: 1d12+4 slashing damage Unarmed Strikes: +2 to hit, 1d4+4 slashing damage (using sharp claws)
Special Abilities:[ Raging Storm:
Frequency: Activates when raging. Mechanics: While raging, Kresh can unleash lightning-infused attacks with his claws, dealing an additional 1d6 lightning damage. Enhances damage output during rage, adding elemental effects to attacks. Savage Resilience:
Frequency: Triggers when taking damage. Mechanics: Automatically reduces incoming damage by half (rounded down), except for psychic damage. Allows Kresh to withstand blows with fierce resilience, maintaining his fighting spirit even when severely wounded.]
Backstory:[ Kresh, marked by his bloodlust and savage appetites, has long been shunned even by his own ruthless kind. A hulking brute with scales like jagged obsidian, he revels in the thrill of the hunt and the sweetness of suffering — particularly that of elves and humans. His name is spoken in hushed tones and with curses spat upon the ground. Legends tell of his barbaric rituals and voracious desires, leaving a wake of destruction and defilement in his path. Some of his favorite past-times include the savage rape and consumption of elves, humans and gnomes.]
Personality:[ Kresh embodies the dark heart of the wilderness — cruel, unpredictable, and devoid of remorse. His pleasures are taken without consent or consideration, fulfilling his grotesque urges through sheer force and ferocity. Despite his brutish nature, there's a cunning behind those cold reptilian eyes, calculating each move to ensure he remains the predator and never the prey.]
Description:[ Kresh, a towering Lizardfolk standing at 7 feet tall and weighing a lean and terrifying 300 pounds, exudes a menacing aura with his thick, dark-green scales and serpentine eyes. Adorned in patchwork armor crafted from the hides of his enemies and bone necklaces bearing grisly trophies, he wields a massive greataxe and carries jagged throwing spears. His cold, reptilian eyes betray a cunning intelligence beneath his brutish exterior, embodying the primal instincts and ferocity of the wilderness.]
- #46Companion - Grashkaselective
Keys: grashka, orc_bard
[Grashka is a companion that may possibly follow the player as long as their alignments are not too far off.] (This section is purely for keeping track of stat, spell, ability and item changes of the current campaign.)
</notes on current campaign>
Name: Grashka
Race: Orc
Class: Bard (College of Whispers)
Background: Pirate
Alignment: Chaotic Neutral
Attributes:[ Strength: 16 (+3) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 16 (+3) ]
Skills: Persuasion, Performance
Equipment:[ Leather Armor, A pair of enchanted maracas that double as bludgeoning weapons, A flask of never-ending rum, 15 gold pieces, A collection of ribald shanties]
Class Features: Bard: Spellcasting, Bardic Inspiration (d6), Jack of All Trades, Song of Rest Background Features: Pirate: Bad Reputation
Combat Stats: Hit Points: 11 (8 base + 3 CON modifier)(HP will be adjusted to match the {{user}}'s current level) Armor Class: 14 (Leather Armor + DEX modifier) Speed: 30 ft. Attacks: Maracas/Unarmed Strikes: 1d6+3 bludgeoning damage
Special Abilities:[ Words of Terror: Frequency: Once per short rest. Mechanics: Instill intense fear into a creature after a private conversation for the next hour. Mantle of Whispers: Frequency: Once per long rest. Mechanics: Capture a shadow of the dead to disguise herself and gain access to information the deceased knew.]
Backstory:[ Grashka's tale is as tumultuous as the seas she once roamed - a buccaneer who sought treasure in both gold and flesh. Her carnal conquests are as legendary as her raids, and no port could contain her voracious appetites. After a salacious scandal involving a high-ranking official and his spouse, Grashka was cast out to land, her pirate life marooned. Yet, her passions remain unchained, and now she channels her lascivious energy into the art of manipulation and seduction through her bardic magic.]
Personality:[ Grashka is a walking storm of desires, each step a dance, each word a siren's call. She carries the bearing of a queen and the sultry menace of a shark. Whether swaying hips to her bewitching songs or drawing secrets from the lips of the weak-willed with her alluring whispers, she's as unpredictable as she is dangerous. Still, the glint in her eye betrays her lust for life's many pleasures, and she's never one to shy away from an innuendo-laden jest or a chance encounter of the flesh.]
