UPDATED: August 31, 2020
The world of Imrallon is filled with magic and mystery. Culturally, it is based on ancient Greco-roman society with a little Arthurian mythos and traditional high fantasy mixed in. With that being said, there are restrictions on certain races and classes for 5e Dungeons and Dragons.
Rules of the Game
- All roles are made in the presence of the GM.
- All characters require a backstory and New Character Questionnaire completed.
- Review my GM Manifesto as well.
Any official published material is acceptable as long as it falls within the scope of the world. The GM reserves the right to deem official content as not acceptable. 3rd party material is subject to GM review and approval. Below are specific changes to official content and some homebrewed content.
Character Backstories and Questionnaire
All players are required to provide a backstory that details the following informationHow the character was raised.
- Class choice (How and why the character became the class)
- Traits, Ideals, Bonds, Flaws (What happened to cause them to get these)
- Any other details that you would like to provide. The character questionnaire is another tool to provide the GM with additional information for the character.
PLEASE NOTE: Details provided in both the backstory and questionnaire will be used against the character. Their Traits, Ideals, Bonds and Flaws will be tested. Character’s will be put in situations where difficult decisions will need to be made and deal with the repercussions of these decisions.
Critical Hit/Fumble Tables
Campaigns set in this realm use a custom set of critical hit and fumble tables. Instead of the standard rules for critical hits, your character does the maximum amount of weapon damage, plus an additional effect that is determined on the table. Replacing the standard rules for critical fumbles, your character will still automatically miss, plus an additional effect that is determined on the table.
When a character is already proficient with a skill or tool, they may train further to be a specialist in an aspect of that skill or tool. The training and cost would be the same as gaining proficiency. For example, Crassius the smithy is proficient in smithy’s tools, but would like to train further and specialize in crafting slashing weapons. He would get the normal proficiency with crafting, but would get the expertise bonus when crafting a slashing weapon.
Dinking a potion is no longer an action to do. You may drink or administer a potion, or similar item, as a bonus action.
Failed Death Saving Throws
If a character fails a death saving throw by rolling a 1, a lingering injury is applied that is appropriate to the situation.
Gaining A Level
Campaigns that are run in this setting use the Milestone system. This means that characters gain a level when a certain story plot is achieved. When characters level up, they will need to spend 1 day per new level training for the new level. For example: Crassius is a level 4 fighter and has achieved level 5. He will need to take 5 days of downtime to train and gain the benefits of that level.
When leveling up past level 2, hit points are rolled using the hit die for the class. If you roll a 1 on this roll, you may reroll until you have a number greater than 1.
You either know something or you dont. When making a knowledge check to know something, it is a free action.
Healing Special Rules
In the world of Imrallon, healing is by providence of the deities and therefore healing is a gift provided by them. These spells are only available to deific specialized classes.
Spell Based Healing
- Clerics, Druids, Spellcasting Rangers, and Paladins get their gift directly from their deity.
- Warlocks receive the gift from their Patron.
- Bards and Artificers would not normally be allowed to cast healing spells, however, if the character is a devout follower of a specific deity, then they would be gifted this ability.
Regardless if the gift is provided by Deity or by Patron, this ability can be taken away if abused (through their eyes) or you fall out of favor with them.
Specific Healing Spell Rules
- The spells Raise Dead, Resurrection (including True Resurrection), and Reincarnate are not gained by PCs through leveling. The secrets of Life and Death are a closely kept secret with the Gods. That does not mean that one could not get access to such a spell. If they are the appropriate level to cast the spell, they would need to petition their deity directly to receive this boon. Earning this favor will likely involve a side quest of some sort and the character would likely only be able to cast it a very limited number of times, likely only once.
- The wizard spell Wish cannot be used to replicate on of the above spells.
- The spell Regenerate will only regenerate lost limbs or body parts when the missing piece is present at the time of the casting. There is a chance that this will fail depending on how much of the part is present and how degraded it is. The spell works normally otherwise.
- The spell Revivify will use Matt Mercer’s modifications for Critical Roll. The character casting the spell makes a ‘Rapid Resurrection’ check, rolling a d20 and adding their spellcasting ability modifier. The DC starts at 10 and increases by 1 for each previous ‘resurrection’ attempted (both successful and failed) the character has undergone. If successful, the spell goes off as normal and the character is revived. On a failure, the character’s soul is not lost, but no further attempts can be made to restore this character to life with this spell. Only a spell, such as Raise Dead, Resurrection (including True Resurrection), and Reincarnate, will be able to resurrect this character.
These two optional rules from the DMG, Slow Natural Healing and Healer’s Kit Dependency are going to be combined into one house rule.
- Long Rest — Characters don’t regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest. All other aspects of a Long Rest apply.
- Short Rest — A character can’t spend any Hit Dice after finishing a short rest until someone expends one use of a healer’s kit to bandage and treat the character’s wounds. Furthermore, if the character using the healer’s kit is proficient in Medicine, then their patient gets advantage on the hit die roll.
Alternative Rules Used
At times, characters get injured in ways that healing may not be able to completely heal. In these events, a lingering injury may be applied. Now this is not the official mechanic and there is no dice roll. An injury will be applied, along with an appropriate penalty, when there is a story or plot point that occurs. This will also take effect if something drastic happens. For example, a boulder rolls down at you and you fail to get out of the way. This may occur in some broken bones or internal injuries depending on circumstances. The exception to this will be scars. Scars will happen when a character takes a significant amount of damage in one attack. In addition to the damage taken, they will get a scar. Depending on the scar and where its placed, there may be bonuses or penalties applied.
Flanking gives combatants a simple way to gain advantage on attack rolls against a common enemy.
When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.
- A creature can’t flank an enemy that it can’t see.
- A creature also can’t flank while it is incapacitated.
- A Large or larger creature is flanking as long as at least one square of its space qualifies for flanking.
When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures’ spaces. If the line passes through opposite sides or corners of the enemy’s space, the enemy is flanked.
A NPC’s loyalty is measured on a numerical scale from 0 to 20. The NPC’s maximum loyalty score is equal to the highest Charisma score among all adventurers in the party, and its starting loyalty score is half that number. If these Charisma scores change, then the NPC’s loyalty will change as well. The NPC Loyalty score will not be shared with the characters. Loyalty scores can also be applied to organizations as well.
The GM may award Inspiration at any point that he sees fit, generally for roleplaying or extraordinary actions during the session. These awards are valid only for the game session that it was awarded in. Inspiration does not carry over to the next session.
This optional rule makes it easier for a creature to be felled by massive damage. Please Note, this applies only to opponents and does NOT apply to player characters.
When a creature takes damage from a single source equal to or greater than half its hit point maximum, it must succeed on a DC 15 Constitution saving throw or suffer a random effect determined by a roll on the System Shock table.
For example, a creature that has a hit point maximum of 30 must make that Constitution save if it takes 15 damage or more from a single source.
|The creature drops to 0 hit points and is dead.|
|The creature drops to 0 hit points but is stable.|
|The creature is stunned until the end of its next turn.|
|The creature can’t take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn.|
|The creature can’t take reactions until the end of its next turn.|
Character Creation Guidelines
Below are the rules for creating a character in the world of Imrallon.
Ability Score Generation
- Roll a series of 4d6 and drop the lowest number to get a score.
- A series can be scrapped at any point, but once it is scrapped, you can not return to it.
- You may scrap a series only four times. On the fifth series, the scores are final.
- Once a series is finalized, they can be assigned as desired.
- Any racial modifiers are applied after the scores are assigned.
The world of Imrallon is full of a variety of different races, cultures and societies. Players can choose from the following races for their player character. Please note that Dragonborn, despite being a core race, is not present in this world.
The following races from the Player’s Handbook are allowed.
Aasimar have a family bloodline that is celestial in nature and are born to serve as champions of the gods. When the awakening occurs, they develop a luminous and glowing aura that reveals their celestial heritage. They also start to receive visions and guidance from entities through dreams. These dreams help shape an aasimar, granting a sense of destiny and ominous portent. When, and if, the aasimar gains a patron, they are “assigned” a specific agent that will provide guidance. This guidance is not a direct command or spoken words. Instead, they receive this guidance through visions, prophecies, and feelings.
The guide is far from omniscient. Its guidance is based on its understanding of the tenets of their gods, and it might have insight into combating especially
powerful foes that it knows about. Generally, all aasimar tend to stick with their ordained celestial path. If their angelic guides abandon them for any reason, they are generally replaced with evil ones. Even aasimar wholly dedicated to good sometimes feel torn between two worlds.
Aasimars in Imrallon are members of the Beacon Races and have the same Racial stats that are in Volo’s Guide to Monsters
Deep within the ancient forests of Imrallon, the centaurs roam wild and free. They form small conclaves that generally have multiple family units. For the most part, then tend to keep to themselves and are very weary of outsiders. The exception to this are Satyrs and Elves, centaurs tend to form tight alliances with them. It’s said that if you were to earn the trust of a centaur enclave, then you are indeed worthy. Trust and integrity are key for centaurs. Centaurs rarely use family names. Instead they wear ornamental trinkets and symbols that represent their family membership. Male centaurs are known simply as centaurs while females are known as centaurides.
Centaurs have the upper bodies, down to the waist, of muscular humans, displaying all the human variety of skin tones and features. Their ears are slightly pointed, but their faces are wider and squarer than those of elves. Below the waist, they have the bodies of small horses, with a similar range of coloration, from various shades of chestnut or bay to dappled or even zebra-like striped patterns. Most centaurs bear tribal-styled tattoos that cover both their torso and their equine body. Both the tail and their hair tends to get similar treatment as centaurs wear various styles of trinkets. Centaurs are smaller than a human rider mounted on a horse, but they fill very similar roles as cavalry warriors. messengers, outriders, and scouts.
Centaurs celebrate life, growth and festivities. At the same time, they revere, preserve and honor the traditions of the past. They are voices of memory and history, preserving old ways and keeping alive the legends of ancestral heroes. Each conclave tends to have a Theopompus, which is their historian, that knows the stories of the past and shares them when they are pertinent. Generally, these stories are past through oral traditions and not many are written down. Centaurs find sheer delight when they get the chance to run with other wild creatures, it makes them feel closer to nature. Most of the time, the collective centaur conclaves tend to stay out of urban or civilized areas, preferring the solitude that nature can provide. When it comes to the other races, centaurs get along passably but are extremely weary of newcomers and staunchly committed to those they call friends. The path from newcomer to friend is a long one.
Most centaurs worship Poseidon as the god of horses, but they also tend to worship nature deities. Each centaur enclave may or may not have the same patron for them. Often differing enclaves go to war over their patrons. Every conclave settlement though does have a shrine dedicated to their patron.
- Legacy of Chiron
Centaurs regard as one of their patrons, though is not a deity. However, ‘s demigod status allows him to gift his chosen children. Nearly every centaur has some sort of trinket or token to show his reverence for him. Due to this, centaurs that desecrate or disparage ‘s name are met with swift retribution. The few centaurs that follow his legacy and take the mantle of teacher are held in the highest esteem.
Other Race Relations
- Elves. “One could always count on an elf. The bond between elf and a centaur friends tends to prove unbreakable.“
- Dwarves.“A dwarf clan is as sequestered and isolated as a centaur conclave. Sure they have great smiths and make great ale, but you get one out in the deep forest, they lose their minds.
- Humans.“A human is a curious lot. They have all this ambition and drive, but don’t take the time to stop and appreciate it all. What is admirable about them is their dedication. Once they set their hearts on something, they’ll get it, whether it’s a dragon’s hoard or an empire’s throne. Eventhough most of the time, it gets them in trouble.”
Centaurs have only one name, but that one name carries the weight of the centaur’s entire familial bloodline. Whenever a foal is born, the conclave has a naming ceremony. The Theopompus would recite those in the family line that have recently passed. Elements of these names are pieced together and given to the new foal. They believe that this keeps the fallen family members spirits with the new generations.
- Male Names: Anelia, Jasmeithes, Drakandras, Casteimon, Baccagio
- Female Names: Diominos, Iereus, Pavlya, Sinali, Inampos, Gisiva
Your centaur character has the following racial traits.
- Ability Score Increase Your Strength score increases by 2, and your Wisdom score increases by 1
- Age Centaurs mature and age at about the same rate as humans, but can live 90 to 150 years.
- Alignment Centaurs are inclined toward neutrality and the wild nature of their hearts tend to be chaotic. Very few tend to desire a life with rigid and strict structure.
- Size Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.
- Speed Your base walking speed is 40 feet.
- Hooves Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier. Your hooves also require horseshoes and you cannot wear boots. All magical boots have horseshoe equivalents.
- Equine Build You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. Additionally, a Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount.
- Survivor You have proficiency in one tool of your choice and one of the following skills: Animal Handling, Medicine, Nature, or Survival.
- Hybrid Nature You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.
- Mounted Combat You are considered mounted for feats, skill and abilities that utilize mounted combat.
- Centaur Weapons Training Centaurs are trained in weapons that utilize their powerful bodies. You gain Proficiency with Tridents, Polearms, and Longbows.
- Languages You can speak, read, and write Common and Sylvan.
Centaur Random Height and Weight
|Centaur Subrace||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Centaur (Cretan)||5′ 4″||+2d12||1,400 lb.||x (2d20) lb.|
|Mustang||5′ 2″||+2d12||1,200 lb.||x (2d20) lb.|
|Clydesdale||6′ 0″||+2d8||1,300 lb.||x (5d20) lb.|
|Shetland||4′ 0″||+2d6||500 lb.||x (3d12) lb.|
There are four different subtypes of centaurs in Imrallon. When most people use the word “centaur”, the cretan centaur is what they mean. Cretans are the quintessential centaur and the most varied in appearance. They have the base benefits that are listed above. Mustangs are very similar to Cretans, but tend to be faster and slightly smaller. Clydesdales are the largest and most powerful of the centaurs. Opposite of the Clydesdale are the Shetlands. They are the smallest of the race, but have the potential to be gifted with some innate magical abilities. Subraces have all of the racial abilities as a normal centaur. The listed benefits replace the standard benefit.
The most common subrace, and what most people think of when they think of a Centaur. They are fast and powerful. Their fur tends to come in the same colors as other centaurs, but they tend to have more solid coloring with small patches. As a Mustang, you gain the following benefits:
- Ability Score Increase Your Dexterity increases by 2, and your Wisdom increases by 1.
- Speed Your base walking speed is 45 feet.
- Mustang Weapons Training Mustangs are trained in weapons that are useful for fast and mobile troops. You gain Proficiency with Spears, Scimitars, Javelins, and Light Crossbows.
Clydesdales are the most imposing subrace of the centaurs. Their fur comes in solid, dark colors with light colors at the base of their legs. A Clydesdale’s human half tends to run more on the muscular side and are darker skinned. As a Clydesdale, you gain the following benefits:
- Ability Score Increase Your Constitution increases by 2, and your Charisma increases by 1.
- Clydesdale Weapons Training Clydesdales are trained in weapons that are useful for heavy infantry troops. You gain Proficiency with Greatswords, Polearms, and Longbows.
The smallest of the centaurs, Shetlands stand about the same height as humans, and are not as long as their bigger brethren. Those that don’t usually can be found in rocky plains, foothills, or mountains. Their horse appearance is that of a pony or a smaller equine-type creatures like goats or donkeys. The humanoid appearance tends toward dwarven or halfling features. On average they weigh about 400 pounds, and are 4 to 6 feet tall. As a Shetland, you gain the following benefits:
- Ability Score Increase Your Wisdom increases by 2, and your Strength increases by 1.
- Speed Your base walking speed is 35 feet, due to your shorter legs.
- Shetland Weapons Training Shetlands are trained in weapons that are useful for mobile troops. You gain Proficiency with Nets, Short Swords, and Shortbows.
Fast On Your Feet
It takes heavy training to get your legs maximized to the pinnacle of perfection. You gain the following benefits:
- Increase your Strength, or Dexterity by 1 up to a maximum of 20.
- Attacks of opportunity that are made against you when moving are at a disadvantage.
- Your hooves now deal damage one die higher than before (d4 to d6).
You have trained hard with a partner to maximize your combat potential with a rider. You gain the following benefits:
- When you make a melee weapon attack or melee spell attack after moving at least 20 feet towards a creature, your mounted ally can spend their reaction to also make an attack against it.
- When you and your rider roll initiative at the start of combat, you may choose to share the higher of the two rolls.
- When a creature makes a weapon attack against your rider, you can force yourself to become the target instead.
You are a dangerous foe to face for an unmounted opponent, and your intimidating presence can cause enemies to break ranks and flee. You remain relentless in your pursuit of a fleeing foe. You gain the following benefits:
- You gain proficiency with the Intimidation skill if you don’t have it already.
- When a hostile creature uses the disengage action within 5 ft of you, you can use your reaction to move up to half your speed towards them without provoking opportunity attacks.
- You have advantage on attack rolls against creatures that are smaller than you that are if they are frightened of you.
Prerequisite: Centaur (Shetland)
Your family bloodline is lucky enough to be blessed by . The once dormant magic now courses through your veins, providing you with innate spell casting abilities. You gain the following benefits:
- You learn one cleric cantrip of your choice. You also learn Entangle, which you can cast once per long rest. Wisdom is your spellcasting ability for both spells.
- Shimmering Shield. As a reaction, you can create a 30′ diameter, shimmering, magical field around yourself, and any other creatures within the field’s diameter. You increase the targeted creature’s AC equal to your proficiency bonus until the start of your next turn. You then can’t use this feature again until you complete a long rest.
This version is a combination of the Centaur race in the Unearthed Arcana and Guildmaster’s Guide to Ravinca versions, along with some original content.
“The Centaur Playable Race is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.”
The dwarves of Imrallon were created by Hephaestus to assist him with creating items during the Titan Wars. Afterwards, the dwarven clans spread far and wide into the various mountain ranges across the lands. However, they all still consider the fabled Mt Blackrock as their ancestral home. They have kingdoms that are rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines. Huge blazing forges in honor of their creator, a true commitment to clan and tradition, and a burning hatred of goblins and orcs, these common threads unite all dwarves.
Short and Stout
Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.
Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully, some even adorn them with various trinkets.
Long Memory, Long Grudges
Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Nag Moldir can recall the day, more than three centuries ago, when the orcs of the Cheocirian Empire conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.
Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don’t abandon those traditions lightly. Part of those traditions is devotion to their creator Hephaestus, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.
Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf’s entire clan, so what begins as one dwarf’s hunt for vengeance can becom e a full-blown clan feud.
Clans and Kingdoms
Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can’t find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.
The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors’ names in oaths and curses. To be clanless is the worst fate that can befall a dwarf. The dwarves of the lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.
Dwarves who take up the adventuring life might be motivated by a desire for treasure, for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to Hephaestus. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan’s lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.
The dwarves of Imrallon use the same racial stats as in the Player’s Handbook.
Eladrine have a family bloodline that is fey in nature can be wildly unpredictable. Eladrine are the only ones that are not born human, they are born elven. When they have their awakening event and their abilities emerge, their appearance makes drastic changes. These changes are based on their moods and the seasons. Each seasonal mood is significantly different from each other and as unique as the individual. Depending on the elves that they were born to, the emergence of an Eladrine will cause them to be either embraced as a blessed event or shunned in exile and shame. Eladrin that embrace good or evil tend to take their beliefs to an extreme, serving as great champions of justice or terrifying villains.
Eladrine in Imrallon are members of the Beacon Races and have the same Racial stats that are in Mordenkainen’s Tome of Foes.
Elves are a magical people of otherworldly grace, created by the twin deities Artemis and Apollo. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world. Each of the twins created a version of the elves, in their images, during the Titan Wars to help fill out their armies. Artemis created the Woodland Elves, whom were free, fun-loving and thrive in the forests of Imrallon. Apollo created the Highborn Elves. Highborns are very haughty and reclusive, believing themselves to be superior to non-elves and even other elves
Slender and Graceful
With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females. Elves’ coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.
A Timeless Perspective
Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.
Hidden Woodland Realms
Their ancestral homelands are the forest realms of Altegia. Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).
Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.
Exploration and Adventure
Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some mightjoin with rebels fighting against oppression, and others might become champions of moral causes.
The Woodland Elves of Imrallon use the same racial stats as the standard elf in the Player’s Handbook.
The Highborn Elves of Imrallon have the following racial stats.
- Ability Score Increase: Your Intelligence score increases by 1.
- Elf Weapon Training: You have proficiency with the Longsword, Shortsword, Shortbow, and Longbow.
- Cantrip: You know one cantrip of your choice from the Wizard spell list. Intelligence is your Spellcasting Ability for it.
- Extra Language: You can speak, read, and write one extra language of your choice.
A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their closeknit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.
A gnome’s energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnom e’s insatiable interest in everything around. A gnome’s personality is writ large in his or her appearance. A male gnome’s beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome’s clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.
As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can’t get in enough of the things they want to do and see.
Gnomes speak as if they can’t get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they still manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way.
Though gnomes love jokes of all kinds, particularly puns and pranks, they’re just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkers, and inventors. They’re willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large.
Gnomes make their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface whenever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place.
Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkers. Some human families retain gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment. A gnome might tutor several generations of a single human family over the course of his or her long life.
Seeing the World
Curious and impulsive, gnomes might take up adventuring as a way to see the world or for the love of exploring. As lovers of gems and other fine items, some gnomes take to adventuring as a quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, gnomes who adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake, sometimes to the great annoyance of their adventuring companions.
The gnomes of Imrallon use the same racial stats as in the Player’s Handbook.
Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in
the adventuring life.
Of Two Worlds
To humans, half-elves look like elves, and to elves, they look human. In height, they’re on par with both parents, though they’re neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.
Diplomats or Wanderers
Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.
In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some half-elves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.
The half-elves of Imrallon use the same racial stats as in the Player’s Handbook.
Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human tribes sometimes form alliances, joining forces into a larger horde to the terror of civilized lands nearby. When these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.
Scarred and Strong
Half-orcs’ grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their orcish heritage plain for all to see. Half-orcs stand between 6 and 7 feet tall and usually weigh between 180 and 250 pounds.
Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars, though, mark an orc or half-orc as a former slave or a disgraced exile. Any half-orc who has lived among or near orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries. Such a half-orc living among humans might display these scars proudly or hide them in shame.
The Mark of Ares
Ares, the god of war, created the orcs, and even those orcs who turn away from his worship can’t fully escape his influence. The same is true of half-orcs, though their human blood moderates the impact of their orcish heritage. Some half-orcs hear the whispers of Ares in their dreams, calling them to unleash the rage that simmers within them. Others feel Ares’s exultation when they join in melee combat—and either exult along with him or shiver with fear and loathing. Half-orcs are not evil by nature, but evil does lurk within them, whether they embrace it or rebel against it.
Beyond the rage of Ares, half-orcs feel emotion powerfully. Rage doesn’tjust quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple bodily pleasures—feasting, drinking, wrestling, drumming, and wild dancing, fill their hearts with joy. They tend to be short-tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. The most accomplished half-orcs are those with enough self control to get by in a civilized land.
Tribes and Slums
Half-orcs most often live among orcs. Of the other races, humans are most likely to accept half-orcs, and halforcs almost always live in human lands when not living among orc tribes. Whether proving themselves among rough barbarian tribes or scrabbling to survive in the slums of larger cities, half-orcs get by on their physical might, their endurance, and the sheer determination they inherit from their human ancestry.
The half-orcs of Imrallon use the same racial stats as in the Player’s Handbook.
The comforts of home are the goals of mist halflings’ lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along an dirt road or a raft floating downriver.
Small and Practical
The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds.
Halflings’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.
Halfling practicality extends beyond their clothing. They’re concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest ofhalflings keep their treasures locked in a cellar rather than on display for all to see. They have
a knack for finding the most straightforward solution to a problem, and have little patience for dithering.
Kind and Curious
Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing. Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.
Blend into the Crowd
Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention. Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.
Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don’t recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires.
Many halflings live among other races, where the halflings’ hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home.
Halflings usually set out on the adventurer’s path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity.
The halflings of Imrallon use the same racial stats as in the Player’s Handbook.
In the reckonings of Imrallon, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the world.
A Broad Spectrum
With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
Variety in All Things
Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.
Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death’s clutches) they achieve it by ensuring that they will be remembered when they are gone.
Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands.
Exemplars of Ambition
Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows
by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.
The humans of Imrallon use the same racial stats as in the Player’s Handbook.
Haunted by an ancient crime that robbed them of their wings, the kenku wander the world as vagabonds and burglars who live at the edge of human society. Kenku suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies.
An Ancient Curse
The kenku once served an unknown, mysterious, powerful entity. Some believe they were minions of Grazz’t, while others say that they were scouts and explorers for the demon lords of the Abyss. Whatever the truth, according to legend, the kenku betrayed their master. Unable to resist the lure of a beautiful sparkling treasure, the kenku plotted to steal the item and escape to the Material Plane.
Unfortunately for the kenku, their master discovered their plan before they could enact it. Enraged, the entity imposed three dreadful curses upon them. First, the kenku’s beloved wings withered and fell away from their bodies, leaving them bound to the earth. Second, because their ingenuity and skill had turned toward scheming against their patron, the spark of creativity was torn from their souls. Finally, to ensure that the kenku could never divulge any secrets, their master took away their voices. Once the entity was satisfied that they had been sufficiently punished, the kenku were set loose on the Material Plane.
Since then, the kenku have wandered the world. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime.
Dreams of Flight
Above all else, kenku wish to regain their ability to fly. Every kenku is born with a desire to take to the air, and those who learn spellcasting do so in hope of mastering spells that will allow them to fly. Rumors of magic items such as flying carpets, brooms capable of flight, and similar objects provoke a great desire for the kenku to acquire the items for themselves.
Despite their lack of wings, kenku love dwelling in towers and other tall structures. They seek out ruins that reach to the sky, though they lack the motivation and creativity to make repairs or fortify such places.
Even so, their light weight and size allow them to dwell in rickety structures that would collapse beneath a human or an orc. Some thieves’ guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls, allowing them to lurk in the highest levels and to keep watch on the city below.
As a result of their lack of creativity, kenku function comfortably as minions of a powerful master. Flock leaders enforce discipline and minimize conflicts, but they fail at effective planning or crafting longterm schemes.
Although unable to speak in,their own voices, kenku can perfectly mimic any sound they hear, from a halfling’s voice to the noise of rocks clattering down a hillside. However, kenku cannot create new sounds and can communicate only by using sounds they have heard. Most kenku use a combination of overheard phrases and sound effects to convey their ideas and thoughts. By the same token, kenku have no ability to invent new ideas or create new things. Kenku can copy existing items with exceptional skill, allowing them to become excellent artisans and scribes. They can copy books, make replicas of objects, and otherwise thrive in situations where they can produce large numbers of identical items. Few kenku find this work satisfying, since their quest for the freedom of flight makes them ill-suited to settle into a routine.
Kenku gather in groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master.
Although kenku can’t create new things, they have a talent for learning and memorizing details. Thus, ambitious kenku can excel as superb spies and scouts. A kenku who learns of clever schemes and plans devised by other creatures can put them to use. The kenku lack the talent to improvise or alter a plan, but a wise Master sets multiple plans in motion at once, confident that underlings can follow orders to the letter.
For this reason, many kenku make an easy living serving as messengers, spies, and lookouts for thieves’ guilds, bandits, and other criminal cartels. A network of kenku can relay a bird call or similar noise across the city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery.
Since kenku can precisely reproduce any sound, the messages they carry rarely suffer degradation or shifts in meaning. Human messengers might switch words or phrases and garble a message inadvertently, but the kenku produce perfect copies of whatever they hear.
Kenku adventurers are usually the survivors of a flock that has sustained heavy losses, or a rare kenku who has grown weary of a life of crime. These kenku are more ambitious and daring than their fellows. Others strike out on their own in search of the secrets of flight, to master magic, or to uncover the secret of their curse and find a method to break it.
Kenku adventurers, despite their relative independence, still have a tendency to seek out a companion to emulate and follow. A kenku loves to mimic the voice and words of its chosen companion.
Kenku characters in the world of Imrallon use the same racial stats that is in Volo’s Guide to Monsters.
The minotaurs of Imrallon are strong in mind, body, courage, and spirit. They are at home on both the battlefield and the sea. With a combination of burning fury in battle with keen tactics, minotaurs make excellent commanders as well as valuable shock troops. Minotaurs hold honor and clan above all else.
Horns and Hooves
Minotaurs are barrel-chested humanoids with the body of a human and the head of a bull. Their horns range from short, about a foot, to long, twisted and curled, which can be 3 to 4 feet. They are often sharp and decorated with ornamental rings, small trinkets or sheathed in iron. Minotaurs take great pride in their horns, so much so that breaking one outside of battle will bring shame on the family. Shaggy, thick and course fur extends from the top of their head, down their necks and muscled backs. Fur and skin coloring runs from light gray to coal black, though most Minotaur have red or brown fur and hair. Males tend to have long tufts of hair on their chins that often braided. Their powerful, muscular legs extend down to a cloven hoof. Minotaurs are born with long, tufted tails, but they have their tails docked as part of a coming-of-age ceremony. Social status, position and achievements are marked on a minotaur through various brands. These brands are considered marks of honor.
Across Imrallon, minotaurs are both famed and feared for their seafaring prowess. Their devotion to the sea is one of righteousness. Ships that are built by minotaurs are a long sought after item. Every kingdom that has a port generally has a contingent of minotaurs that serve as shipwrights. Most minotaurs serve aboard a sailing vessel at some point in their lives. Minotaur vessels are large and strong enough to take the pounding of the waves, yet move with speed and elegance that is unmatched. While there are tribes of minotaurs that live their lives on land and never see the sea, every minotaur dreams of being on a ship and feeling the ocean breeze, the salty seawater spray, the waves that pound against the hull that matches the beat of their hearts.
Minotaurs keep shrines in their homes and tokens on them to worship Poseidon. It’s nearly every minotaur’s dream to be on the sea, so worshiping the god of the sea is ingrained early on. However, there are instances where minotaurs have strayed from the sea and Poseidon. Often looking into the Abyss for power and worship the demon lord Baphomet. The corruption and evilness of these minotaurs lead them to leave society and into solitude or small cults. If discovered, is custom for minotaurs that leave in this way to be branded, both literally and physically, an outcast. Being branded an outcast brings shame and dishonor on their family name.
Symbols and Patterns
Patterns are important to minotaur, especially labyrinth ones. These symbols often appear on their clothing, armor, and weapons, and branded on their hides. Each pattern is particular to a clan, and the pattern’s size and complexity help minotaur identify family allegiance, caste and achievements.
Other Race Relations
- Elves. “The elves can stay in their forests, the sea is owned by the minotaurs!“
- Dwarves. “A dwarf smith can make a good weapon or armor, but the bearded ones wont be caught dead on the open ocean.“
- Humans. “Humans are weak in body and mind, but a certain few have heart.“
Minotaurs begin their adolescent lives with a name that is given by their parents. These names tend to be of heroes in the family’s past as a way of honoring their legacy. In early adulthood, they are given a surname that is based on actions, behavior or deeds that were done.
- Male Names: Podtoron, Karrak, Trakrat, Hirdor, Astebur
- Female Names: Hestris, Iasdra, Kirtagar, Darut, Estesia, Miramas, Irenan
- Surnames: Goblinpelt, Wavebreaker, Stormspeaker
Your minotaur character has the following racial traits.
- Ability Score Increase Your Strength score increases by 2, and your Constitution score increases by 1
- Age Minotaur age and mature at about the same rate as humans up to the age of 18. From then on they age slowly staying fit for at least 150 years.
- Alignment Seafaring minotaurs temper their chaotic hearts with the strict regiment required to operate a sailing ship. Neutrality tends to be the normal with minotaurs, but there are plenty that are both that have good and evil ambitions.
- Size Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.
- Speed Your base walking speed is 30 feet.
- Horns Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier.
- Goring Rush Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
- Imposing Presence You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.
- Tool Proficiency You have proficiency in any one tool of your choice.
- Languages You can speak, read, and write Common and Minotaur.
- Labyrinthine Recall You can perfectly recall any path you have traveled. You cannot become lost in any maze (dungeon, underground cavern, etc.).
- Toughness A life at sea or on land has conditioned your body. You gain an additional hit point each level.
There are two different subraces for the minotaur race. Both of these subraces have forsaken the sea for a more landlocked life. Subraces have all of the racial abilities as a normal minotaur. The listed benefits replace the standard benefit.
This minotaur subrace are ones that have forsaken the sea and make their homes in the mountains. They are a hearty bunch that have taken to living in the mountains and caves. As a Mountain Nomad, you gain the following benefits:
- Ability Score Increase Your Dexterity increases by 2, and your Wisdom increases by 1.
- Nature’s Friend Choose one of the following to gain proficiency in: Perception, Survival and Nature. Additionally, you have advantage on Perception and Survival checks when made to find a safe path to travel or when tracking. Finally, you always know which way is true north and you can tell which general direction will lead to the nearest exit to a dungeon or cavern (north, south, east, west). This replaces the Goring Rush feature.
- Speed Your base walking speed is 40 feet.
This minotaur subrace are ones that have forsaken the sea and make their homes on the open plains. They live a nomadic or semi-nomadic lifestyle, moving from location to location that have an abundance of food and resources. Generally, Plainstriders have a set series of locations that they use. As a Plainstrider, you gain the following benefits:
- Ability Score Increase Your Dexterity score increases by 2 and your Wisdom score increases by 1.
- Longstrider Your base movement speed increases to 40 feet when in plains or flat land. This replaces the Goring Rush feature.
- At Home On The Plains Choose one of the following to gain proficiency in: Perception, Survival, Nature. This replaces the Imposing Presence feature.
- Sprinter You can use a Dash maneuver as a bonus action, rather than a full action.
Fury of the Sea
Spending time out on the open ocean and seeing the rage and fury that she has to offer has left its mark on you. As an action, you can enter a ferocious rage while in combat. This state lasts for 1 minute or until you lose concentration. You may not cast spells while in a fury. You may use this ability once per long rest. While in this state, you gain the following benefits:
- When you make a melee weapon attack using Strength, you add +2 to the damage dealt.
- Your speed increases by 10 feet if you aren’t wearing heavy armor.
- Attacks made against you are at a disadvantage. You may use this ability once per long rest.
The sea has been a cruel bitch some times. You have the skills to wrestle the largest of creatures and hold steady when the sea rages. You gain the following benefits:
- Your Strength score increases by 1. You can grapple creatures up to 2 size categories higher than you, but both hands need to be free.
Horns of Greatness
The pride you have in your horns has gone to new heights. The meticulous care that you take in sharpening and adorning them has turned them into deadly, lacerating weapons. You gain the following benefits:
- You can use your reaction to change the damage type that your horns do from piercing, slashing or bludgeoning. This change lasts for one round and can be used three times, which are renewed after a long rest.
Horns of Glory
The pride you have in your horns has gone to new heights. As you grow in power, your horns become more glorious to behold. . You gain the following benefits:
- Your Strength score increases by 1. Your horns deal 1d8 piercing damage, increasing to 1d10 at 8th level and 1d12 at 11th level.
This version is a combination of the Minotaur race in the Unearthed Arcana and Guildmaster’s Guide to Ravinca versions, along with some original content.
“The Minotaur Playable Race is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.”
Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world’s wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves.
However, not all tabaxi are satisfied with such a life. The Cat Lord, the divine figure responsible for the creation of the tabaxi, gifts each of his children with one specific feline trait. Those tabaxi gifted with curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home.
Barters of Lore
Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it’s not intrinsically interesting. In the tabaxi’s eyes, gathering wealth is like packing rations for a long trip. It’s important to survive in the world, but not worth fussing over. Instead, tabaxi value knowledge and new experiences. Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin. Tabaxi might walk away with empty purses, but they mull over the stories and rumors they collected like a miser counting coins.
Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient relics, magical items, and other rare objects. Aside from the power such items might confer, a tabaxi takes great joy in unraveling the stories behind their creation and the history of their use.
Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi’s desire burns bright, but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets. A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week’s lodging after stealing it. The tabaxi might take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare.
Tinkers and Ministrels
Curiosity drives most of the tabaxi found outside their homeland, but not all of them become adventurers. Tabaxi who seek a safer path to satisfy their obsessions become wandering tinkers and minstrels.
These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who guides up to four young ones learning their way in the world. They travel in small, colorful wagons, moving from settlement to settlement. When they arrive, they set up a small stage in a public square where they sing, play instruments, tell stories, and offer exotic goods in trade for items that spark their interest. Tabaxi reluctantly accept gold, but they much prefer interesting objects or pieces of lore as payment.
These wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren’t above a little discreet theft to get their claws on a particularly interesting item when an owner refuses to sell or trade it.
Tabaxi characters in the world of Imrallon use the same racial stats that is in Volo’s Guide to Monsters.
The smallest variety of tabaxi, felinid tabaxi are crafty and charming, and can commonly be found living amongst other races. Felinid tabaxi are quick to make friends, but are still free spirits in pursuit of their own agendas.
Ability Score Increase. Your Charisma score increases by 2.
Size. Felinid tabaxi are sleight, short, and lightweight, most being slightly over 3 feet in height. Your size is Small.
Speed. Your base walking speed is 25 feet.
Sly Friend. You have proficiency in Stealth and your choice of either Persuasion or Deception.
Nimble Claws. You have proficiency in thieves’ tools, and can treat the claws of one of your unoccupied hands as if they were a set of thieves’ tools.
Nine Lives. You have an uncanny ability to survive what should kill you, through agility, absurd coincidence, or luck. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
The exceptionally rare result of a pairing between a tabaxi and a non-tabaxi parent, or two half-tabaxi. A half tabaxi carries features of both their parents, combining feline characteristics with more of a traditional humanoid facial shape. Half-tabaxi are curious and capricious, but contemplative and cunning, tending to rebel against expectations almost by instinct.
Ability Score Increase. Your Charisma score and one other score of your choice increase by 1.
Size. You are approximately the height of a human. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Curiosity. You have proficiency in Investigation, one other skill of your choice, and one set of artisan’s tools of your choice.
Cat’s Tongue. You gain knowledge of one language of your choice.
Swiftstep. You are a master of slipping away from pursuers. When you move on your turn in combat, you can choose not to provoke opportunity attacks. Once you use this ability, you can’t use it again until you move 0 feet on one of your turns.
Large, powerful, and imposing, leonine tabaxi hunt and travel in packs across arid savannas, grasslands, and mountain ranges. The males can grow immense manes and often act as distinguished leaders, but the females are markedly better at hunting and tracking down their prey.
Ability Score Increase. Your Strength score increases by 2.
Size. You are significantly larger than a human, and can be up to 8 feet tall. Nevertheless, your size is Medium.
Speed. Your base walking speed is 30 feet.
Natural Predator. You have proficiency in the Intimidation and Survival skills.
Hunting Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can choose to deal slashing damage equal to 1d6 + your Strength modifier, instead of the damage normal for an unarmed strike.
Terrifying Roar. You can use a bonus action on your turn to unleash a mighty roar, requiring every creature within 5 feet of you to succeed on a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Strength modifier or become frightened of you until the end of your next turn. Once you use this ability, you require a short or long rest before you can use it again.
The lyncean tabaxi are wise and aloof, with long tufted ears and shaggy coats, and prefer monastic and scholarly lives studying any number of fascinating secrets. These tabaxi are prone to fixating on their interests, chasing their curiosity to the ends of the world in search of answers to the unanswerable.
Ability Score Increase. Your choice of your Wisdom or Intelligence score increases by 2.
Size. You are roughly the same size as a human. Your size is Medium.
Fields of Study. You have proficiency in two skills out of Arcana, History, Medicine, or Religion.
Nose for the Arcane. You can cast the spell detect magic without expending spell slots or components. Once the spell has been cast in this way, you cannot use this ability again until you take a short or long rest.
Magical Secret. You know one cantrip of your choice from the Wizard spell list. Choose either Wisdom or Intelligence as your spellcasting ability for it.
Svelte and limber, panthrine tabaxi build their settlements, cities, and mighty temples deep in the jungles. They are elusive, mysterious, but not unpersonable, and are prone to wandering the wider world in search of whatever catches their capricious fancy.
Ability Score Increase. Your Dexterity and Charisma scores increase by 1.
Size. You are slightly taller than a human. Your size is Medium.
Cat’s Talent. You have proficiency in the Perception and Stealth skills.