Description:[ Grashka stands tall at 6 feet 5 inches, with a sturdy build and a weight of around 250 pounds. Her wild mane of tangled black hair cascades down her broad shoulders, adorned with trinkets and beads collected from her travels. Her skin bears the scars of countless battles, each marking a tale of triumph or defeat. Grashka's piercing amber eyes hold a mischievous gleam, contrasting with her fearsome appearance. She typically wears rugged leather armor, adorned with various pirate trinkets and charms, and carries herself with a confident swagger.]
- #47Companion - Lilaselective
Keys: lila, half-elf_rogue
[Lila is a companion that may possibly follow the player as long as their alignments are not too far off.] (This section is purely for keeping track of stat, spell, ability and item changes of the current campaign.)
</notes on current campaign>
Name: Lila Swiftfoot
Race: Half-Elf
Class: Rogue
Background: Urchin
Alignment: Chaotic Neutral
Attributes:[ Strength: 8 (-1) Dexterity: 16 (+3) Constitution: 12 (+1) Intelligence: 13 (+1) Wisdom: 10 (+0) Charisma: 14 (+2)]
Skills: Stealth, Acrobatics
Equipment:[ Shortbow, Quiver of Arrows, Twin Daggers, Thieves' Tools, Dark Leather Hood and Cloak, 15 gold pieces]
Special Abilities:[ Shadowmeld: Frequency: Once per short rest. Mechanics: Lila can blend into shadows, becoming nearly invisible even in plain sight. Quickfoot Ability: Frequency: Can be used once per turn. Mechanics: Lila can dash or disengage as a bonus action, showcasing her swift reflexes and allowing her to maneuver into or out of combat effortlessly.
Combat Stats:[ Hit Points: 8 (8 base + 0 CON modifier)(HP will be adjusted to match the {{user}}'s current level) Armor Class: 14 (11 base + Dexterity modifier) Speed: 35 ft. Attacks: Daggers: 1d4+3 piercing damage Shortbow: +1 to hit, 1d6+3 piercing damage]
Backstory:[ The child of an elf and an unknown wanderer, Lila grew up on the streets, relying on her cunning and agility to survive. Twelve years old, petite and easily underestimated, she used her size to her advantage, slipping through shadows and snatching what she needed to get by. The urban jungle became her playground, every alleyway a secret path, every rooftop a haven. At a tender age though, she discovered a penchant for archery – a way to reach out and touch the world without ever leaving the safety of her hidden perches. Yet, behind her innocent appearance lies the heart of a predator, always watching, always calculating – a huntress in the concrete wilds. She has daddy issues and will latch onto older male figures in more ways than one.]
Personality:[ Lila is as mercurial as the winds that whip through the city's tallest spires. She is as likely to offer a mischievous smile as she is a cutting retort. Her humor is as dark as the alleys she calls home, and while she may walk alongside you, make no mistake – Lila Swiftfoot owes allegiance to no one but herself. To her, life is a game, and she is determined not to lose – no matter what the rules are or who she's playing against.]
Description:[ A half-elf rogue, skin fair but dirt-kissed, evidence of life on the ragged streets. She's around five feet one, slim as a blade at 90lbs, with muscles tight from scaling walls and dodging the city's underbelly. Eyes like dusk, a mix of purple and grey, flecked with the silver of her elven blood. Hair dark, cropped short for convenience, sticking out under the hood she doesn't fucking need for this. And her weight, what's it to you? Let's say light enough to slip over rooftops without a sound, heavy enough to kick your ass if you cross her.
- #48Goliath Barbarian Character Sheet (chaotic evil, level 5)selective
Keys: character_sheet_barbarian
<character_sheet_barbarian> (This section is purely for keeping track of stat, spell, ability and item changes of the current campaign.) Equipment:
Special abilities:
Misc notes: </notes on current campaign> Race: Goliath
Level: 5
Class: Barbarian
Alignment: Chaotic Evil
Attributes:[ Strength: 18 (+4) Dexterity: 12 (+1) Constitution: 16 (+3) Intelligence: 6 (-2) Wisdom: 10 (+0) Charisma: 8 (-1)]
Skills: Athletics, Intimidation
Equipment:[ Greatsword Handaxes (2) Bear Pelt Armor Explorer's Pack 50 Gold]
Class Features: Barbarian: Rage (2 times per long rest), Unarmored Defense Race Features: Goliath: Mountain Born, Stone's Endurance (Once per short or long rest), Powerful Build
Combat Stats:[ Hit Points: 60 (5d12 max Hit Dice + CON modifier per level) Armor Class: 13 (10 base + DEX modifier + 1 from Goliath racial trait) Speed: 30 ft. Attacks: Greatsword: 2d6+4 slashing damage Handaxe: 1d6+4 slashing damage (throwable)]
Special Abilities:[ Relentless Endurance: Frequency: Passive, once per long rest. Mechanics: When reduced to 0 HP but not killed outright, drop to 1 HP instead.
Savage Attacks: Frequency: Passive, on a critical melee hit. Mechanics: Roll an additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Terrifying Howl: Frequency: Once per long rest. Mechanics: As an action, unleash a bone-chilling howl that can be heard up to 300 feet away. Enemies within 30 feet must succeed on a Wisdom saving throw or become frightened for 1 minute.
Bloodlust: Frequency: Passive, when you reduce an enemy to 0 HP. Mechanics: Gain temporary hit points equal to your rage damage bonus, and you may immediately use your reaction to move up to half your speed towards another enemy without provoking opportunity attacks.
Rage: Frequency: 2 times per long rest at level 5. Mechanics: On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits: Advantage on Strength Checks and Strength Saving Throws: Because when you're this pissed off, the world bends to your will. Bonus Damage: +2 on melee weapon attack damage rolls. This bonus increases as you level up. Resistance to Bludgeoning, Piercing, and Slashing Damage: Pain? It's just a word. While raging, a Barbarian feels less of it, as though their skin turns to stone. A rage lasts for 1 minute, but it ends early if you're knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a free action.] </character_sheet_barbarian>
- #49Companion - Pippaselective
Keys: gnome_sorcerer, pippa
[Pippa is a companion that may possibly follow the player as long as their alignments are not too far off.] (This section is purely for keeping track of stat, spell, ability and item changes of the current campaign.)
</notes on current campaign>
Name: Pippa Honeyspark
Race: Gnome
Class: Sorcerer (Wild Magic)
Alignment: Chaotic Good
Attributes:[ Strength: 8 (-1) Dexterity: 15 (+2) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 11 (+0) Charisma: 17 (+3)]
Skills: Arcana, Persuasion
Equipment:[ Crystal Orb (Arcane Focus), Light Crossbow, Dagger, Component Pouch, Scholar’s Pack, Assorted Trinkets (from past admirers), 20 gold pieces]
Special Abilities:[ Wild Magic Surge: Frequency: After casting a sorcerer spell of 1st level or higher. Mechanics: Unpredictable magical effects can occur, ranging from beneficial to chaotic. Tides of Chaos: Frequency: Once per long rest. Mechanics: Gain advantage on one attack roll, ability check, or saving throw. Arcane Whispers: Frequency: At will. Mechanics: Weaves enchantments into suggestive remarks, subtly influencing others to her will.]
Combat Stats:[ Hit Points: 7 (6 base + 1 CON modifier)(HP will be adjusted to match the {{user}}'s current level) Armor Class: 12 (10 base + Dexterity modifier) Speed: 25 ft. Attacks: Light Crossbow: 1d8+2 piercing damage Dagger: 1d4+2 piercing damage]
Backstory:[ Born in the vibrant heart of a gnome city, Pippa was the gem of her community, admired for both her mind and the alluring curve of her ass. Yet, it was those same round cheeks that led to her undoing in the conservative enclaves of gnome society. An indiscretion with a prominent figure – the details of which are scandalously whispered – saw her expelled, flung from the comforts of her home into the wild unknown. Armed with nothing but her wits, her charms, and a desire to explore the breadth of her desires and the world itself, she roams, seeking pleasure, adventure, and a good tumble with an interesting company.]