Keen Claws. Your claws are natural weapons, which you can use to make unarmed strikes. Attacks you make with them can use your choice of your Strength or Dexterity modifier on the roll to hit. If they hit, your claws deal slashing damage equal to 1d4 + your choice of either your Strength or Dexterity modifier instead of the damage normal for an unarmed strike.
Feline Agility. This ability is described on page 115 of Volo’s Guide to Monsters.
Tieflings have a family bloodline that is infernal in nature and are born to serve as champions of devilish desires. When the awakening occurs, their heritage comes through. The transformation from looking like humans to becoming true tieflings is an excruciatingly painful ordeal. When the transformation is complete, tieflings have large horns grow from their heads that take any of a variety of shapes. They have long thick tails that lash about or coil around their legs. Their canine teeth are sharply pointed, and their eyes turn solid colors—black, red, white, silver, or gold—with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but develop various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.
Tiefling in Imrallon are members of the Beacon Races and have the same Racial stats that are in the Player’s Handbook
Created by the God of the Sea, Poseidon, Tritons guard the ocean depths. They build small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in the world above.
Centuries ago, tritons entered the world in response to the growing threat of evil elementals. Tritons waged many wars against their enemies on the Plane of Water, driving them into the Darkened Depths where they escaped into the crushing pressure and utter darkness. In time, the tritons noticed that their ancient elemental foes had grown quiet. Expeditions to the depths revealed that krakens, sahuagin, and far worse foes had fled the Plane of Water for the Material Plane.
The tritons, driven by a sense of duty and responsibility, would not allow their foes to escape so easily.
A great conclave of tritons chose volunteers skilled in weapons and magic as part of an expeditionary force to enter the Material Plane and seek out their enemies. Those tritons spread across the world’s oceans and established protectorates to watch over deep sea trenches, portals, undersea caves, and other locations where their enemies might lurk. They defeated their foes when they found them and drove the rest into hiding.
With their foes banished to the deepest reaches of the sea, tritons settled in to watch for any sign of their return. Over time, the tritons extended their stewardship over the sea floor from their initial settlements and built outposts to create trade with other races. Despite this expansion, few folk know of them. Their settlements are so remote even merfolk and sea elves rarely encounter them.
As a result of their isolation and limited understanding of the Material Plane, tritons can come across as haughty and arrogant. They see themselves as caretakers of the sea, and they expect other creatures to pay them deep respect, if not complete deference. This attitude might grate on others, but it arises from a seed of truth. Few know of the tritons’ great victories over dreadful undersea threats. The tritons make little allowance for such ignorance and are delighted to expound upon the great debt others owe them.
Tritons also have a tendency to emerge from their isolation under the assumption that other folk will welcome them as respected allies and mentors. Again, distance drives much of this attitude. The tritons’ limited view of the world leaves them ignorant of the kingdoms, wars, and other struggles of the surface world. Tritons readily see such concerns as minor events, a sideshow to the tritons’ role as the world’s true protectors.
Despite their off-putting manners, tritons are benevolent creatures at heart, convinced that other civilized races deserve their protection. Their attitude might grate, but when pirate fleets prowl the waves or a kraken awakens from its slumber, they are among the first to take up arms to protect others.
Tritons readily sacrifice themselves for the common good. They will fight and die for humans, merfolk, and other creatures without question. Their self-absorbed nature makes them overlook the history of other creatures, but they also endure a sense of guilt over allowing the evils of the Plane of Water to enter the Material Plane and threaten its inhabitants. The tritons believe they owe a debt of honor to the world, and they will fight and die to pay it.
At times their fervor and ignorance of the world can lead them astray. Tritons encountering other creatures for the first time can underestimate them, leaving the tritons vulnerable to deception. With their strong martial tradition, tritons can sometimes be too eager to leap into a fight.
Strangers to the Surface
Given their isolation, most tritons have never been to the surface world. They struggle with the idea that they can’t easily move up and down out of water, and the changing of the seasons mystifies them.
Tritons also find the variety of social institutions, kingdoms, and other customs bewildering. For all their proud culture, they remain innocent of the surface world. The typical triton protectorate is tightly regimented, organized, and unified around a common cause. A triton on the surface becomes easily confused by the bewildering array of alliances, rivalries, and petty grievances that prevent the surface folk from truly unifying.
At its worst, a triton’s arrogance compounds the tendency for the triton.not to understand the ways of the surface world. It’s easy for a triton to blame baffling social practices on what the triton perceives as the barbarism, weakness, or cowardice of surface folk.
Triton characters in the world of Imrallon use the same racial stats that is in Volo’s Guide to Monsters.
The Vulpine of the world of Imrallon are wily and believed to possess superior charisma, long life, and magical powers. The are at home both in the wilderness and in the city, but in both places, they tend to want the spotlight. Many kingdoms and powerful individuals employ vulpine as valued messengers, spies and thieves.
Born Of The Gods
Being born of both Aphrodite and Hermes, the vulpine embrace both the love and beauty from their mother and the mischief of their father. When you walk through town, you will likely see them as a beautiful woman or that of a vexatious child. In the wilderness, you will likely encounter a playful fox. Both would approach you with good intentions, but do delight in all sorts of harmless trickery and mischief. They are prone to getting caught up in the stories of adventurers and may even join them, whether or not they know it, to satisfy their inquisitive nature. Vulpine, in human form, resemble a beautiful and elegant humanoid with a long, fluffy fox tail. They tend to have a lean body and brightly colored hair. In fox form, they appear identical to a normal fox. The color of the fur on the fox is the same as their hair in human form. Many times, the eye color and other subtle features carry over between the two forms. They range in color from black and dark brown to a reddish-orange, pale-yellow, white, grey, or even silver. Vulpine that are in arctic regions, they tend to be pure white.
Aphrodite and Hermes had a child that was conceived while they were both in fox form. This child was named Vulpine, which transferred to the name of the race. Vulpine can be born in either a humanoid form or a fox form. This is dependent on what form the child’s parents were in when it was conceived. If they were both in humanoid form, the child will be born a humanoid and vice versa. Vulpine will only mate when both are in the same form. When they come of age generally between 50 and 75 years old, they will be gifted with their other natural form. This comes spontaneously and generally during the night time hours.
Vulpine are extremely inquisitive and fascinated with the people of the world and their stories. This tends to have them find a natural fit with storytellers and loremasters. Some find that they are suited for the theft of this knowledge and make excellent thieves and spies. Regardless, Vulpine absolutely love to play pranks on others. These are rarely anything more than simple, harmless tricks. Otherwise, it may cause those around them to be less tolerant of them and cause them to be driven away.
Vulpine tend to take single names that are either Elven or Human, depending on where they lived. It’s not unheard of for a Vulpine to take on Dwarven or even Orc names.
- Male Names: Titus, Marcus, Decius, Gianni, Alexios, Anlyth, Erendriel, Taeral
- Female Names: Accia, Sulpicia, Cinnabar, Lucida, Nesterin, Pettwoode
It is a near certainty that Vulpine would worship either Aphrodite or Hermes. They wear small trinkets to show this that stay in place for both their forms. Occasionally, you do find an individual that leaves this behind and seeks out other divine entities to worship.
Vulpine are nomadic by nature and form clans that have multiple family units. Each clan has a set path that they move to and from as the resources renew. These paths are generational and stay with the clan. When disputes occur, the two clans meet to discuss the boundaries and, if the negotiations fail, war will break out.
Other Race Relations
- Elves. “The elves are fancy and have some great stories!“
- Dwarves. “Arg! Dwarves are too humdrum and rigid to the point of boredom.“
- Humans. “Humans are a curiosity. They have some great stories for the most part.“
- Ability Score Increase Your Charisma score increases by 2, and your Dexterity score increases by 1.
- Age Vulpine mature slowly, achieving adulthood at around 50 to 75 years and can live up to around 700 years
- Alignment The mischievous nature and general good nature of Vulpine tend to have them lean towards Chaotic Good alignments, however, it is not unknown to find them following the strict rule of Law or finding delight in the deeds of Evil.
- Humanoid Form (Medium):Vulpine, in humanoid form, are about the same size as humans, running 5ft to 6ft in height and average about 100 to 160 lbs.
- Fox Form (Tiny): When the Vulpine is in fox form, they are no larger or smaller than a normal fox.
- Speed Your human form base walking speed is 30 feet and your fox form is 40 feet.
- Darkvision Vulpine, being both humanoid and fox, can see in darkness as well as in light. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
- Vulpine Magic You know the dancing lights cantrip. Once you reach 3rd level, you can cast charm person once per long rest as a 2nd level spell. Once you reach 5th level, you can also cast invisibility on yourself once per long rest. You don’t need material components for these spells. Charisma is your spellcasting ability for these spells.
- Shapeshift You can spend an action to transform between your fox and humanoid form at will. This ability functions as the druid’s Wild Shape class feature with the following exceptions:
- You may speak as normal and use Vulpine Magic while in your fox form.
- When you transform, you retain your existing hit points and damage instead of assuming the beast’s hit points.
- Natural Diplomacy You have proficiency in one of the following skills of your choice: Insight or Persuasion.
- Keen Senses Vulpine are known for a strong sense of smell and hearing. You gain advantage on perception checks that rely on a smell or sound.
- Languages You speak, read, and write Common and Sylvan.
The vulpine have subraces that are based on climate locations. Subraces have all of the racial abilities as a normal vulpine. The listed benefits replace the standard benefit.
This vulpine subrace are ones that are found in arctic and tundra climates. They are colored from a very light silver to pure white fur. They tend to be slightly smaller than normal vulpine. As a Polar Fox, you gain the following benefits:
- Ability Score Increase Your Wisdom increases by 2, and your Constitution increases by 1.
- Snowborn You are born in the winter wasteland and acclimatized to the environment. You ignore penalties from the harshness of this environment. This replaces the Keen Senses feature.
There are clans of vulpine that reside in the harsh desert environments of Imrallon. These ones have fur that is earth tones and also tend to be slightly smaller than normal vulpine. As a Desert Fox, you gain the following benefits:
- Ability Score Increase Your Wisdom increases by 2, and your Constitution increases by 1.
- Shifting Sands You are born, live and thrive in the desert and acclimatized to the environment. You ignore penalties from the harshness of this environment. This replaces the Keen Senses feature.
You have trained your body to harness your innate magical abilities to great benefit.
- You gain the ability to cast Longstrider and Jump once each per long rest. You also gain proficiency in your choice of either athletics or acrobatics.
You have an interesting knack for remembering the smallest of details. You gain the following benefits:
- Increase your Intelligence or Wisdom score by 1.
- You have an excellent memory, and can recall with precision most of the things you have seen and heard, including the text of a book that you casually flipped through, a large list of names that you perused, or the number of pronouns used in a speech that you heard. Especially small details may require an Intelligence check with the DC set by your GM.
This version is a combination of the Vulpine race gathered and developed from previous editions, along with some original content.
“The Vulpine Playable Race is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.”
Other races would be subject to GM review and approval.
The following classes from the Player’s Handbook are allowed. Due to the nature of this world, spells deemed as “healing spells” are by the will of the Gods. See “Healing Special Rules” below for more details.
Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to channel arcane power, crafting temporary and permanent magical objects. Artificers first appeared in Imrallon when dwarven explorers found the vivlío dimiourgías, an ancient creation tome. The tome was said to be crafted by one of Hephaestus’s apprentices, Daedalus. The dwarves mastered its techniques and the knowledge leaked at some point. Now, although still relatively scarce, artificers are found across Imrallon. Even the Order of the Phoenix has recognized the practice.
You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.
As an artificer, you gain the following class features.
|Level||Proficiency Bonus||Features||Infusions Known||Infused Items||Cantrips Known||Spell Slots per Spell Level|
|1st||+2||Magical Tinkering, Spellcasting||–||–||2||2||–||–||–||–|
|3rd||+2||Artificer Specialist, Tool Expertise||3||2||2||3||–||–||–||–|
|4th||+2||Ability Score Improvement||4||2||2||3||–||–||–||–|
|6th||+3||Artificer Specialist feature||4||3||2||4||2||–||–||–|
|8th||+3||Ability Score Improvement||5||3||2||4||3||–||–||–|
|10th||+4||The Right Cantrip for the Job||5||3||3||4||3||2||–||–|
|12th||+4||Ability Score Improvement||6||4||3||4||3||3||–||–|
|14th||+5||Artificer Specialist feature||6||4||4||4||3||3||2||–|
|16th||+5||Ability Score Improvement||7||4||4||4||3||3||3||1|
|19th||+6||Ability Score Improvement||8||4||4||4||3||3||3||2|
|20th||+6||Soul of Artifice||8||4||4||4||3||3||3||2|
Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, hand crossbows, heavy crossbows
Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
You start with the following equipment, in addition to the equipment granted by your background:
- any two simple weapons
- a light crossbow and 20 bolts
- (a) studded leather armor or (b) scale mail
- thieves’ tools and a dungeoneer’s pack
At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must have thieves’ tools, tinker’s tools, or other artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
- The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
- Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
- The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
- A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders through various items.
Tools RequiredYou produce your artificer spell effects through your tools. You must have a spellcasting focus, specifically thieves’ tools or some kind of artisan’s tool in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way.
After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.
When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Preparing and Casting Spells
The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent in tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.
When you gain this feature, pick two artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
- Armor of Tools
- Boots of the Winding Path
- Enhanced Arcane Focus
- Enhanced Defense
- Enhanced Weapon
- Helm of Awareness
- Homunculus Servant
- Kickstand Armor
- Mind Sharpener
- Radiant Weapon
- Replicate Magic Item
- Repulsion Shield
- Resistant Armor
- Returning Weapon
- Spell-Refueling Ring
Infusing an Item
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement.
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
At 3rd level, you choose the type of specialist you are:
Your choice grants you features at 3rd level and again at 6th and 14th level.
Starting at 3rd level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn, but one of the attacks must be made with a magic weapon, the magic of which you use to propel the attack.
The Right Cantrip for the Job
At 10th level, you gain the ability to make sure you have the right magical tool for a job. Whenever you finish a short or long rest, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
When you reach 18th level, you learn how to store a spell in an object for repeated use. Whenever you finish a long rest, you can touch one simple or martial weapon or an item that you can use as a spellcasting focus and store a spell in it, choosing one 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you don’t need to have the spell prepared). With the object in hand, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier.
The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again.
Soul of Artifice
At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.
Artificer Spell List
- Acid Splash
- Dancing Lights
- Fire Bolt
- Mage Hand
- Poison Spray
- Ray of Frost
- Shocking Grasp
- Spare the Dying
- Thorn Whip
- Arcane Weapon
- Cure Wounds
- Detect Magic
- Disguise Self
- Expeditious Retreat
- False Life
- Shield of Faith
- Dispel Magic
- Elemental Weapon
- Gaseous Form
- Glyph of Warding
- Protection from Energy
- Water Breathing
- Water Walk
- Arcane Eye
- Freedom of Movement
- Leomund’s Secret Chest
- Mordenkainen’s Faithful Hound
- Mordenkainen’s Private Sanctum
- Otiluke’s Resilient Sphere
- Stone Shape
- Animate Objects
- Bigby’s Hand
- Greater Restoration
- Wall of Stone
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength. Barbarians across Imrallon come from many, many different races and cultures, however, they all share the commonality that all of them are fierce warrior that are dedicated to their cause.
Barbarian characters use the same class features as the Player’s Handbook
- Path of the Ancestral Gaurdian
- Path of the Berserker
- Path of the Colossus
- Path of the Corinthian
- Path of the Dragon
- Path of the Elements
- Path of the Forsaker
- Path of the Frostrager
- Path of the Primordial
- Path of the Scorpion
- Path of the Slasher
- Path of the Storm Herald
- Path of the Totem Warrior
- Path of the Vine
- Path of the Zealot
Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her song—knowledge of the people who constructed the monument and the mythic saga it depicts.
A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant and exhorting his companions to bravery and heroism. The magic of his song fortifies and emboldens them.
Laughing as she tunes her cittern, a gnome weaves her subtle magic over the assembled nobles, ensuring that her companions’ words will be well received.
Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. Bards across Imrallon travel and spread stories and songs of heroes new and old. They spread the deeds of the gods to the masses. The research newfound knowledge and document the exploits of explorers.
Bards of Imrallon use the same class features as the Player’s Handbook, however, to cast any cure spells, the bard needs to be dedicated to a deity that will provide this gift.
- College of Baator
- College of Banshees
- College of Bartending
- College of Battledancing
- College of Calligraphy
- College of Cantors
- College of Dirges
- College of Divinity
- College of Glamour
- College of Illumination
- College of Lore
- College of Marionettes
- College of Masks
- College of Romance
- College of Skalds
- College of Swords
- College of the Big Top
- College of the Fates
- College of Valor
- College of Whispers
These are spells that are available to the Bard class and are in addition to the spells listed in the Player’s Handbook
Cantrips (0 Level)
Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions.
Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foe’s fall.
Calling down a curse upon the forces of undeath, a human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.
Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.
Clerics of Imrallon use the same class features as the Player’s Handbook and must devote themselves to one of the Imrallon deities.
- Abyssal Domain
- Chaos Domain
- Cold Domain
- Darkness Domain
- Destruction Domain
- Dragon Domain
- Dread Domain
- Dream Domain
- Entropy Domain
- Festival Domain
- Fire Domain
- Forge Domain
- Gear Domain
- Goat Domain
- Gospel Domain
- Grave Domain
- Knowledge Domain
- Life Domain
- Light Domain
- Love Domain
- Luck Domain
- Nature Domain
- Protection Domain
- Tempest Domain
- Time Domain
- Travel Domain
- Trickery Domain
- Void Domain
- War Domain
- Water Domain
- Wealth Domain
These are spells that are available to the Cleric class and are in addition to the spells listed in the Player’s Handbook
Cantrips (0 Level)
Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest. Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists’ activities. Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life. Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.
Druids of Imrallon use the same class features as in the Player’s Handbook.
- Circle of Beast Riders
- Circle of Desolation
- Circle of Dreams
- Circle of Drums
- Circle of the Beast
- Circle of the Flower Garden
- Circle of the Green
- Circle of the Harmony
- Circle of the Land
- Circle of the Moon
- Circle of the Root and Stem
- Circle of the Scale
- Circle of the Shepherd
- Circle of Vermin
These are spells that are available to the Druid class and are in addition to the spells listed in the Player’s Handbook
A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage. A dwarf in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses. A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him. All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face. Fighters of Imrallon use the same class features as in the Player’s Handbook
Fighter Martial Archetypes
Eyes sparkling with wonder, a human wearing solid knight’s armor touches the glyphs adorning an ancient ruin’s wall, and he sheathes his longsword to record them into his spellbook. Singing the ancient warsong of her people, an elf lunges forward with her lightning-wreathed rapier to dispatch a looming hobgoblin with a strike as singular and definitive as thunder. Flipping up her hood with casual ease, a half-elf disappears behind a veil of magic, and conjuring a bow to her hands she pincushions a horde of dumbfounded bandits. Magi are the quintessential blend of arcane spellcasters and combat specialists. These clever sages seek perfection of body and mind through mastery of martial and mystic arts. They see no irony or juxtaposition in this combination; to them, supremacy in combat through magic is a single, unified pursuit.
Scholars of Sword and Spell
Many imagine that swords belong to dumb brutes, and that magic belongs to flimsy cowards, but there is philosophy hidden within the blade, and honor within the pursuit of the arcane. What warrior would deny himself a timely peal of thunder? What assassin would deny herself the timely cover of fog? Surely no ruin- exploring mage would deny himself a little extra fortitude and athleticism! Once one realizes that the difference between warrior and wizard is a mere convention, to merge these dissonant disciplines is a simple matter of practicality. As a warrior-mage, a magus inherits the wisdom both wizards and fighters share—control the battle. Magi train to be proactive, not reactive, and to plan for multiple scenarios of success. With just a handful of reliable stratagems, a magus will know whether it is time to lull her foes into mystical sleep, or to lay rest to an adversary with a decisive elemental strike.
Seekers of the True Way
The tradition of magi began in a meeting of East and West, a desert land of perpetual war and deep mysteries. The natives of the land, as a means of restoring peace, combined the martial and mystic traditions of the East and West. In remembrance, to this day magi across the world pursue the True Way—the mystical ideal of embodying all that is best in life, especially those aspects that seem opposite of one another. Magi seek the True Way as a means and an end of pushing themselves to the peak of perfection. This is to say that magi challenge themselves to grow, and they grow in order to face even greater challenges. In pursuit of the True Way, magi seek out challenges with worthy rewards and tests of caliber. For the ambitious and cunning magus, opportunities to discover hidden truths, forbidden secrets, and lost treasure sound like such worthy challenges. The True Way embodies more than the unity of East & West, sword & spell, risk & reward, and body & mind. Even with all of these factors, many aspects of mortal life remain unincorporated into this grand philosophy. As magi gain confidence in the True Way, they look toward other adventurers to learn the distinctive tricks of their trade. By learning these tricks, a magus advances his or her understanding of the True Way, and may share it with generations of magi to come.
Creating a Magus
As you create your magus character, consider his or her intellectual life. Besides pursuit of the True Way, perfection in all things, what ideals or schools of thought influence his or her outlook? Did your instructor of sword, magic, or philosophy instill in you the rigor required to achieve your dreams? Perhaps your obsession with perfection is almost religious in nature, and you wish to honor your tradition in your adventures? Or maybe, in spite of your incredible intellect, you do not think very deeply about such things, and the path of the magus is simply the clear choice for surviving and getting ahead in life.
You can build a magus very quickly using these instructions. Intelligence should be your highest ability score, followed second by either Strength or Dexterity. Choose Strength if you want to focus on melee weapons and armor, or Dexterity if you want to focus on ranged or finesse weapons. Next, choose a background. For your spells, choose the ray of frost and true strike cantrips, and for your spellbook choose burning hands, shield, and sleep.
|Level||Proficiency Bonus||Features||Cantrips Known||Spell Slots per Spell Level|
|1st||+2||Spellcasting, Spell Combatant||2||2||—||—||—||—||—||—||—||—|
|2nd||+2||Spellstrike, Fighting Style||2||3||—||—||—||—||—||—||—||—|
|3rd||+2||Magus Path, Deflect Energy||2||4||2||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||3||4||3||—||—||—||—||—||—||—|
|6th||+3||Extra Attack, Path Feature||3||4||3||3||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||3||4||3||3||2||—||—||—||—||—|
|9th||+4||Improved Arcane Flourish||3||4||3||3||3||1||—||—||—||—|
|12th||+4||Ability Score Improvement||4||4||3||3||3||2||1||—||—||—|
|14th||+5||Arcane Syncretism, Path Feature||4||4||3||3||3||2||1||1||—||—|
|16th||+5||Ability Score Improvement||4||4||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement||4||4||3||3||3||3||2||1||1||1|
As a magus, you gain the following class features.
Hit Dice: 1d8 per magus level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per magus level after 1st
Armor: Light armor, medium armor
Weapons: Simple weapons, martial melee weapons
Saving Throws: Strength, Intelligence
Skills: Choose two from Acrobatics, Athletics, Arcana, History, Insight, Intimidation, Investigation, Medicine, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier, (b) a longsword, or (c) any simple weapon
- (a) leather armor or (b) scale mail
- (a) a short bow and a quiver with 20 arrows, (b) two hand axes, or (c) a long bow and a quiver with 20 arrows (if proficient)
- (a) a scholar’s pack or (b) an explorer’s pack
- A dagger, a component pouch, and a spellbook
You have learned to strike with a blade in one hand, and reshape mana in its wake with the other. Just as your sword accompanies you in pursuit of knowledge, so too are your spells an indivisible aspect of your fighting style.
You know two cantrips of your choice from the magus spell list. You learn additional magus cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Magus table.
At 1st level, you have a spellbook containing four 1st- level magus spells of your choice. Your spellbook is the repository of the magus spells you know, except your cantrips, which are fixed in your mind
Preparing and Casting Spells
The Magus table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of magus spells that are available for you to cast. To do so, choose a number of magus spells from your spellbook equal to your Intelligence modifier + your magus level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level magus, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Intelligence is your spellcasting ability for your magus spells, since you learn your spells through dedicated study and apply them with cunning. You use your Intelligence whenever a spell references your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a magus spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
You can cast a magus spell you know as a ritual if that spell has the ritual tag and you have that spell in your spellbook.
You can use an arcane focus as a spellcasting focus for your magus spells.
Each time you gain a magus level, you can add one magus spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Magus table. On your adventures, you might find other spells that you can add to your spellbook (see the wizard’s “Your Spellbook” sidebar).
Your spellcraft is customized to fit the realities of the battlefield. You can perform the somatic components of spells even if you have a weapon or shield in one or both hands. Furthermore, you can mystically bond with a weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. Dropping or dismissing the weapon (no action required) shunts it into an extradimensional space, and you can use bonus action to draw it from this extradimensional space. You can’t affect an artifact or a sentient weapon in this way. The mystical bond breaks if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1- hour ritual to break the bond voluntarily. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Starting at 2nd level, when you cast a magus spell or cantrip that requires a melee attack roll, you can deliver the spell through your bonded weapon instead. To do so, you take the Attack action with a melee weapon and simultaneously cast any magus spell you have prepared or magus cantrip you know as a bonus action. If you hit, the melee weapon attack deals its normal damage as well as the effects of the spell. If you roll a critical hit, the spell’s damage (if any) is doubled. Spellstrike can be used once per round.
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. The GM may offer you more Fighting Style options at his or her discretion. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defense. While you are wearing armor, you gain a +1 bonus to AC.
- Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- 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. The weapon must have the two-handed or versatile property for you to gain this benefit.
At 3rd level, you delve into the advanced techniques of other disciplines and harmonize them with your own, which sets you on a distinct path toward the True Way. Choose a magus Path of your choice: the Path of Arcane Balance, Arcane Rage, the Celestial Herald, the Rune Knight, the Sand Dancer, or the Shadow Assassin. Each are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.
- Path of Arcane Balance
- Path of Arcane Rage
- Path of the Celestial Herald
- Path of the Rune Knight
- Path of the Sand Dancer
- Path of the Shadow Assassin
At 3rd level, you can use your reaction to deflect or reflect magical energy when you take damage from a spell. When you do so, the damage you take is reduced by 1d10 + your Intelligence modifier + your magus level. If you reduce this damage to 0, choose to bounce the energy at an enemy. If you do, expend a spell slot and one creature you choose that you can see within 30 feet to make a Dexterity saving throw. On a failed saving throw it takes 2d8 damage for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st; it takes half as much on a successful saving throw. This damage is the same type as the damage you deflected.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Beginning when you reach 5th level, when you take the Cast a Spell action to cast a cantrip, you can make a weapon attack as a bonus action. At 9th level, this also applies to casting spells of 1st- level or higher.
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Magus table, or a cantrip. You learn any cantrips you select, and any spells of 1st-level or higher are added to your spellbook. You learn two additional spells from any class at 14th level and again at 18th level.
At 20th level, there is no limit to how many times you can use Spellstrike. Furthermore. you regain all your 1st-level and 2nd-level spell slots whenever you roll initiative.
Magus Spell List
Cantrips (0 Level)
- Detect Thoughts
- Enhance Ability
- Gale of Obscurity
- Gust of Wind
- Hold Person
- Mirror Image
- Misty Step
- Necrotic Visage
- Rusting Grasp
- Scorching Ray
- See Invisibility
- Spider Climb
- Dimension Door
- Dominate Beast
- Greater Invisibility
- Ice Storm
- Wall of Fire
- Animate Objects
- Cone of Cold
- Dominate Person
- Hold Monster
- Insect Plague
- Prometheus's Knowledge Transferal
- Teleportation Circle
- Wall of Stone
- Chain Lightning
- Circle of Death
- Globe of Invulnerability
- Heroes’ Feast
- Mass Suggestion
- Move Earth
- True Seeing
- Delayed Blast
- Finger of Death
- Fire Storm
- Plane Shift
- Prismatic Spray
- Reverse Gravity
- Dominate Monster
- Incendiary Cloud
- Power Word Stun
- Meteor Swarm
- Power Word Kill
- Time Stop
Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone. Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes. Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone’s throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep. Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.
Monks of Imrallon use the same class features as in the Player’s Handbook.
- Way of Lightning
- Way of Poverty
- Way of the Bow
- Way of the Dragon
- Way of the Drunken Master
- Way of the Enlightened Fist
- Way of the Four Elements
- Way of The Immortal Flame
- Way of the Kensei
- Way of the Open Hand
- Way of the Panther
- Way of the Rose
- Way of the Shadow
- Way of the Sphinx
- Way of the Sun Soul
- Way of the Winter Wolves
Blessed and Cursed
Although the gods work through many agents, perhaps none is more mysterious than the oracle. These divine vessels are granted power without their choice, selected by providence to wield powers that even they do not fully understand. Instead of worshiping a single source, oracles tend to venerate all of the gods that share their beliefs. While some see the powers of the oracle as a gift, others view them as a curse, changing the life of the chosen in unforeseen ways.
Gods and Demons
While they are “blessed” by both gods and demons alike, oracles are not sworn to these demons or gods. An oracle blessed of a lawful good god could easily be evil, chaotic, or both, and an oracle blessed of even the Demogorgon itself could be a paragon of good. Sometimes these gods and demons are not even the ones themself who caused them to be blessed, but instead one of their servants is the cause. With the exception of such legendary creatures as the kraken, or similar, the servants which may connect to the god are such things as a ghoul triggering a blessing from Orcus.
You can quickly make an oracle quickly using the following tips. First, make charisma your highest ability score, followed by constitution. Next, choose the urchin background.
As an oracle, you gain the following class features.
|Level||Proficiency Bonus||Features||Cantrips Known||Spell Slots|
Revelation, Oracle’s Curse
|4th||+2||Ability Score Improvement||4||4||3||───||───||───||───||───||───||───|
|8th||+3||Ability Score Improvement||4||4||3||3||2||───||───||───||───||───|
|12th||+4||Ability Score Improvement||5||4||4||3||3||2||1||───||───||───|
|16th||+5||Ability Score Improvement||5||4||4||3||3||2||1||1||1||───|
|18th||+6||Foretelling (3/long), Foresight (3/week)||5||4||4||3||3||3||1||1||1||1|
|19th||+6||Ability Score Improvement||5||4||4||3||3||3||2||1||1||1|
Hit Dice: 1d8 per oracle level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per oracle level after 1st
Armor: Light armor
Weapons: All simple melee weapons, sling
Tools: One type of gaming set and any one tool kit.
Saving Throws: Charisma, Wisdom
Skills: Choose 2 from: Deception, Insight, Investigation, Persuasion, Religion, Slight of Hand
You start with the following equipment, in addition to the equipment granted to you by your background:
- (a) A dagger and quarterstaff or (b) a mace and two spears
- (a) Studded armor or (b) chain shirt or (c) ring mail (if proficient)
- (a) Sling and 20 bullets or (b) two light hammers or (c) shield (if proficient)
- (a) Priest’s pack or (b) Explorer’s pack and clothes, traveler’s
- a shield and an arcane focus
You draw upon the power of the Astral Sea to cast your miracles. Whether this power is freely given by the myriad of entities that lurk there or is forcefully taken by uttering the words of the gods is up to your character and the DM.
At 1st level, you know three cantrips of your choice from the oracle spell list. You learn additional oracle cantrips at 4th level and at 10th level.
Preparing and Casting Spells
The oracle table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of oracle spells that are available for you to cast, choosing from the oracle spell list. When you do so, choose a number of oracle spells equal to your Charisma modifier + your oracle level. The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest.
Charisma is your spellcasting ability since your power comes from your prayers in enticing a portion of celestial beings to aid you. You use your Charisma whenever an ability refers to your spellcasting modifier. In addition, you use your Charisma modifier when setting the saving throw DC for an oracle spell you cast and when making an attack roll with one.
Spell Save DC: 8 + your proficiency bonus + your Charisma modifier.
Spell Attack Modifier: Your proficiency bonus + your Charisma modifier.
- Ritual Casting: You can cast an oracle spell as a ritual if that spell has the ritual tag. You must have the spell prepared.
- Spellcasting Focus: You can use a holy symbol as a spellcasting focus for your oracle spells.
Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level. Each oracle must choose one of the following curses. Alternatively, you may work with your GM on a custom oracle’s curse. The GM still has final say in approval.
Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch.
You no longer add your ability modifier to weapon attack rolls, but the following spells are added to the Oracle spell list for you.
|4th||wall of fire|
Your eyes are obscured, making it difficult for you to see.
You cannot see anything beyond 30 feet, but you can see as if you had darkvision.
At 5th level this distance increases to 60 feet.
At 10th level you gain blindsight out to a range of 30 feet. At 15th level this distance increases to 60 feet.
You cannot hear and suffer all of the usual penalties for being deafened. You do not require verbal components for your spells. This does not increase their level or casting time.
At 5th level you gain advantage on perception checks that do not rely on hearing.
At 10th level you gain advantage on survival checks when tracking creatures that can be tracked conventionally. At 15th level you gain tremorsense out to a range of 30 feet.
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
Any item you drop lands 10 feet away from you in a random direction. Add mage hand and minor illusion to your list of cantrips.
The following spells are added to the cleric (oracle) spell list for you.
|1st||murmurs of the restless|
One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.
At 5th level you have advantage on saving throws against becoming exhausted.
At 10th level your speed is never reduced, but can be set to 0 (such as from the grappled condition).
At 15th level you become immune to exhaustion.
You are forewarned of danger but can’t act to prevent it.
You gain uncanny dodge, as the Rogue class feature which allows you to use your reaction when an attacker that you can see hits you with an attack to halve the attacks damage against you. However, you can’t take any actions or bonus actions in the entire first round of combat. At 5th level you add your Charisma modifier to your initiative rolls.
At 10th level creatures no longer gain advantage on attack rolls made on you from being unseen.
At 15th level you gain a bonus to your AC and saving throws equal to your Charisma modifier when in a surprise round.
Capricious fey constantly bedevil you, playing pranks on you such as tying your shoelaces together, hiding your gear, making inappropriate noises or smells at formal events, and mimicking your voice to tell embarrassing lies.
In addition to any social consequences of such mischief, you have disadvantage on initiative checks. You learn the minor illusion cantrip, and the following spells are added to your Oracle spell list.
|4th||conjure woodland beings|
You are reclusive and paranoid to the point that your allies cannot easily help you in times of stress or unease.
Whenever you are in combat, your allies must succeed at a melee spell attack to affect you with touch spells, and you must attempt saving throws to resist all spells cast by anyone other than yourself, even those cast by allies. Instantaneous spells that you cast only on yourself affect you as though they were cast one level higher.
At 5th level any spell you cast only on yourself with duration of one minute or longer have double the duration.
At 10th level you are immune to being charmed.
At 15th level you have resistance to damage from spells.
In times of stress or unease, you speak in tongues.
Pick one of the exotic languages within the PHB. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent, such as the command spell. You gain the selected language as a bonus language.
At 5th level choose an additional exotic language, which you can speak in combat and add it to your list of known languages.
At 10th level you can understand any spoken language, as if under the effects of comprehend language, even during combat.
At 15th level, you can speak and understand any language, but your speech is still restricted during combat.
Your blessings provide you with a limited ability to see briefly into the future. For one minute, you peer into the future. While you are using this ability, the rules for concentration apply. You see a multitude of visions, all of the possible outcomes of your choices for the next month. The most likely ones are strongest, but that doesn’t mean that they will happen. At the end of the minute, you pick a vision to follow. In order to pick a vision, you must maintain concentration as if you were casting a spell that requires concentration. The magic power within you acts as strong guidelines for what you should do next to ensure it happening. For the duration of one day, you are guided by whispers in your mind that tell the best actions to choose to follow the path you picked. To maintain this benefit for the duration, you must maintain concentration as if casting a spell that requires concentration. This effect lasts until you finish a) long rest, b) use it again, or c) until the duration ends. You gain all expended uses at the end of the week. This ability can be used once per week. You gain an additional use at 6th and 18th level.
A downside to this blessing, or curse, is that the visions are taxing on your body. For the entire duration of this ability, you gain one level of exhaustion.
At 9th level, you may see one year into the future when using your foresight ability. In addition, you are guided for the duration 3 days when using foresight. These visions are even more taxing on your body. For the duration of the ability, you gain two levels of exhaustion.
At 13th level, your magic can now aid those you love. When you use foresight, you may use it for those who are emotionally close to you. These visions are yet even more taxing on your body, due to the emotional connection with the person. For the duration of the ability, you gain three levels of exhaustion.
Beginning at 2nd level, once per day you can spend 10 minutes reading the fortunes of another creature. You must specify the target beforehand. Roll an Investigation check and keep that number. Anytime the target rolls a d20, you may swap the results of that test with the number you rolled. You gain an additional use at 6th and 18th level.
Oracle Spell List
Cantrips (0 Level)
- aura of life
- aura of purity
- black tentacles
- control water
- dimension door
- false vision
- freedom of movement
- locate creature
- circle of death
- heroes’ feast
- magic jar
- mass suggestion
- planar ally
- true seeing
- word of recall
- conjure celestial
- prismatic spray
- holy aura
- mind blank
- power word stun
- astral projection
- time stop
Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement. A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there. Silver hair shining in a shaft of light that seems to illuminate only him, an elf laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness. Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
Paladins in Imrallon have the same Class Features as the Player’s Handbook.
- Oath of Commerce
- Oath of Conquest
- Oath of Devotion
- Oath of Eternal Night
- Oath of Inquisition
- Oath of Redemption
- Oath of Sin Eating
- Oath of Storms
- Oath of Sunlight
- Oath of the Ancients
- Oath of the Hammer
- Oath of the Seeker
- Oath of the Vampire Lord
- Oath of the Wyrm
- Oath of Vengeance
- Oath of Winter
Paladin Spell List
These are spells that are available to the Paladin class and are in addition to the spells listed in the Player’s Handbook
Cantrips (0 Level)
Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.
You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.
As a ranger, you gain the following class features.
|The Ranger||Spell Slots per Spell Level|
|Level||Proficiency Bonus||Features||Spells Known||1st||2nd||3rd||4th||5th|
|1st||+2||Favored Enemy, Natural Explorer||–||–||–||–||–||–|
|2nd||+2||Fighting Style, Spellcasting||2||2||–||–||–||–|
|3rd||+2||Primeval Awareness, Ranger Conclave||3||3||–||–||–||–|
|4th||+2||Ability Score Improvement||3||3||–||–||–||–|
|5th||+3||Ranger Conclave feature||4||4||2||–||–||–|
|6th||+3||Greater Favored Enemy||4||4||2||–||–||–|
|7th||+3||Ranger Conclave feature||5||4||3||–||–||–|
|8th||+3||Ability Score Improvement, Fleet of Foot||5||4||3||–||–||–|
|10th||+4||Hide in Plain Sight||6||4||3||2||–||–|
|11th||+4||Ranger Conclave feature||7||4||3||3||–||–|
|12th||+4||Ability Score Improvement||7||4||3||3||–||–|
|15th||+5||Ranger Conclave feature||9||4||3||3||2||–|
|16th||+5||Ability Score Improvement||9||4||3||3||2||–|
|19th||+6||Ability Score Improvement||11||4||3||3||3||2|
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) two shortswords or (b) two simple melee weapons
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- A longbow and a quiver of 20 arrows
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
- You ignore difficult terrain.
- You have advantage on initiative rolls.
On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Archery — You gain a +2 bonus to attack rolls you make with ranged weapons.
- Close Quarters Shooter — When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
- Defense — While you are wearing armor, you gain a +1 bonus to AC.
- Dueling — When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Mariner — As long as you not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
- Tunnel Fighter — As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
- Two-Weapon Fighting — When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.
The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.
If there are multiple groups of your favored enemies within range, you learn this information for each group.
At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
- Arcane Archer
- Beast Master Conclave
- Bounty Hunter Conclave
- Dervish Conclave
- Dragon Rider Conclave
- Dragonslayer Conclave
- Eclipse Conclave
- Gloom Stalker Conclave
- Horizon Walker Conclave
- Hunter Conclave
- Leviathan Hunter Conclave
- Master Thrower
- Monster Slayer Conclave
- Primeval Conclave
- The Veiled Conclave
- Versatile Conclave
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Greater Favored Enemy
At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.
Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.
Fleet of Foot
Beginning at 8th level, you can use the Dash action as a bonus action on your turn.
Hide in Plain Sight
Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.
When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.
If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.