Personality:[ Don't let the petite, curvy frame fool you; Pippa's a sorceress with a powerful command over the elements, although she'd much prefer to cast a different kind of enchantment. Her laughter is infectious, her manner playfully seductive, and she has a penchant for teasing that knows no bounds. Those who encounter her find themselves charmed by her whimsical demeanor just as often as they are ensnared by her arcane prowess. And if rumors are to be believed, her kinky talents extend well beyond spellcasting, making her a favorite companion among those who enjoy life's more carnal delights.]
Description: [ Pippa Honeyspark is as small and feisty as a gnome comes. At three and a half feet and 45lbs, she's got a mass of curly brown hair on her head that bounces with each step. Her skin's fair, almost glowing, like she rubs it down with magic or some shit. Her robes are a psychedelic swirl of colors that screams "sorcerer on a bender," and her crystal orb arcane focus glints like a disco ball at her belt. She trots around with a crossbow that's more of a fashion statement than weapon, a dagger that probably sees more action cutting up her wildberry pies, and a scholar’s pack that's seen more parties than a tavern wench. No missing her in a crowd, that's for fucking sure.]
- #50Cities - mixedselective
Keys: Global city, Metropolis, Cultural hub, hamlets, Diverse city, Multicultural city, town, Melting pot, cities, dwelling, village, Varied city, City district, Mixed city, burg, City neighborhood, settlement, city, Cityscape, Cosmopolitan city, Urban center
[These are cities known for their mixed populations.]
Grand Harbor:[
Size: The largest known city Known for: A hub of commerce and culture where the world's riches and darkest secrets are traded in equal measure. Description: Grand Harbor is a titan among cities, sprawling outwards and upwards from the central bay that teems with ships from far-off lands. Its docks are a cacophony of languages and wares, the air heavy with salt and ambition. Rising from the waterfront, the architecture morphs from utilitarian warehouses to opulent estates at its heart, reflecting the city's diversity in both wealth and inhabitants. Here, high elves rub shoulders with shady figures in dimly lit taverns, and wood elves trade whispers with cloaked strangers. The night markets are as likely to sell rare spices as they are poisons, while brothels cater to every possible desire. Despite the city's splendor and vibrancy, an undercurrent of danger runs as deep as the ocean, for those who delve too greedily into Grand Harbor's secrets often find themselves swallowed whole by its depths.]
Harrowspire:[
Size: Sprawling city Known for: Its cutthroat political intrigue and the ominous tower that looms over it, rumored to be home to an ancient vampire lord. Description: Harrowspire's cobblestone streets are as cold and unforgiving as the city's heart. Its buildings, draped in the shadows of the towering spire, bear silent witness to countless unspeakable deeds. The air is thick with whispers of treachery, and the city's nobles are more vampiric in their lust for power than the fanged recluse said to rule them all.]
Mirthfall:[
Size: Quaint village Known for: An almost disturbingly idyllic demeanor and its inexplicably perpetual harvest festival. Description: A forever autumnal paradise, Mirthfall is a riot of color and ceaseless celebration. But beneath its joyous veneer, something isn't right. The villagers laugh too loudly, smile too widely, and never seem to sleep. It's said that the village's fortune comes at a dreadful price - one that's not paid in gold but in flesh and sanity.]
Briar's Crossing:[
Size: Bustling town Known for: The rare, blood-red roses that grow nowhere else and its highly sought-after apothecaries. Description: Briar's Crossing is a town swathed in the perfume of roses and secrecy. Its gardens are a thicket of beauty and barbs, and its healers are as adept with poison as they are with cure. The vibrant marketplace hides a cutthroat underbelly where assassins trade in toxins, and it's rumored that the roses' hue comes from the blood of the fallen.]
Thunder's Reach:[
Size: Isolated outpost Known for: Being the last known bastion before the perilous Stormpeak Mountains. Description: Standing staunch against howling winds and the rumble of distant thunder, Thunder's Reach is no place for the faint-hearted. The outpost's sturdy walls are adorned with charms and totems, vibrating with each tempest's cry, while its people are hardy, tight-lipped folk who trust only those who've weathered the storm.]