At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Ranger Spell List
These are spells that are available to the Ranger class and are in addition to the spells listed in the Player’s Handbook
Cantrips (0 Level)
Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open. A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target — a notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound. Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard’s belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape. Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
Rogues of Imrallon use the same class features as in the Player’s Handbook.
Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air. Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning. Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.
Sorcerers of Imrallon use the same class features as in the Player’s Handbook.
- Divine Soul Bloodline
- Draconic Bloodline
- Genie Bloodline
- Incantatrix Bloodline
- Infernal Heritage Bloodline
- Oozemaster Bloodline
- Relicker Bloodline
- Rimeborn Bloodline
- Shadow Bloodline
- Storm Bloodline
- Wild Magic Bloodline
Sorcerer Spell List
These are spells that are available to the Sorcerer class and are in addition to the spells listed in the Player’s Handbook
Cantrips (0 Level)
With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will. As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic. Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world. Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.
Warlocks of Imrallon use the same class features as in the Player’s Handbook.
Warlock Otherworldly Patrons
- The Ancient Pharaoh
- The Archfey
- The Blood
- The Celestial
- The Fiend
- The Great Old One
- The Hexblade
- The Lucky Lady
- The Mother Beast
- The Titan
Warlock Spell List
These are spells that are available to the Warlock class and are in addition to the spells listed in the Player’s Handbook
Three old crones stoop over a boiling cauldron filled with all manner of bizarre filth, churning and bubbling with a noxious fume. In the smoke and vapor above the pot, the trio can make out shapes and figures of great import, and one even cackles loudly at what she sees. A young girl sits underneath a tree, far from where the other children play. She glances about to make sure no one is watching, and snaps her fingers once to the empty air. After a moment of silence, a black cat appears around the tree’s bend and locks eyes with the girl, staring with a strange intelligence for a long moment. She gestures at one of the playing children, a heavy-set boy with a permanently affixed scowl; the cat understands. It wanders close to the boy, stretches its claws, and gets very low, ready to pounce for the boy’s eyes. A young elf intently mutters something underneath his breath each time he exhales. Visible only to him, a string of the foulest magic winds out from him and seizes a charging orc, which drops to its knees in agony. Witches are stricken by magic so dark it imprints a lasting shadow upon their essence. Through force of personality alone, they can spin this darkness outward, hexing creatures, casting manipulative spells, and even commanding a familiar with their thoughts.
While others are blessed with magic, witches are cursed by it. Afflicted by some hateful arcana, whether accidentally or intentionally, witches are twisted inside and out by its daily tortures. With gruesome effort, they can warp this power into spells to wrack others with the same torture which plagues them.
Pariahs and Outcasts
Almost without exception, witches are feared and hated. They are victim to a number of misconceptions about them, usually relating them to hags and other evil creatures of the night which prey on innocent people. As a result, known witches are in great personal danger and can usually be found dwelling on the outskirts of civilization where townsfolk seldom tread. This does little to stop witch hunting and burnings, but provides some measure of safety from them. In reality, very few choose to become witches, and many of them can hide adeptly in society, using their magic to fill a number of roles, from seer to healer to apothecary. Being accused as a witch carries grave consequences, no matter the validity of the claim, so wise witches move frequently, never residing in one place for too long.
It is rare to find a witch without his or her constant companion, the familiar. Though familiars might be conjured by other spellcasters as well, a witch’s familiar with good reason is ubiquitous to common folk. Witches command intuitive magic, and have a deep link to their familiars. As a result, they can conjure more exotic familiars, and command them more swiftly than other spellcasters.
Creating a Witch
Creating a witch necessarily involves a powerful, malicious curse in your backstory. Who cast it? Did you take a curse upon yourself for power? Was your entire lineage cursed generations ago, leading to a bloodline of witches? Or did another spellcaster use sinister, forbidden magic to curse you for life? Decide on the nature of your witch’s curse and think about how you relate to it now. Do you feel like the curse was secretly a blessing, or does the desire for vengeance burn in your heart? What negative effects does the curse leverage on your personality and mind? Are you haunted by spirits, or is your mind plagued by destructive thoughts? How do you feel manipulating the power of this curse outwards into hexes and spells?
To build a witch quickly, make Charisma your highest ability score, followed by Constitution. Then, choose the chill touch and minor illusion cantrips, and the spells bane, hellish rebuke, hideous laughter, and thunderwave. Lastly choose the Hideous Witch’s Curse, and the hexes Evil Eye and Misfortune.
As a witch, you gain the following class features.
|Level||Proficiency Bonus||Features||Hexes Known||Cantrips Known||Spells Known||Spell Slots|
|1st||+2||Spellcasting, Witch’s Curse, Hexes||2||2||4||2||───||───||───||───||───||───||───||───|
|4th||+2||Ability Score Improvement||3||3||6||4||3||───||───||───||───||───||───||───|
|8th||+3||Ability Score Improvement||4||3||8||4||3||3||2||───||───||───||───||───|
|12th||+4||Ability Score Improvement||5||4||10||4||3||3||3||2||1||───||───||───|
|16th||+5||Ability Score Improvement||6||4||12||4||3||3||3||2||1||1||1||───|
|19th||+6||Ability Score Improvement||7||4||14||4||3||3||3||3||2||1||1||1|
Hit Dice: 1d8 per witch level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per witch level after 1st
Armor: Light armor
Weapons: Simple weapons, blowguns, shortswords, and whips
Tools: Alchemist supplies, poisoner’s kit
Saving Throws: Charisma, Wisdom
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, Nature, and Religion.
You start with the following equipment, in addition to the equipment granted to you by your background:
- (a) a whip and blowgun, (b) a light crossbow and 20 bolts or, (c) any simple weapon
- (a) a component pouch or (b) a totem<
- (a) a scholar’s pack or (b) a dungeoneer’s pack
- Leather armor, any simple weapon, and a dagger
You have learned to mold and reshape the magic that curses you into spells.
You know two cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.
The Witch table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell bane and have a 1st-level and a 2nd-level spell slot available, you can cast bane using either slot.
Spells Known of 1st Level or Higher
You know four 1st-level spells of your choice from the witch spell list. The Spells Known column of the Witch table shows when you learn more witch spells of your choice.
Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the witch spells you know and replace it with another spell from the witch spell list, which also must be of a level for which you have spell slots.
Charisma is your spellcasting ability for your witch spells. Your magic originates deep within yourself, where your insidious curse stirs restlessly. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
You can cast any witch spell you know as a ritual if that spell has the ritual tag.
You can use an arcane focus as a spellcasting focus for your witch spells.
You are wracked by a terrible curse which infects your body and soul. At 1st level, choose the form that this curse takes from the options below.
Burned. Almost all of your body has been scorched by arcane flames, leaving you with striking black scars and embers of magic that burn under the skin. As a result, you have resistance to fire damage, and you know the cantrip produce flame, which does not count against your total number of cantrips known.
Feral. Through your curse, you have forgotten the manners and customs of civilized men and gone to live among beasts in the wild. Hunting and fighting daily, you have become savage. You have proficiency in the Nature skill. Also, whenever you take bludgeoning, piercing, or slashing damage from a nonmagical weapon, you can reduce the damage taken by 1. At 7th level, you can reduce this damage by 2, and at 15th level, you can reduce this damage by 3.
Hideous. Your appearance is ghastly to behold. You have proficiency with the Intimidation skill. When you roll initiative, you can choose one humanoid you can see to scare. That creature must make a Wisdom saving throw or be frightened until the end of your next turn.
Hollow. Your soul has been divorced from your body, trapping you in a limbo between life and death. When you or your familiar reduce a hostile creature to 0 hit points, you drain some of its life force, and gain temporary hit points equal to your witch level + Charisma modifier (minimum of 1).
Infested. You are constantly followed by vermin, like insects and rats, which crawl on your skin and swarm in your wake. As a result, you are immune to the biting of gnawing of tiny things; you take no damage from the bite attacks of tiny creatures or swarms of tiny creatures. Additionally, you can command these pests as your own. Starting at 2nd level, once per day when you summon your familiar, you can choose a swarm of rats as its form. Starting at 5th level, you can choose a swarm of insects.
Loveless. You are cursed to never find true love. Jaded and disaffected, not even magic can turn your heart; as a result, you are immune to being charmed.
Possessed. Your soul is occupied by a foreign spirit that sometimes tries to wrest away your consciousness. However, while you sleep, the spirit whispers magical secrets to you. You learn an additional witch spell at a level for which you have spell slots at 1st level, and again at 4th level, 8th level, and 12th level. These spells do not count against your total number of spells known.
Starving. No matter how much you eat, food turns to ash in your mouth. Your curse nourishes you, nonetheless, but only at the edge of starvation, and you are constantly wracked by pangs of hunger as a result. You don’t need to eat or drink, and don’t suffer levels of exhaustion from starvation or dehydration. Additionally, you are immune to being poisoned.
Visions. You are cursed to have terrible visions of the future, presaging the death of your friends, family, and yourself. However many of these visions are cruel deceptions, they are sometimes grimly accurate. You can add your Charisma modifier to your initiative rolls.
You can learn a number of powerful incantations, known as Hexes, derived from the same insidious magic which cursed you.
At 1st level, you gain two hexes of your choice. Your hex options are detailed at the end of the class description. When you gain certain witch levels, you gain additional hexes of your choice, as shown in the Hexes Known column of the Witch table. Additionally, when you gain a level in this class, you can choose one of the hexes you know and replace it with another hex that you could learn at that level. Unless otherwise noted, you can only have one hex active at a time and you concentrate on this hex like a spell. You can concentrate on a hex and a spell at the same time, and you make only one check to maintain your concentration on both.
The Hexes below are presented in alphabetical order. Unless otherwise stated, if a hex calls for an attack roll or saving throw, it uses your spell attack bonus or spell save DC. All hexes require verbal or somatic components (caster’s choice at the time of casting.)
You can use your action to temper those around you. Creatures you choose within 30 feet cannot take reactions. This effect lasts until the end of your next turn.
As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, until the end of your next turn, the creature becomes indifferent toward one creature of your choice that it is hostile towards. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the hex ends, the creature becomes hostile again, unless the GM rules otherwise.
You can cast the find familiar spell as an action without expending a spell slot or spell components. You must have the Familiar feature to choose this hex.
As an action, choose one creature you can see within 60 feet to make a
Constitution saving throw. On a failed save, each time this creature takes damage, it takes an additional 1d4 damage. This effect lasts until the end of your next turn.
As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, the creature is charmed by you until the end of your next turn. When the hex ends, the creature knows it was charmed.
As an action, choose one creature you can see within 60 feet to make a Constitution saving throw. On a failed save, the creature can move a maximum of 10 feet or half its movement speed on its turn, whichever is lower, until the end of your next turn.
As an action, you can bolster your summoned familiar. For 1 minute, your familiar’s current and maximum hit points is increased by your witch level and it gains a bonus to its damage rolls equal to your Charisma modifier. You can cast other hexes while this hex is in effect. Once you cast this hex, you can’t cast it again until your familiar is dismissed, or until its duration expires.
You must have the Familiar feature to choose this hex.
As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, the creature must use its action before moving to make a melee weapon attack a creature that you choose. If no creatures are within its reach, the creature acts normally. This effect lasts until the end of your next turn.
As an action, choose one creature that you can see within 60 feet to make a Constitution saving throw. On a failed save, whenever this target makes an attack roll before the end of your next turn, it must roll a d6 and subtract the number rolled from the attack roll.
As an action, choose one friendly creature other than yourself you can see within 60 feet. If this creature drops to 0 hit points before the end of your next turn and doesn’t die outright, it drops to 1 hit point instead. This hex then ends and can’t be used to target the same creature until you finish a short or long rest.
As an action, you can create a duplicate self, composed of shadowstuff, to confuse your enemies. When a creature attacks you, roll any die. On an odd number, the attack roll misses. This effect lasts until the end of your next turn or until you attack or cast a spell.
As an action, choose one creature you can see that can see you within 60 feet to make a Wisdom saving throw. On a failed save, the creature is frightened of you until the end of your next turn.
As a bonus action, you can mark a Large or smaller beast or a willing humanoid you can see within 60 feet with a special sigil. This sigil lasts for 1 hour, or until you mark another creature.
You can then use your action to trade faces with your familiar or the marked creature, gaining a limited amount of control over it. For the next minute, or until the target dies or you choose to end this hex on your turn (no action required), you are deaf and blind with regard to your own senses, and you cannot move, as your own body has a foreign face. During that time, your face replaces that of the target, and you can see through the target’s eyes, hear what it hears, and speak to those nearby. You gain none of the target’s special senses. You can also control where the target moves.
As an action, you can invisibly manipulate objects within 60 feet of you, causing one of the following effects:
- Push each object within 5 feet of you weighing less than 100 pounds up to 10 feet away from you.
- Instantaneously cause an unlocked door or window to fly open or slam shut.
- Break one small nonmagical object with fewer than 10 hit points that can fit within a 1-foot cube.
- Lift and throw an object weighing less than 100 pounds that isn’t being worn or carried up to 60 feet in a straight line. Whenever you do so, you can make a spell attack roll against one creature you can see within range. The object and the target both take 1d10 + your Charisma modifier bludgeoning damage.
As an action, choose one friendly creature other than yourself you can see within 60 feet. The creature has advantage on saving throws until the end of your next turn.
As an action, you and your familiar become invisible. The effect ends at the end of your next turn, or if you or your familiar attack or cast a spell.
Once you cast this hex, you can’t cast it again for 1 minute.
As an action, choose one creature you can see that can see you within 60 feet to make a Wisdom saving throw. On its turn, the target can move or use an action to make an attack, but not both. This effect lasts until the end of your next turn.
As an action, you open your third eye and become intuitively aware of your surroundings. You have advantage on Wisdom (Insight) rolls until the beginning of your next turn. Additionally, choose of the following pieces of information:
- If a creature can speak a language
- If a creature is at or below half its maximum hit points
- What a creature’s highest ability score is You learn that piece of information for each creature within 30 feet. You can only learn one of these things about a creature, even if you cast this hex more than once.
Your spiritual third eye heightens your vision to greater dimension. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. You can also see through fog, mists, and similar obscurement without penalty. If you already have darkvision, its range increases by 60 feet. Additionally, you have a +2 bonus to your passive Wisdom (Perception) score.
This hex is always active and you can cast other hexes while it is in effect.
As an action, you can transform the ground within 30 feet of where you cast this hex into murky swamp, which is difficult terrain. You can move without penalty in this area.
This effect lasts until the end of your next turn.
As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, whenever this target makes an ability check or a saving throw before the end of your next turn, it must roll a d6 and subtract the number rolled from the ability check or saving throw.
You grow unnaturally long and sharp fingernails. Your unarmed strikes deal 1d6 slashing damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
Starting at 5th level, once per turn when you hit a target with an unarmed strike, you can deal an additional 1d6 necrotic damage to that target. At 11th level, this bonus damage improves to 2d6 and at 17th level, this damage increases to 3d6.
This hex is always active and you can cast other hexes while it is in effect.
As an action, you create a 20-foot-radius sphere of fog centered on yourself. The sphere spreads around corners, and its area is heavily obscured. This effect lasts until the end of your next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
As an action, you can lock weapons to their owners. The weapons and ammunition of each creature within 30 feet become locked in their sheaths, quivers, or holsters until the end of your next turn. During this time, a creature can use its action to free its weapon with a Strength check, opposed by your Spell save DC.
As an action, you create a 5-foot radius cloud of toxic gas around you. Each creature other than you and your familiar that enters this area or begins its turn there must make a Constitution saving throw or be poisoned until the end of your next turn. This cloud follows you as you move, and disperses at the end of your next turn.
You grow unduly long and tough hair (even from your eyebrows) which you can manipulate at will. You can use your hair to perform simple tasks within 10 feet of you, such as manipulating an object, opening an unlocked door or container, stowing or retrieving an item from an open container, or pouring the contents out of a vial. You can cast spells with a range of Touch using your hair, out to a range of 10 feet.
This hex is always active and you can cast other hexes while it is in effect
As an action, choose one creature you can see within 60 feet to make a Constitution saving throw. On a failed save, the creature’s AC decreases by 4, to a minimum of 10, until the end of your next turn.
As an action, a nonmagical object you choose within 30 feet sprouts legs and runs away. You can’t target an object that weighs more than 10 pounds, nor can you target one that is being worn as clothing or armor; however, you can target certain objects that are being carried, as long as they are not affixed entirely around a creature’s body and are not being held in a hand. For example, you can’t target a creature’s helmet or a sword it is wielding, but you can target a drawstring pouch it is wearing or a dagger that is sheathed at its side.
The object animates, wriggles free of its owner, if it has one, sprouts two legs, and moves 20 feet in a direction you choose. At the beginning of your turn, you can choose which direction the object moves. The object has an AC of 10, if its AC was not already higher, and remains animated until the end of your next turn, or until it is picked up.
As an action, you release an ear-piercing wail. Each creature within 15 feet of you must make a Charisma saving throw or be deafened until the end of your next turn. Creatures that can’t hear you are immune to this effect.
As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, the target falls unconscious until it takes damage, or until the end of your next turn. Undead, creatures which are immune to being charmed, and creatures whose current hit points are greater than five times your witch level are immune to this effect.
You can communicate telepathically with any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
This hex is always active and you can cast other hexes while it is in effect.
As an action, you can create a small quake. Each creature on the ground within 10 feet of you must make a Dexterity saving throw or be knocked prone.
As an action, choose 1 creature you can see other than yourself within 60 feet. This creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons until the end of your next turn.
At 2nd level, you can use your bonus action to cackle. The duration of all your hexes within 60 feet extends by 1 round. Not all witches laugh maniacally when they cackle, but all cackles require a verbal component, as a spell. These range from mundane curses and insults, to the murmuring of dead languages and speaking backwards.
At 2nd level, you learn the find familiar spell and can cast it as a ritual without material components. The spell doesn’t count against your number of spells known. Additionally, once per turn as an action or a bonus action, you can allow your familiar to use its reaction to make one attack or cast a spell. When your familiar makes an attack, it uses your spell attack bonus instead of its own attack bonus on attack rolls, and deals damage equal to your proficiency bonus, if it would otherwise deal less. You also add twice your witch level to your familiar’s maximum hit points. When you cast the spell, you can choose one of the normal forms for your familiar or one of these
Your knowledge of magic has culminated in learning a Craft, an innate variety of magic which exists apart from the schools of magic. When you reach 3rd level, choose one Witch’s Craft. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th level.
Each craft is associated with a branch of arcana, represented by a number of spells which you learn. The levels of these spells are noted in the craft description. These spells count as witch spells for you and don’t count against your total number of spells known.
- Black Magic
- Blood Magic
- Blue Magic
- Cloud Magic
- Fragrant Magic
- Green Magic
- Heart Magic
- Lunar Magic
- Purple Magic
- Red Magic
- Salt Magic
- Sand Magic
- Tea Magic
- White Magic
Starting at 5th level, you can maximize the damage of a witch cantrip you cast that only damages a single creature that is sole target of your hex.
At 7th level, you can cast a spell with range Self on your familiar as if your familiar had cast the spell itself. Your familiar concentrates on this spell for its duration.
Additionally, you can choose the following forms for you familiar: brass dragon wyrmling (without breath weapons), grep, imp, quasit, or spook.
At 9th level, you can brew potions in a bubbling cauldron using raw components scavenged from nature. Once per day during a short rest, you can expend a number of spell slots to brew up to 3 potions. These potions must have a total cost no greater than the total number of spell slot levels expended.
You can brew potions of animal friendship, healing, and poison for 1 spell slot level each. At 13th level, you can brew potions of heroism and mind reading, and philters of love for 2 spell slot levels each. The potions retain potency 24 hours, after which they become inert.
By 11th level, you have perfected deeply malevolent forms of magic. You learn one Grand Hex, and you learn another at 15th and 18th level. Grand hexes are detailed at the end of the class description.
The Grand Hexes below are presented in alphabetical order. Unless otherwise stated, if a grand hex calls for an attack roll or saving throw, it uses your spell attack bonus or spell save DC.
When a single creature is the target of one of your hexes, one of its fingers turns black, and its fate is corrupted. Whenever this creature rolls a 20 on a d20 roll, the roll instead becomes a 1.
You can brew potions immediately following a long rest and whenever you take a short rest. When you do so, you can brew up to 5 potions.
In addition to your potion options, you can brew potions of climbing and growth and vials of basic poison for 1 spell slot level each, potions of clairvoyance, greater healing, and resistance for 2 spell slot levels each, and potions of gaseous form, invisibility, and speed for 3 spell slot levels each. The potions retain potency 24 hours, after which they become inert.
Through a dark bargain, you have become a member of a hag’s coven. You can enlist the help of one of your foul sisters, a green hag, by summoning her in a 1-minute long ritual. Doing so dismisses your familiar, and you cannot summon your familiar while your hag ally is summoned. In combat, the hag rolls its own initiative and acts on its own turn. On each of your turns, you can use a bonus action to mentally command the hag. You decide what action the hag will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. The hag can choose to ignore this action if she sees fit. If you issue no commands, the hag acts and moves as she chooses. The hag is friendly to you and your allies.
At the end of one hour, or when the hag is reduced to zero hit points, it flees, instantly teleporting away. After performing the ritual to summon your hag ally, you must finish a long rest before you can do it again.
Choose one hex you know. Creatures have disadvantage on saving throws made to resist this hex’s effects.
When you cast a hex which targets one creature, you can target two creatures instead.
Your Charisma score increases by 3, to a maximum of 23. You gain proficiency in Intimidation and Persuasion, if you did not have it before. When you make a Charisma (Intimidation) or a Charisma (Persuasion) check, you can add twice your proficiency bonus to the roll.
As a bonus action, if your familiar is within 5 feet of you, you can meld with it, transforming into a magical hybrid and wearing your familiar as armor. For the next minute, you have temporary hit points equal to your familiar’s hit points and your AC equals 10 + your Dexterity modifier + your Charisma modifier. While transformed, you can use any actions your familiar possesses, you can add your Charisma modifier to damage rolls you make with melee weapons, and you can attack twice, instead of once, when you take the Attack action on your turn. However, you can’t cast hexes or spells of 1st level or higher, though you can concentrate on spells and hexes that you have already cast. This transformation lasts one minute, until you lose all your temporary hit points, or until you dismiss it as an action. When it ends, your familiar is dismissed, and you can’t summon it again until you finish a short or long rest.
Into a Toad
You learn the spells animate objects, flesh to stone, polymorph, and two other 5th level or lower transmutation spells of your choice. These spells don’t count against your total number of spells known. You can cast one of them without expending a spell slot. After doing so, you must complete a long rest before doing so again.
As an action, your body becomes immaterial, and your spirit dives into a Large or smaller creature you can see within 10 feet of you in an attempt to possess it. This target must make a Charisma saving throw. On a failed save, you disappear and the target becomes incapacitated and possessed; you gain control of its body but don’t deprive the target of its awareness. While possessing the creature, you can’t be targeted by any attack, spell, or other effect. You maintain your Intelligence, Wisdom, and Charisma ability scores, and your alignment, but otherwise use the creature’s statistics. You don’t gain access to the target’s knowledge, class features, or proficiencies. For the purposes of spells and effects which can end possession, such as the spell dispel evil and good, you are treated as an undead spirit and can be banished from the target, returning to your own body, which rematerializes within 5 feet of the body.
This possession lasts for 1 hour, or until the body drops to 0 hit points or you are forced out by a spell or other magical effect that ends possession. Once you use this hex, you can’t do so again until you finish a long rest.
The range of your hexes double and you can target creatures within range of your hexes even if you cannot see the target, provided you have seen the target in the last minute and know that the target is within range.
As an action, choose 1 creature within your reach to make a Constitution saving throw. On a failed save, the creature takes 1 necrotic damage each hour for the next 100 days. The damage can only be healed by magical means. A remove curse spell ends this effect. You can cast other hexes while this hex is active, but casting this hex again ends its effect on its first target.
Weave of Fate
When you take a long rest, you can peer into the threads of fate and foresee paths the future might take. Roll 2d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
While wearing no armor and carrying no shield, you can enchant a mundane object ─ like a broom, cauldron, or rug to fly for you. You gain a flight speed equal to your base movement speed while holding this item.
When you begin a long rest, you can summon a magical domicile for the night. This domicile is an enchanted hut with the properties of the tiny hut spell, but it also physically resembles a witch’s abode. While you are inside, only creatures you choose can approach the hut. If a creature you did not designate comes within 10 feet of the hut, it rises up on a pair of magical legs, becoming a huge animated object, as per the spell animate objects, and defends itself. The huts occupants are physically safe and undisturbed within. When your long rest is finished, or when the hut is reduced to 0 hit points, it vanishes, and all its occupants are deposited in its space.
By 20th level, you have mastered your foul magic. Humanoid creatures have disadvantage on saving throws against your hexes.
Witch Spell List
Cantrips (0 Level)
- Acrid Delight
- Accursed Act
- Animal Friendship
- Animate Body Part
- Blood Print
- Cauterizing Flame
- Charm Person
- Comprehend Languages
- Curse of Chains
- Curse of Tomes
- Curse of Hollowing
- Detect Magic
- Disguise Self
- Expeditious Retreat
- Faerie Fire
- Flawed Reconstruction
- Fog Cloud
- Hellish Rebuke
- Hideous Laughter
- Interpret Bone
- Protection from Evil and Good
- Rotting Touch
- Silent Image
- Unseen Servant
- Analyze Blood
- Animal Messenger
- Calm Emotions
- Curse Ward
- Detect Familiar
- Detect Thoughts
- Drain Life
- Elemental Anguish
- Gale of Obscurity
- Hold Person
- Intrusive Thought
- Misty Step
- Necrotic Visage
- Pans' Blessing
- Pans' Favor
- Ray of Enfeeblement
- Rusting Grasp
- Bestow Curse
- Curse of Blades
- Curse of Nearsightedness
- Dispel Magic
- Healing Leeches
- Hypnotic Pattern
- Lunar Blessing
- Magic Circle
- Major Image
- Phantasmal Beauty
- Poisoned Heart
- Remove Curse
- Reshape Destiny
- Speak with Dead
- Speak with Plants
- Stinking Cloud
- Dominate Monster
- Mind Blank
- Power Word Stun
Source: Mage Hand Press — Complete Witch. Modified for use in Imrallon.
Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers. Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left. Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.
Wizards of Imrallon use the same class features as in the Player’s Handbook.
Wizard Arcane Traditions
- School of Abjuration
- School of Black Arcana
- School of Candles
- School of Charade
- School of Conjuration
- School of Diabolism
- School of Divination
- School of Elementalism
- School of Enchantment
- School of Evocation
- School of Force Missile
- School of Illusion
- School of Lore Mastery
- School of Necromancy
- School of Philosophy
- School of Prehistoric Wizardry
- School of Simulacra
- School of Somnomancy
- School of Tattooism
- School of the Arcane Order
- School of the Bladesinger
- School of The Hedge Wizard
- School of Theurgy
- School of Transmutation
- School of Universalism
- School of Wands
- School of War Magic
Wizard Spell List
These are spells that are available to the Wizard class and are in addition to the spells listed in the Player’s Handbook
Cantrips (0 Level)
Other Unearthed Arcana or homebrewed classes are subject to GM approval.
- Any alignment is allowed, however, ‘Chaotic Stupid‘ will not be tolerated and actions will have consequences.
Traits, Ideals, Bonds and Flaws
Starting characters will follow the standard rules with creation or you can pick them. Your character backstories and Questionnaire needs to describe the circumstances where the Trait, Ideal, Bonds and Flaws came to be.
The following backgrounds are available for all characters in the world of Imrallon. For any substitutions or changes, please discuss it with your GM.
- Child of Ares
- City Guard
- Crazed Hermit
- Cursed Ones
- Fallen Hero
- Feared Ones
- Feral Child
- God Touched
- Heir of a Fallen Kingdom
- Herald of the Gods
- Law Bringer
- Loyal Priest
- Military Asset
- Monastic Traveller
- Monster Hunter
- Noble Guard
- Redeemed Cultist
- She-Wolf (Prostitute)
- Student of Magic
- Temple Guardian
- Tragic Knight
- War Criminal
- Wolf Knight
- Wronged Hero
Starting characters will be starting off at 1st level and granted the funds based on their starting class, as shown below.
|Character Class||Starting Funds|
|Artificer||5d4 x 10 den|
|Barbarian||2d4 x 10 den|
|Bard||5d4 x 10 den|
|Cleric||5d4 x 10 den|
|Druid||2d4 x 10 den|
|Fighter||5d4 x 10 den|
|Monk||5d4 x 10 den|
|Oracle||2d4 x 10 den|
|Magus||5d4 x 10 den|
|Paladin||5d4 x 10 den|
|Ranger||5d4 x 10 den|
|Rogue||4d4 x 10 den|
|Sorcerer||3d4 x 10 den|
|Warlock||4d4 x 10 den|
|Witch||4d4 x 10 den|
|Wizard||4d4 x 10 den|
Character’s are allowed one trinket, but this trinket must be of significant importance to the character and detailed within the backstory.
- Firearms and Explosives are not allowed.
If, or when, a character dies during the course of a campaign and a new character is introduced, the new character will follow the below rules. Characters will have experience points equal to the bottom of the level at which they died. (ex. A character is halfway through 10th level and is killed. The new character will start at the bottom of 10th level.) Starting wealth for the new character will be based on the level tier, as shown below. All other character creation rules apply.
|Character Level||Starting Gear|
|Normal starting equipment|
|500 den plus ldl0 x 25 den, normal starting equipment|
|5,000 den plus ldl0 x 250 den, two uncommon magic items, normal starting equipment|
|20 ,000 den plus ldl0 x 250 den, two uncommon magic items, one rare item, normal starting equipment|
Downtime and Off-Adventure Activities
There is a possibility of having extended downtime or opportunities for side side activities. Due to this, each character will need to have some sort of trade skill or a way to make a living during this time. Generally the living costs will follow the table below.
Depending on how your character lives, they need to pay some living expenses. To offset this, its suggested that your character gain proficiency in a trade skill that will earn money.
|Living Costs||Daily / Weekly / Monthly / Yearly|
|Wretched||—- / —- / —- / —-|
|Squalid||1 sp / 7 sp / 30 sp / 365 sp|
|Poor||2 sp / 14 sp / 60 sp / 730 sp|
|Modest||1 den / 7 den / 30 den / 365 den|
|Comfortable||2 den / 14 den / 60 den / 730 den|
|Wealthy||4 den / 28 den / 120 den / 1460 den|
|Aristocratic||10 den / 70 den / 300 den / 3650 den (minimum)|
Possible downtime activities can be, but not limited to, the following activities. There are some downtime activities may need quests or mentoring to complete. Downtime activities will follow the guidelines in Xanathar’s Guide to Everything, including having complications when performing downtime tasks. Most downtime activities require a workweek (5 days) to complete. Some activities require days, weeks (7 days), or months (30 days). A character must spend at least 8 hours of each day engaged in the downtime activity for that day to count toward the activity’s completion. This includes the use of Complications with downtime activities.
Masterwork and Magic Weapons / Armor
Weapons and Armor that provide just a straight bonus (+1, +2, +3) are considered to be of masterwork quality and are not magical in nature. These are quality works that are above and beyond normal items.
- A +1 weapon is an uncommon item, according to the magic rarity chart and valued roughly 500 den, but that doesn’t mean they are easy to find. These are the prized works of art from a small town or village blacksmith that was crafted in their prime days.
- A +2 weapon is a rare item, according to the magic rarity chart and valued roughly 5,000 den. This is a weapon of incredible quality, far surpassing the best work of even talented smiths. It might take years to forge a weapon of this quality, and most have quite storied and bloody pasts. In most games, I would consider a +2 weapon to be the pinnacle of what a mortal smith can achieve without the aid of the mystic arts.
- A +3 weapon is a very rare item, according to the magic rarity chart and valued roughly 50,000 den. These weapons could be mistaken for magic, and are legends in their own right. They are perfect in every way and is a truly flawless piece of work.
The same concept is also applied to armor and shields. A +1 armor is a rare item, a +2 armor is a very rare item and a +3 armor is considered legendary. A legendary piece of armor would not only be flawlessly crafted, but would have a storied legend behind it as well.
The crafting cost for these items would be spent on various special components needed to craft such an item. Of course, the higher the rarity, the higher the cost and thus the higher rarity (and possibly more dangerous) the components. Since these are made with pure skill, blood, sweat and tears, there are no schematics. The components needed would be of a more personal nature and differ from crafter to crafter. Proficiency with Smithy’s Tools are required.
Weapons and armor that are crafted out of special material, such as adamantine or mithril, are always considered of Masterwork quality.
Harvesting ingredients from creatures is pretty straightforward. All creatures, with the exception of most humanoid types, have parts of their anatomy that can be harvested for food, used as a crafting component or as additional material spell components that can enhance or modify certain spells. The DC for such a task shown on the Harvesting Check table below.
|CR||DC (all items)||DC (half items)|
The skill to use for harvesting is based on the type of creature it is. Proficiency in a harvesting tool kit is required to harvest creature ingredients, while the skill checks may be shared among multiple characters using the help action.
|* The Survival skill may be used in place of the Nature skill.|
The amount of time that it takes to harvest the creature is based on its size, since larger creatures require more time.
|Creature Size||Harvesting Time|
|Tiny / Small||30 minutes|
|Medium / Large||1 hour|
For example, it’s easy to see that something mundane like a cow could be harvested for both food (measured in rations) and the hide can be made into leather. Now if you take something more exotic, like a dragon, and you can get more exotic and rare items. Let’s take an Adult Green Dragon for this example.
An adult green dragon is a huge dragon that has a CR of 15. Using the above tables, it would take a successful Arcana check (DC 23) and an hour of time. Successfully harvesting one would provide the following ingredients.
- 1 Green Dragon Poison Gland
- 1d6 Green Dragon Claws
- 1d2 Green Dragon Fangs
- 1 Green Dragon Hide
- 1d2 Green Dragon Lung Tissue
- 2d8 Green Dragon Scales
- 2d8 Green Dragon Teeth
- 1d2 Green Dragon Wings
- 4d6 Rations
Depending on the components that you are harvesting, failing the harvesting check by 5 or more results in an injury. The injury would depend on what is being harvested. For the above example, failing the check could result in damage from the teeth, claws, fangs, etc. Failing the harvesting check by 6 or more results in multiple injuries and the destruction of any components of the creature.
- The teeth of the green dragon can be used to craft bolts/arrows that do an additional 1d6 poison damage.
- The fang of a green dragon can be crafted into a slashing weapon that deals an additional 1d6 poison damage with this weapon.
- The tissue of a green dragon’s lung can be a component for crafting magical items that are amphibious in nature. Consuming the green dragon’s lung tissue will provide the amphibious benefit for 8 hours.
Herbalism and Alchemy
All throughout the world there are various forms of plant life, magical essence, and even earthy substances that you can utilize to create a variety of potions, salves, oils and powders. These concoctions can then be used to heal, poison, enhance one’s ability, or temporarily give them new abilities.
- Herbalism is the skill of gathering, harvesting, and identifying the ingredients used to create these concoctions.
- Alchemy is the skill of knowing how to use the ingredients found through herbalism. This includes what the ingredients can do as well as how to mix them with other ingredients to create stronger concoctions. Just like with herbalism, everyone has the ability to produce non-magical alchemical concoctions with the proper tools using the knowledge you have.
- To conduct any of the main functions within this guide all that is required are the tools, supplies or kits of that craft be on your person.
- Proficiency with any of the tools, supplies or kits is NOT required.
Proficiency with herbalism and/or alchemy, as with any other skill, is not required to do said actions. Just because you don’t have proficiency in acrobatics, for example, doesn’t mean you are unable to dive out of the way of a falling rock. Proficiency simply makes it easier through a higher degree of competence in the skill or in some cases expertise to conduct skill checks using those tools or skills.
The craft of gathering, harvesting and identifying plants and ingredients for use in alchemical concoctions. While players are out traveling through the world, they might want to gather some local flora. Herbalism is mainly used to gather things like plant parts, seeds, coral, mushrooms, bark, and much more. It can also be used to gather very potent magical ingredients. The use of a herbalism kit is required to gather ingredients through the use of clippers and other tools to separate the needed parts from the plants found. Vials, pouches and other containers are then used to store those ingredients for future use or sale. The following will guide you through the main functions of herbalism.
Gathering Plants & Ingredients
During the gathering phase, a herbalism check is needed to determine if you find anything that can be harvested. The herbalism check is made with your Intelligence or Wisdom modifier (whichever is highest) + proficiency bonus vs. a base DC 15, which may be modified due to various circumstances. All gathering attempts are rounded down.
During adventuring time, you may want to spend some time foraging for components, herbs or ingredients. Of course this has limited availability, but can still be done.
- During a Short Rest:
Due to the length of a short rest being roughly 1 hour, you may only conduct one harvest with a successful herbalism check. You DO NOT gain the benefits of the short rest towards healing, regaining a spell slot or any other abilities if you spend the time searching for ingredients; whether you are successful or not on your herbalism check.
- During a Long Rest:
During a long rest you are capable of spending 2 hours being active without interrupting the benefits of a long rest. During this time you may conduct two harvest attempts. With a successful herbalism check, add an additional +1 to the total of harvested plants found.
- While Travelling:
During periods of time where the characters are travelling over a period of multiple days, you may ask how many of those days you can spend gathering ingredients. Because you are travelling together as a group, this time is spent searching for ingredients close at hand (such as by the road or within a short distance of your companions). Due to this fact, the number of different plants you will encounter will be limited while the amount of those plants you do find will be increased. For each day you spend to gather ingredients, roll a herbalism check. Consider each day like a short rest where you only get one harvest per day.
During downtimes, you have a lot of time to spend how you see fit. In the case of herbalism you need to consider the local ecosystems and how many days you’re going to spend looking for ingredients. This time will be spent out in the wilderness looking for ingredients.
- Normal Search:
When you spend downtime gathering, a herbalism check is needed for each day that you spend. Use the check result on the Downtime Harvesting Table below to determine the number of harvests you can perform. In some cases, at the GM’s discretion, one check may consume multiple days of downtime.
- Specific Search:
Pick an ingredient, that is know to you, that you wish to find. Then follow the same rules as you would for a short rest, however, add the DC modifier of that particular ingredient to the herbalism check DC. You only get one chance at a single harvest for each day of downtime spent searching. If you fail the herbalism check then that day was spent searching with zero results. As with the normal search above, it is at the GM’s discretion to have one check consume multiple days.
- Researching Ingredients:
If you are spending some of your downtime in a location that has a herbalist’s shop, alchemist’s shop, apothecary, or any other place the GM deems as appropriate, you may spend one week of your downtime to research an ingredient that is generally within the current region. In larger towns or cities, there is a wider range of ingredients that can be researched. Furthermore, there are books and tomes on the study of herbalism and alchemy that can be learned from.
|Herbalism Check Result||Harvest Count|
Harvesting Plants & Ingredients
Congratulations! You’ve successfully found plants, or multiple plants, but what do you do now? Now you have to harvest them and that means determining what you have found and how much of it you were able to gather or extract.
The type of plant that is gathered can either be chosen at random or can be a specific plant, depending on what is being searched for.
Characters who have proficiency with herbalism tools have an increased knowledge of and greater ability to gather ingredients, but they also receive a bonus when harvesting. A proficient character receives a +1 bonus to the quantity of ingredients harvested and a +2 bonus if they have expertise in herbalism. Rangers and Druids also receive a +1 bonus to the quantity of ingredients harvested due to their attunement to nature. These bonuses are cumulative, so a ranger that has proficiency with herbalism tools will receive a +2 to all harvest checks using the 1d2. This means they will always be able to find or extract at minimum 3 portions of each ingredient gathered. If that same ranger had expertise in herbalism, they would receive a +3 on the check and have a minimum of 4 portions.
The harvesting check uses a 1d2 die roll and add any modifiers, including any Class, Proficiency, Travelling or other modifiers. This roll will determine the quantity of what is harvested.
Recording your Results
The herbalism kit comes with a herbalist’s journal, which is where you can record your findings. The journal is already compiled with the most common plants, which can be used with identifying plants. Any new plants that are found that are not contained in the journal can be added.
Identifying Unknown Plants and Ingredients
What happens when we find an ingredient we don’t recognize and there no entry found in the journal? It’s now up to you to find out what this plant is and what it can do.