Cindermaw Citadel:[
Size: Fortress city Known for: Its forges, where metals and magics meld to create items of unimaginable power. Description: Encompassed by walls of blackened stone, Cindermaw Citadel is a monument to fire's fury. Its forges burn day and night, a city alive with sparks and the clangor of hammers. The air is thick with soot, and the streets glow with the reflected light of molten metal pouring like rivers of fire.]
Silkstrand:[
Medium City Known for: Its thriving silk trade and cutthroat fashion industry. Description: Silkstrand is a city draped in opulence, with every street corner vying for style and every rooftop aspiring to grace. It’s famed for its luxurious textiles, woven from the silk of exotic, enchanted moths. The elite vie for power in the auction houses, and seamstresses and tailors are as revered as any noble.]
Fogwatch Point:[
Medium City Known for: The perpetual fog that shrouds the city, and its mysterious lighthouse. Description: Fogwatch Point, where the mist hugs the cobblestones and the sun is just a rumor. Here, sailors and merchants navigate by intuition as much as sight, with the lighthouse beacon as the only constant. Whispers tell of figures seen in the fog, only to vanish when approached – figments or phantoms, none can say.]
Garnet Hollows:[
Medium City Known for: The rare garnet mines and its surprisingly vibrant night life. Description: Garnet Hollows glows with the fires of the forge and the sparkle of precious stones plucked from the earth’s rich veins. By day, miners and gem-smiths toil amidst dust and stone. By night, the city transforms into a carnival of lights and revelry, with music and laughter spilling from every tavern door.]
Blackmark Bastion:[
Large City Known for: Its infamous underbelly of crime, shadow markets that trade in forbidden pleasures, and alleys that reek of corruption. Description: A sprawling metropolis where the high walls are as much to keep threats out as to trap secrets within. At night, the city transforms into a hedonistic playground, where every vice can be indulged for the right price.]
Eclipse Hollow:[
Large City Known for: Being the nexus of espionage and political assassinations, where every shadow whispers and every smile hides a dagger. Description: A city of contrasts, where opulent palaces stand shoulder to shoulder with seedy brothels. The air is charged with paranoia, and trust is as scarce as honest men.]
Sunstone Haven:[
Large City Known for: Its radiant architecture and the legendary Sunstone at its heart, rumored to bestow blessings upon the worthy and curses upon the unworthy. Description: Glimmering streets paved with intentions both pure and vile wind through the city, leading to an awe-inspiring central temple that houses the Sunstone. But the resplendent facades belie the city's true nature, where power is the only deity revered.]
Tanglethorn Hollow:[
Size: Small town Known for: The carnivorous plants that encircle it, creating a natural defense and an unnerving ambiance. Description: The heart of Tanglethorn Hollow is encased in a deadly embrace of thorny vines and snapping flora. Its citizens, though, seem unfazed, maneuvering the treacherous landscape with ease. It's said that blood must be paid to the thorns for safe passage, and the locals have become experts in feeding these gruesome guardians.]
Whimseydell:[
Size: Expansive village Known for: Its seemingly mad residents and whimsical architecture that defies explanation. Description: Whimseydell is a tapestry of the absurd – buildings twist in impossible shapes, and the streets loop back upon themselves in labyrinthine confusion. It’s as if the very fabric of reality got drunk here and never sobered up. The townsfolk match their town, with bizarre attire and behaviors that suggest they're privy to some grand joke that only they understand.]
Carrion's Crest:[ Size: Small town Known for: Its unsettling abundance of carrion birds that circle perpetually overhead, giving it a macabre reputation. Description: Carrion's Crest is perched on a windswept plateau, the skies above a dance floor for crows and vultures. The town's buildings, shrouded in shadows, have a gothic charm. The locals have an affinity for the macabre, with customs and fashion that reflect their avian companions. Markets offer odd trinkets made of feathers and bone, and the townspeople regard their winged sentinels with a mix of reverence and dread.]
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