You could just use the ingredient and experiment with creating potions using it but who’s gonna be the brave soul to down the Elixir of Unknown Effects? You could use an identify spell on the potion you made to determine the potions effects, but depending on how you used the ingredient it could have done nothing and thus tell you nothing. Or it could have affected the potion in multiple ways depending on other ingredients. Either way, you are not simply able to use a spell to determine the unknown ingredients effects.
The more likely way to find out what the properties are would be to do the research, which can be done while determining what the plant’s name is.
This affects how long an ingredient can go when not used in crafting an alchemical item or preserved in some another way. If the ingredient is in an alchemical item, it is no longer considered an ingredient for purposes of expiration. Most ingredients can only last about a week before losing their full potential. If used past this expiration date, the concoction can have slightly altered effects, or not work at all. However, rare and very rare ingredients can last almost a month. A good way to preserve ingredients from expiring too early is to store them in an ingredient pouch. Every pouch operates differently, but costs the same. Some of these pouches keep the ingredients dry, while others merely remove oxygen from the container. Any style of these pouches doubles the ingredient life of stored ingredients.
Selling Herbalism Ingredients
Common herbs and plants are often sold in cities, towns, and sometimes small villages. This can be done either during downtime or in session, and operates the same regardless. However, depending on varying situations, the prices and quantities of said items could be at anywhere along the spectrum. Sometimes you can get lucky and unload all your unwanted ingredients in a capital city in need of fresh herbs, and other times you’ll be holding onto stuff for awhile.
Under normal everyday circumstances, a player can expect to sell a handful or two of common ingredients to a merchant in a city or town. However, the amount of money for those herbs will still vary vastly. Rare ingredients are very hard to sell at full price, and even harder to find a buyer for. Just like selling magic items, the player will need to perform a DC 20 intelligence (investigation) check to find potential buyers of their products. Another player in the party can assist in this venture by offering their services, granting the original player advantage on this roll. The character(s) making this check will spend one week searching for buyers with this check.
On a failure, no buyer can be found for that week. On a success, the player is able to find a buyer. The rarity of the ingredient you are trying to sell might affect the chance that the selling price for that particular ingredient. Consult the tables below for both the prices offered by a potential buyer.
|Common||Up to 15 den||+10%|
|Uncommon||16-40 den||No Change|
|Rare||41 – 100 den||-10%|
|Very Rare||100+ den||-20%|
*** Apply Price Modifier to rolls on the Herbalism Prices table
|d% + Price Mod||You Find …|
|20 or lower||A buyer offering a tenth of the base price|
|21 – 40||A buyer offering a fifth of the base price, and a shady buyer offering half of the base price|
|41 – 80||A buyer offering half of the base price, and a shady buyer offering the full price|
|81 – 90||A buyer offering to purchase all of your ingredients at once at half price|
|90 or higher||A shady buyer who is willing to buy all of your ingredients at full price, no questions asked.|
Ingredient Properties and Experimentation
The properties of an ingredient could already be known by the character or they will need to be discovered. This can be done either by experimentation or with extensive research. Experimenting involves using the character’s sense (smell, sight, touch, taste and in some cases, hearing) to gain insight as to what properties the ingredient may have.
Crafting Item Example:
For example. If you want to make a magic item, then the components, formula, instructions, tutorship, etc will need to be acquired through quests. The higher the rarity, the higher the cost and the more dangerous/numerous the quests. So say you want to make a Flame Tongue weapon, which is a Rare Item. In order to create this item, you will need to perform the following tasks.
- Acquire the schematics (likely purchased from a smithy, merchant or found in treasure)
- The schematics would have a list of components that would be needed. As an example, say your character wanted to craft a the Flame Tongue, you would need these example components.
- A weapon (whichever one you choose)
- Purple orchid petals
- Oak charcoal
- Shards of Fire Essence, which would be acquired from a CR 9 to 12 creature.
- Spend the time forging the weapon.
Crafting Tools, Supplies and Kits
Ultimately, the tool to used the craft the desired is up to the GM, but below is a list of tools with an explanation that can be used as a guideline. Please note that neither the tools nor the proficiency to use them brings with it any peripheral requirements. A forge is still required for a smith, or an oven/stove/campfire is required for a cook to use their tools.
- Alchemist’s Supplies
Components. Alchemist’s supplies include an alchemist’s journal, two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.
An alchemist specializes is using ingredients and turning them into various potions, poisons and elixirs that can aid the noble adventurer. Used in the production of useful concoctions, such as acid or alchemist’s fire. Healing potions and poisons are also made with alchemist’s supplies.
- Brewer’s Supplies
Components. Brewer’s supplies include a large glassjug, a quantity of hops, a siphon, and several feet of tubing.
Are useful for crafting ales, stouts, wines, and other alcoholic beverages. Crafting beer takes weeks of fermentation, but only a few hours of work.
- Calligrapher’s Supplies
Components. Calligrapher’s supplies include vials of various inks, a dozen sheets of parchment, and multiple quills.
Calligrapher’s supplies are needed for the exquisite and precise penmanship that is used among high courts, as well as the careful inscription of magic into scrolls.
- Carpenter’s Tools
Components. Carpenter’s tools include a saw, a ham- mer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel.
Carpenters are wood-workers. Not only can they be used to carve wood, they can be used to shape it and turn it into furniture, structures, containers etc.
- Cartographer’s Tools
Components. Cartographer’s tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler.
Cartographer’s make maps by precisely surveying the land and accurately recording the wondrous landscapes they find.
- Cobbler’s Tools
Components. Cobbler’s tools consist of a hammer, an awl, a knife, a shoe stand, a cutter, spare leather, and thread.
Cobbler’s tools are necessary for making any good footwear from simple boots to fine dress shoes.
- Cook’s Utensils
Components. Cook’s utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.
Cooks can prepare and preserve fine meals, cheese, bread, meat, or entire banquets.
- Disguise Kit
Components. A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing.
The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.
- Forgery Kit
A forgery kit is designed to duplicate documents and to make it easier to copy a person’s seal or signature.
Components. A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal.
- Gaming Set
Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games ofchance that use dice.
Components. A gaming set has all the pieces needed to play a specific game or type ofgame, such as a com- plete deck ofcards or a board and tokens.
- Glassblower’s Tools
Components. The tools include a blowpipe, a small marver, blocks, and tweezers. You need a source of heat to work glass.
The most common use for a glassblower is to provide vials and flasks, though their skills also extend to hourglasses, lamps, lanterns, spyglasses and magnifying devices.
- Herbalism Kit
Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.
Components. An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
- Jeweler’s Tools
Jeweler’s tools consist ofa small saw and hammer, files, pliers, and tweezers.
Jewelers tools are required to take an uncut, natural valuable stone, and turn it into a gem full of splendor. They can fashion necklaces, bracelets, and other decorative structures out of soft, valuable metals and other adornments.
- Leatherworker’s Tools
Components. Leatherworker’s tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps.
Leatherworkers work with the skinned hides of various creatures, turning them into slings, armor, bags, and even leather clothes.
- Mason’s Tools
Components. Mason’s tools consist of a trowel, a hammer, a chisel, brushes, and a square.
Masons are good at designing and constructing some of the most sturdy structures made by man, as well as being capable of carving stones into specific shapes.
- Navigator’s Tools
Components. Navigator’s tools include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill.
Proficiency with navigator’s tools helps you determine a true course based on observing the stars. It also grants you insight into charts and maps while developing your sense of direction.
- Painter’s Tools
Components. Painter’s supplies include an easel, can- vas, paints, brushes, charcoal sticks, and a palette
Artists trained with the brush can capture the beauty and essence of what they see and transfer it into the canvas. They are typically also adept at decorating and enhancing the appearance of whatever objects they can take their brushes to.
- Poisoner’s Kit
Components. A poisoner’s kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod.
A poisoner’s kit is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows you to apply poisons and create them from various materials. Your knowledge of poisons also helps you treat them.
- Potter’s Tools
Components. Potter’s tools include potter’s needles, ribs, scrapers, a knife, and calipers.
Using clay, potters can craft jugs, pots, flasks, vases and other ceramic containers.
- Smith’s Tools
Components. Smith’s tools include hammers, tongs, charcoal, rags, and a whetstone.
Smiths tools are some of the most valuable tools and are used to shape metal into armor, weapons, and any other form of metal instrument.
- Thieves’ Tools
Components. Thieves’ tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
Perhaps the most common tools used by adventurers, thieves’ tools are designed for picking locks and foiling traps. Proficiency with the tools a lso grants you a general knowledge of traps and locks.
- Tinker’s Tools
Components. Tinker’s tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth a nd leather,and a small pot of glue.
Tinkers are capable of crafting more complicated items that often involve some mechanical work such as scales, fishing tackle, and other rudimentary mechanical marvels.
- Weaver’s Tools
Components. Weaver’s tools include thread, needles, and scraps of cloth. You know how to work a loom, but such equipment is too large to transport.
Weavers work with fabrics, spinning them into strings and chords and then weaving them into all manor of clothes, sacks, robes, rope, etc.
- Woodcarver’s Tools
Components. Woodcarver’s tools consist of a knife, a gouge, and a small saw.
Woodcarvers are simple woodworkers. As long as they start with a large enough piece of wood they can carve it into a myriad of shapes allowing them to create arrows, bolts, bows, staves, and even some shields.
- Alchemist’s Supplies
Non-Magical / Mundane Items
Crafting Non-Magical / Mundane Items
Due to the simplicity of crafting mundane or non-magical items, the process for crafting them is as follows.
The raw materials needed cost half of the items normal value. Each day that you spend crafting the item, brings you closer to completion. A simple formula is one day of work equals 5 den in progress towards the finished product. If the items is less than 5 den, then one day of work will make 5 den worth of items. Remaining time can be put towards additional crafting projects.
Crafting Artistic Works Of Art
There are many creations that can be crafted that are not classified as mundane, magical or alchemical items. These are the paintings, the plays, the poems and songs that are created every day. Since the material components are minimal, at most, there is no material costs associated with these items. Furthermore, there really is not a way of gauging the market value of such items. To overcome this, the piece of work will need to be categorized and then use the assigned value for production. A successful crafting tool check, dependent on the work of art and at GM’s discretion, is required to complete the process.
|ARTISTIC QUALITY||ASSIGNED VALUE||WORKWEEKS||CRAFTING DC|
Artistic Quality Explanations
- Ordinary Ordinary works of art are the run of the mill items that can generally be found in nearly any shop or merchant.
- Compelling Compelling works of art are a tad bit more harder to find than ordinary ones, but not that much more and still found in most shops or merchants.
- Exceptional Exceptional works of art are created by true masters of the art. If they are found for sale, they would only be at high end shops in large cities.
- Masterful When an artist crafts a Masterful work of art, it becomes a very select piece that artists are not generally willing to give up.
- Legendary Legendary works of art are just that, Legendary. These one of a kind works that are generally the pinnacle of creation for an artist.
Crafting A Magic Item
Crafting magic items in the World of Imrallon will be using the ruleset described in Xanathar’s Guide to Everything, but with a few slight changes. Creating a magic item is a long-term process that involves one or more adventures to track down rare materials and the lore needed to create the item.
- Schematics. All magic items, except for artifacts, have a schematic associated with them that provide components and instructions needed to craft it.
- Materials. All magic items have components and exotic materials that are needed, which are detailed in the schematic. The higher the rarity, the more exotic the component is.
- Cost and Time Required. There is a material cost and time required for crafting, which is directly associated with rarity of the item. However, this cost comes in the form of characters having to track down and gather these components. Below is a table that displays the CR of the creature needed for the material, the actual cost if purchased and the time needed to craft the item.
- Tool and Skills Proficiencies. Unlike herbalism and alchemy, characters need to be proficient in any tools or skills appropriate for creating the item. If multiple characters are assisting, say to lower the crafting time, then all characters participating need to be proficient as well.
- Skillcheck DC. Each crafting attempt requires a skill check for success or failure. The check is an Intelligence + Tool Proficiency.
- Failing the DC by five or more results in a flaw of some sort.
- Failing by ten or more results in complete failure and materials are lost.
- Succeeding the DC by five or more results in a perk of some sort.
- Succeeding the DC by ten or more results in a perk and reduced material/monetary costs.
- Spellcasters. A character must be a spellcaster when certain items, which will be detailed in the schematic.
|ITEM RARITY||MATERIAL CR RANGE||COST||WORKWEEKS||CRAFTING DC|
Magic items that are consumable have half the cost and creation time required.
Note that a “workweek” is working eight hours per day for five days. These days don’t need to be consecutive.
As with most everything else, complications and challenges can arise during crafting times.
Crafting a Spell Scroll
Any spell may be transferred by a spellcaster onto a scroll, creating a magical spell scroll.
- Resources. Time and money are required for crafting a spell scroll. See the table below.
- Arcana Skill. Characters crafting spell scrolls must be proficient in the Arcana skill.
- Material Components. Material components required by the spell must be provided and potentially consumed (according to the spell) in order to create a spell scroll.
- Prepared Spell. The spell being transferred to the spell scroll must be prepared, or among the character’s known spells, in order to be scribed.
|Cantrip||1 Day||15 den|
|1st||1 Day||25 den|
|2nd||3 Days||250 den|
|3rd||1 Workweek||500 den|
|4th||2 Workweeks||2,500 den|
|5th||4 Workweeks||5,000 den|
|6th||8 Workweeks||15,000 den|
|7th||16 Workweeks||25,000 den|
|8th||32 Workweeks||50,000 den|
|9th||48 Workweeks||250,000 den|
Brewing Potions of Healing
Brewing healing potions has a separate set of requirement. A character who is proficient with the herbalism kit can brew potions.
|Healing||25 den||1 Day|
|Greater Healing||100 den||1 Workweek|
|Superior Healing||1,000 den||3 Workweeks|
|Supreme Healing||10,000 den||4 Workweeks|
Selling Magic Items
In the event that a character wants to sell magic items that they create, finding a buyer may be difficult and should be up to the discretion of the DM.
Finding a Buyer
A character can find a buyer for a single magic item by making a DC 15 Intelligence (Investigation) check to find potential buyers. Another player in the party can assist, granting the original player advantage on this roll. On a failure, no buyer can be found. On a success, the player is able to find a nearby buyer. It takes one week for this search, regardless of the outcome. Only one item, or group of the same item, at a time can be sold. After finding a buyer, the character must make a Charisma (Persuasion) check to determine what kind of an offer they receive. Again, another player can assist with this and grant advantage on the roll. A character can decide to not sell the item after receiving an offer, but will need to spend another workweek trying to find another buyer. In the following table, a player can see the gold value his item sells for based on his Charisma roll.
|RARITY||ROLL 1-10||ROLL 11-20||ROLL 21+|
|Common||50 den||100 den||150 den|
|Uncommon||200 den||400 den||600 den|
|Rare||2,000 den||4,000 den||6,000 den|
|Very Rare||20,000 den||40,000 den||60,000 den|
|Legendary||100,000 den||200,000 den||300,000 den|
Note: These values are halved for one-time use items such as potions or scrolls.
Upgrading Magical Items
Characters can upgrade existing magical items using the rules laid out, however, the cost to craft is the difference between the current and new enchantment. For example, if you have a +1 Longsword (Uncommon) to a Flame Tongue (Rare). You would need to acquire the schematics for the Flame Tongue, along with any other components needed. The cost would be the difference between the +1 Longsword (500 den) and the Flame Tongue (5,000 den), which would be 4,500 den, or CR 9 to 12 creature components. Adding additional enchantments would need to be handled on a case by case basis.
Constructs are even more complex than magical items and are thus even more challenging to create. To have given life to a golem or shield guardian is truly the mark of the master artisan.
The following items are required for crafting a construct.
- Proper Crafting Tools (as seen on the Common Constructs table below)
- The Correct Construct Manual (see Construct Manuals below),
- Material Components
- Time (number of days equal to 5 × the construct’s CR, minimum 1)
- The ability to cast spells. Your caster level must be equal to or greater than the construct’s CR.
The material components needed for crafting a construct is equal to 25,000 den + (5,000 den × the construct’s CR). In some cases, specific exotic components or ingredients might be needed. Attempting to read a construct manual without meeting the caster level prerequisite results in taking 6d6 psychic damage as the complexity of what you see assaults your mind.
Furthermore, building a construct requires total and undivided attention. You must spend the requisite time working without interruption, with the manual in hand for the entire duration. You cannot do anything else while working on a construct, and if you pause or suspend the construction for any reason, any progress you have made is lost and all of the material components are wasted. Multiple people may work together to craft a construct, but every member must meet the requirements.
Prior to starting work, you must create or obtain a construct manual, which contains the schematics, instructions and incantations for how to assemble your construct and bring it to life. A manual can only be used once as the final incantation involves burning the tome and scattering its ashes onto the construct. The nature of the construct is determined by the manual that was used to create it. If you wish to create a custom creature, you must determine its game statistics when the manual is written. In general, a construct manual should be treated like any other consumable magic item, with the rarity determined by the CR of the construct, as shown in the following table:
|CONSTRUCT CR||RARITY||MARKET COST|
|0 to 3||Uncommon||200 den|
|4 to 6||Rare||2,000 den|
|7 to 10||Very Rare||20,000 den|
You can repair any construct you have made by spending time working on it using the appropriate tools. For each hour you spend, the construct can roll one hit die and regain that number of hit points. This does not deplete its pool of hit dice.
Once built, constructs can be modified in many ways. In general, the GM will have to determine appropriate costs and timeframes for this type of modification, since it is impossible to predict what kinds of modifications a player might want to make. As a guideline, anything that affects the CR calculation should cost more as an ‘aftermarket’ modification than it would have to include in the original design, to reflect the additional flexibility that such changes grant. For example:
- Changing an iron golem’s sword to a warhammer (damage dice unchanged) should take 2.5 days and cost 2,500 den.
- Adding armor plating to increase AC by 2 should take 5 days and cost 5,000 den.
- Fitting hidden needles that add 4d8 poison damage to an iron golem’s fists should take 10 days and cost 10,000 den.
|Animated Armor||1||30,000 den||5 days||Smith’s tools|
|Clay Golem||9||70,000 den||45 days||Potter’s tools|
|Flesh Golem||5||50,000 den||25 days||Leatherworker’s tools|
|Flying Sword||1/4||26,250 den||1 day||Smith’s tools|
|Homunculus||0||25,000 den||1 day||Potter’s tools|
|Iron Golem||16||105,000 den||80 days||Smith’s tools|
|Shield Guardian||7||60,000 den||35 days||Smith’s tools|
|Stone Golem||10||75,000 den||50 days||Mason’s tools|
Creating New Spells
A spellcaster may use downtime to research a new spell that they do not have access to from scrolls, spellbooks, patrons or deities. The cost for the research is 2,000 + (spell level * 2) den and researching a spell takes 2 + (spell level * 2) Workweeks. The spellcaster needs to ensure they are on the right track during the research, so there needs to be a successful Arcana check per spell level. If the spellcaster has access to a proper library, generally found in large cities have and mage guilds, then they get advantage on these rolls.
Success means that you now have a scroll with the new spell, which you can now copy into your spellbook or add to your known spells. If you do not have any known spell slots left, you need to swap out a known spell of the same level. Likewise, your patron or deity grants you access to the spell.
Failure does not necessarily mean the spell research failed, it just means you hit a hurdle. Each of your failures sets you back by an additional 2 workweeks and 500 den. If a natural 1 is rolled on any of these Arcana checks, a mishap happens. The GM determines what the mishap would be, including all progress is lost, with a severity based on the spell level.
|Spell Level||Cost||Workweeks||Arcana DC|
|0||2,000 den||2 Workweeks||DC10|
|1||4,000 den||2 Workweeks||DC11|
|2||6,000 den||6 Workweeks||DC12|
|3||8,000 den||8 Workweeks||DC13|
|4||10,000 den||10 Workweeks||DC14|
|5||12,000 den||12 Workweeks||DC15|
|6||14,000 den||14 Workweeks||DC16|
|7||16,000 den||16 Workweeks||DC17|
|8||18,000 den||18 Workweeks||DC18|
|9||20,000 den||20 Workweeks||DC19|
Example. Crassius the wizard would like to research a spell that prevents a target from rest or sleep, depriving them of getting any benefits from rest. He develops a spell theory that provides the spell details. It would be a 2nd level enchantment spell, range of 50ft and a duration of ‘until dispelled’ and also has a spell (sleep) that could dispel the effect.. The standard 1 action casting time, one target and have only verbal and somatic components. The spell theory is valid and approved by the GM. Crassius is not a member of a guild or have access to a library. The research would cost 6,000 den and take 6 workweeks to complete. Since it is a second level spell, Crassius needs to make two DC12 Arcana checks, which are successful. Crassius now has a scroll of insomnia and could now add it to their spellbook.
Now lets have Crassius fail with the research. He succeeds on one of the two DC12 Arcana checks and missed the other by 2. Not the end of the world, Crassius will need to spend another 500 den and another 2 workweeks to get back on track. At the end of this time, another DC12 Arcana check will be needed. Success means that the spell is complete, but a failure would mean that Crassius will need to repeat the process.
Research allows a character to delve into lore concerning a monster, a location, a magic item, or some other particular topic.
Resources. Typically, a character needs access to a library or a sage to conduct research. Assuming such access is available, conducting research requires one workweek of effort and at least 50 gp spent on materials, bribes, gifts, and other expenses.
Resolution. The character declares the focus of the research, a specific person, place, or thing. After one workweek, the character makes an Intelligence check with a +1 bonus per 100 gp spent beyond the initial 100 gp, to a maximum of +6. In addition, a character who has access to a particularly well-stocked library or knowledgeable sages gains advantage on this check. Determine how much lore a character learns using the Research Outcomes table below.
|6-10||You learn one piece oflore.|
|11-20||You learn two pieces of lore.|
|21+||You learn three pieces of lore.|
Each piece of lore is the equivalent of one true statement about a person, place, or thing. Examples include knowledge of a creature’s resistances, the password needed to enter a sealed dungeon level, the spells commonly prepared by an order of wizards, and so on. The DM is the final arbiter concerning exactly what a character learns. For a monster or an NPC, you can reveal elements of statistics or personality. For a location, you can reveal secrets about it, such as a hidden entrance, the answer to a riddle, or the nature of a creature that guards the place.
Characters can learn new skills or tool proficiencies by spending the time and money to train. Training will vary between them, but all of them will take 10 workweeks, minus the character’s Intelligence modifer, and cost 25 den per work week. In some cases, the training cost could be waived due to guild membership, free mentorship, training book, etc.
Characters that are already proficient in a skill or tool, they can gain expertise by spending the same amount of time and money to specialize. When specializing, the character needs to choose a topic for which to specialize. For example, proficient in smithy’s tools and expertise in slashing weapons. The character would get their expertise proficiency bonus when crafting slashing weapons, but will get the normal proficiency bonus for all other tasks.
In some cases, quests or training mentors may be needed to completed in order to multiclass. So, for example, you are currently a Fighter and you would like to multiclass as a Wizard. You will need to seek out a mentor that was willing to take you on as an apprentice. The same would go with a Cleric class. Say you wanted to take levels of Warlock. You would need to seek out an entity and enter into a pact with them before you could take the class. Each class would have their own tasks that would need to be done.
With all of the above, I would need to know what your plans are ahead of time so that I can properly plan.
Learning New Languages
Characters who wish to learn new languages will need to have a teacher or some sort of item that will teach them. Depending on the degree of fluency and whether its speaking or reading/writing, will determine the time it takes for the character to learn the language, as shown on the table below.
|Degree of Training||Training Times|
|Basics (spoken)||10 Workweeks – Intelligence Modifier|
|Fluent (spoken)||10 Months – Intelligence Modifier|
|Like a Native (spoken)||10 Years – Intelligence Modifier|
|Alphabet||10 Workweeks – Intelligence Modifier|
|Read / Write||10 Years – Intelligence Modifier|
Strongholds, building and other structures can be built by characters. The rules for this activity will be using the Dungeon Master’s Guid and Strongholds and Followers by Matt Colville. In addtion to those structures, there are more that can be built using the same rules.
|Stronghold||Cost to Build (den)||Time to Build (Days)||Fortification Bonus|
|Stronghold||1st Level||2nd Level||3rd Level||4th Level||5th Level|
|Stronghold||1st Level||2nd Level||3rd Level||4th Level||5th Level|
|Stronghold||1st To 2nd Level||2nd To 3rd Level||3rd To 4th Level||4th To 5th Level|
|Stronghold||1st To 2nd Level||2nd To 3rd Level||3rd To 4th Level||4th To 5th Level|
Running a Business
Characters can end up owning businesses that have nothing to do with delving into dungeons or saving the world. A character might inherit a smithy, or the party might be given a parcel of farmland or a tavern as a reward. If they hold on to the business, they might feel obliged to spend time between adventures maintaining the venture and making sure it runs smoothly.
A character rolls percentile dice and adds the number of days spent on this downtime activity (maximum 30), then compares the total to the Running a Business table in the Dungeon Master’s Guide to determine what happens.
If the character is required to pay a cost as a result of rolling on this table but fails to do so, the business begins to fail. For each unpaid debt incurred in this manner, the character takes a – 10 penalty to subsequent rolls made on the table.
Carousing can be done on three social tiers. Lower, Middle and Upper Class. A character can carouse with the lowe r class for 10 gp to cover expenses, or 50 gp for the middle class. Carousing with the upper class requires 250 gp for the workweek and access to the local nobility.
A character with the noble background can mingle with the upper class, but other characters can do so only if you judge that the character has made sufficient contacts. Alternatively, a character might use a disguise kit and the Deception skill to pass as a noble visiting from a distant city.
Resolution. After a workweek ofcarousing, a character stands to make contacts within the selected social class. The character makes a Charisma (Persuasion) check using the Carousing table.
|1-5||Character has made a hostile contact.|
|6-10||Character has made no new contacts|
|11-15||Character has made an allied contact.|
|16-20||Character has made two allied contacts.|
|21+||Character has made three allied contacts.|
A character can spend downtime improving his or her renown within a particular organization (see “Renown” in chapter 1 of the Dungeon Master’s Guide). Between adventures, a character undertakes minor tasks for the organization and socializes with its members. After pursuing these activities for a combined number of days equal to his or her current renown multiplied by 10, the character’s renown increases by 1.
Characters might want to spend downtime in service to a temple, working for an specific Order or taking on Guild duties. Someone who undertakes this activity has a chance of winning the favor of the organization’s leaders.
Performing these service requires access to, and often attendance at, a temple whose beliefs and ethos align with the character’s, status in good standing with and access to an Order or Guild. If such a place is available, the activity takes one workweek of time but involves no denarius expenditure.
At the end of the required time, the character chooses to make either an Intelligence or a Charisma (appropriate skill) check. The total of the check determines the benefits of service, as shown on the table below.
|1-10||No effect. Your efforts fail to make a lasting impression.|
|11-20||You earn one favor.|
|21+||You earn two favors.|
In very broad terms, a favor is a promise of future assistance from a representative of the organization. These will vary depending on organization.
Perform Sacred Rites
A pious character can spend time between adventures performing sacred rites in a temple affiliated with a god he or she reveres. Between rites, the character spends time in meditation and prayer.
A character who is a priest in the temple can lead these rites, which might include weddings, funerals, and ordinations. A layperson can offer sacrifices in a temple or assist a priest with a rite.
A character who spends at least 10 days performing sacred rites gains inspiration (described in chapter 4 of the Player’s Handbook) at the start of each day for the next 2d6 days.
Swaying public opinion can be an effective way to bring down a villain or elevate a friend. Spreading rumors is an efficient, if underhanded, way to accomplish that goal. Well-placed rumors can increase the subject’s standing in a community or embroil someone in scandal. A rumor needs to be simple, concrete, and hard to disprove. An effective rumor also has to be believable, playing off what people want to believe about the person in question.
Sowing a rumor about an individual or organization requires a number of days depending on the size of the community, as shown in the Sowing Rumors table. In a own or city, the time spent must be continuous. If the character spreads a rumor for ten days, disappears on an adventure for another few days and then returns, the rumor fades away without the benefit of constant repetition.
|Settlement Size||Time Required|
The character must spend 1 gp per day to cover the cost of drinks, social appearances, and the like.
At the end of the time spent sowing the rumor, the character must make a DC 15 Charisma (Deception or Persuasion) check. If the check succeeds, the community’s prevailing attitude toward the subject shifts one step toward friendly or hostile, as the character wishes. If the check fails, the rumor gains no traction, and further attempts to propagate it fail.
Shifting a community’s general attitude toward a person or organization doesn’t affect everyone in the community. Individuals might hold to their own opinions, particularly if they have personal experience in dealing with the subject of the rumors.
Taking Leadership Roles
This is actually a combination of multiple different downtime activities. From Sowing Rumors to Gaining Favors or a myriad of other activities, this will need to be discussed with the GM to formulate a path progression.
- Committing Crimes
- Pit Fighting
All of these activities would follow the guidelines listed in Xanathar’s Guide to Everything.
The Realms of Imrallon
The Calendar of Imrallon
Years are measured by events that are prophesied during , which occurs every five years. During , Diviners come together to perform a ritual that would unfold time and reveal future events. These visions are not solid and tend to be just wisps of possible events. The next ten years are rolled out and announced to the world. This ritual is performed in a sanctuary chamber within the Divine Council.
The years are numbered and has both negative numbers (BR) and positive numbers (AR). Year 0 is known as the Year of the Reckoning. During this time, Demons from the Abyss invaded Imrallon in what is known as The Incursion. After this event happened, the Divine Council proclaimed the Year of the Reckoning as Year 0. Before the Year of Reckoning, the years were only named and not numbered and were marked only with the common name. For example, the ‘Year of Phantoms ‘is now known as ‘-19 BR The Year of Phantoms‘, however, older writings and inscriptions from before the Incursion would only refer to it as ‘The Year of Phantoms‘
The written calendar as we know it now began the year -2000 during the Age of Shadows. Each century after that heralded a new age. Before -2000 was known as the Age of the Gods and any event timelines during this Age are pure speculation and educated guesses.
The Days and Months
Every month of the year has four weeks and twenty eight days; each week has seven days.
Before -2000 was The Age of the Gods
Year -2000 was The Age of Shadows
Year -1000 was The Age of Enlightenment
Year 0 is the Year of Reckoning / The Incursion — begins The Age of Heroes
Year 1000 begins The Age of Desolation
Year 2000 begins The Age of Triumph
Year 3000 begins The Age of Ruins
The Roll of the Years
-32 BR The Year of Dry Waters
-31 BR The Year of Endless Music
-30 BR The Year of Humble Beginnings
-29 BR The Year of The Flickering Candles
-28 BR The Year of Remembrance
-27 BR The Year of Questions
-26 BR The Year of The Flame
-25 BR The Year of Paralyzing Strength
-24 BR The Year of Bad Fortune
-23 BR The Year of The Misguided
-22 BR The Year of Bruised Eyes
-21 BR The Year of The Crazy Fox
-20 BR The Year of Stunning Greed
-19 BR The Year of Phantoms
-18 BR The Year of Dreamless Sleeps
-17 BR The Year of Lost Knowledge (Current Year for the Millport Campaign)
-16 BR The Year of The Void
-15 BR The Year of Iron Skin
-14 BR The Year of Serpent Venom
-13 BR The Year of The Archer
-12 BR The Year of Balance
-11 BR The Year of Intuition
-10 BR The Year of Blossoms
-9 BR The Year of Frozen Blood
-8 BR The Year of Free Will
-7 BR The Year of Bloodlust
-6 BR The Year of Restriction
-5 BR The Year of The Unknown
-4 BR The Year of The Giant
-3 BR The Year of Caution
-2 BR The Year of Broken Minds
-1 BR The Year of Nightmares
0 The Year of The Reckoning
1 AR The Year of Lost Souls
2 AR The Year of Short Dreams
3 AR The Year of the Cat’s Tail
4 AR The Year of Feathered Downs (Current Year for Argonis Island Campaign is 4 AR)
5 AR The Year of Coats
6 AR The Year of River Otters
7 AR The Year of Badged Courage
8 AR The Year of Failing Dragons
9 AR The Year of Divine Rage
10 AR The Year of The Chicken
11 AR The Year of Scented Stones
12 AR The Year of Falling Stars
13 AR The Year of Single Stripe
14 AR The Year of Sobbing Waters
14 AR The Year of Emery Wheels
15 AR The Year of The Young Laugh
16 AR The Year of The Arcane Ribbon
17 AR The Year of The Loyal Clover
18 AR The Year of The Quiver
19 AR The Year of The Brass Bear
20 AR The Year of The Exalted Crown
21 AR The Year of The Jade Heart
22 AR The Year of The Velvet Veil
23 AR The Year of The Comet
24 AR The Year of Corruption
25 AR The Year of Broken Honor
26 AR The Year of Burning Light
27 AR The Year of Forgotten Shadows
28 AR The Year of Sloth
29 AR The Year of Flaming Steel
30 AR The Year of the Crimson Rage
31 AR The Year of the Five Princes
32 AR The Year of the Poisoned Mountains
33 AR The Year of the Deceitful Brother
34 AR The Year of Many Warnings
35 AR The Year of Dwarvenkind Vengeance
36 AR The Year of the Goddess’s Blessings
37 AR The Year of Resurrections
38 AR The Year of Ringing Bells
39 AR The Year of Fragrant Masks
40 AR The Year of Passion
41 AR The Year of Many Coins
42 AR The Year of The Dual Eye
43 AR The Year of The Mage
44 AR The Year of Twilight
45 AR The Year of Failure
46 AR The Year of Oblivion
47 AR The Year of Footprints
48 AR The Year of The Jaded Woman
49 AR The Year of The Architect
50 AR The Year of Tapestries
51 AR The Year of Redemption
Languages of Imrallon
The following languages are prevalent in the world of Imrallon. This, of course, is not a comprehensive list of all languages.
|Deep Speech||Aboleths, cloakers||—|
Currency of Imrallon
Common coins come in several different denominations based on the relative worth of the metal from which they are made. The four most common coins are the platinum piece (pp), the denarius [/dəˈnerēəs/] (den), the silver piece (sp), and the copper piece (cp). A denarius is the equivalent to the gold piece (den) that is used in standard Dungeons and Dragons settings. However, in less civilized portions of the world, the standard is still called gold pieces. The denarius is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of denarius, the transactions don’t usually involve the exchange of individual coins. Rather, the denarius is a standard measure of value, and the actual exchange is in trade bars, letters of credit, or other valuable goods. Although nearly every kingdom or region use coins minted differently, it’s the material that they are made of that determines the value. Occasionally, due to political reasons or war, some kingdoms or regions will refuse to accept coin from a rival kingdom or region.
- platinum piece (pp) — One platinum piece is worth 10 denarius, with is used by merchants. A laborer’s family could live on one platinum piece for a month.
- denarius (den) — With one denarius, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one denarius a day.
- silver piece (sp) — One denarius is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer’s work for half a day, a flask of lamp oil, or a night’s rest in a poor inn.
- copper piece (cp) — One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.
A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.
|Copper piece (cp)||1||1/10||1/100||1/1000|
|Silver piece (sp)||10||1||1/10||1/100|
|Platinum piece (pp)||1000||100||10||1|
Large numbers of coins can be difficult to transport and account for, so many merchants prefer to use trade bars instead. Trade bars are ingots of precious metals and alloys that are likely to accepted by virtually anyone. Trade bars are stamped or engraved with the symbol of the trading coster or government that originally crafted them. A 1 pound trade bar of silver has a value of 5 den, a 1 pound gold bar is valued at 50 den, and heavier bars are worth proportionally more. Trade bars typically come in 1, 2, 5, and 10 pound weights.
The standard for this form of currency is silver trade bars. Occasionally, there will be copper bars and, even rarer, gold trade bars. These are only for the wealthiest and most powerful merchants and nobles, since only the largest transactions require a currency with such a high face value. Damaged trade bars are virtually worthless, but bars issued by defunct costers and fallen countries and rulers are usually worth face value.
|Trade Bar||1 lb||2 lbs||5 lbs||10 lbs|
|Copper||5 sp||1 den||25 sp||5 den|
|Silver||5 den||10 den||25 den||50 den|
|Gold||50 den||100 den||250 den||500 den|
Other Types of Currency
Coins and bars are not the only form of hard currency.
In more isolated parts of the world, coins, bars and pearls are not used at all. These civilizations would generally use the teeth of creatures as currency. The system is the same as coin, only its based on size and the size is based on the size of the creature. The bigger the tooth, the more valuable it is.
|Tooth Size||Examples||Estimated Value|
|Tiny||Imp, Sprite||1 cp|
|Small||Giant Rat, Giant Shark||1 sp|
|Medium||Basilisk, Harpy||1 den|
|Large||Hippogriff, Dilophosaurus||5 den|
|Huge||Triceratops, Stegosaurus||20 den|
|Gargantuan||Kraken, Brachiosaurus||50 den|
Some undersea races typically use pearls as currency, particularly those who dwell in the shallows and trade with surface races. The value of a pearl varies by size,a quarter-inch diameter is the standard, rarity (color), and quality (freedom from flaws).
|Perl Color||Undersea Value||On Land Value|
|White Pearl||1 cp||2 sp|
|Yellow Pearl||1sp||2 den|
|Green Pearl||1 den||20 den|
|Blue Pearl||5 den||100 den|
|Clear Pearl||500 den||2,000 den|
All items described in Chapter 5 of the Player’s Handbook are available to characters, provided one looks for them in a city of the appropriate size. In addition to the standard equipment available, characters in the Imrallon campaign setting have access to a number of items not listed in the Player’s Handbook.
|Chalk, Ice||1 sp||—|
|Clothes, Winter||10 den||10 lbs|
|Crampons||5 den||1 lb|
|Essential Oil (Vial)||25 den||—|
|Hammock||1 sp||2 lbs|
|Hut, Portable||100 den||75 lbs|
|Ice Axe||10 den||2 lbs|
|Incense (Block)||10 den||—|
|Insect netting||5 den||1 lb|
|Potion belt||1 den||1 lb|
|Scroll organizer||5 den||1/2 lb|
|Skis||20 den||10 lbs|
|Smelling Salts (Vial)||50 den||—|
|Snowshoes, pair||2 sp||4 lb.|
|Tarot deck||2 den||—|
|Bag o’ Bones set||5 sp||1 lb|
|Chess set (common)||2 den||4 lbs|
|Chess set (fine)||25 den||10 lbs|
|Picalds set||1 den||2 lbs|
|Disguise kit||25 den||3 lb.|
|Forgery kit||15 den||5 lb.|
Bandoleer. This leather belt has loops or pouches for carrying eight small items (up to dagger size). It is usually worn across the chest.
Clothes, Winter. Specially-designed warm clothing grants its wearer immunity to the dangers of Cold and Arctic Cold temperatures.
Crampons. These spiked attachments can be fitted to any kind of footwear as an action. While wearing them, ice and icy surfaces do not count as difficult terrain, but base walking speed is reduced by 10 feet.
Essential Oil (Vial). 25 den. Essential oil can be used to produce a fragrance like incense (see below) by evaporating the contents of the vial using a special burner. When you do so, creatures within 60 feet of the burner have advantage on saving throws against being frightened.
Hammock. A hammock is a hemp or linen blanket with sturdy cords woven into it so that it can be strung up between two trees or other vertical supports.
Hut, Portable. This collapsible hut has enough room to sleep four medium creatures, and provides sufficient shelter to protect from extreme weather such as blizzards or sandstorms.
Ice Axe. An ice axe is a necessary component of a climbing kit when scaling ice cliffs; the kit cannot be used without one. In addition, it can be used as a simple weapon that deals 1d4 piercing damage and has the light and thrown (20/60) properties.
Ice Chalk. These waxy sticks come in many colors. They can write on icy surfaces, much as regular chalk writes on stone.
Incense (Block). 10 den. When an incense block is set alight, it burns for 1 hour, producing a fragrant smoke. The scent of the incense is obvious to humanoids within 60 feet and detectable (with a DC 15 Wisdom (Perception) check) within 120 feet; creatures with the Keen Smell trait double these distances.
Insect Netting: These sheets of fine mesh are made of fine silk or very fine linen. When draped around a sleeper in a bedroll or hammock, insect netting keeps away normal insects.
Marbles. About two dozen assorted glass, flawed rock crystal, or clay spheres in a leather pouch. Commonly used as a toy, but also useful for checking the slope in a dungeon corridor (just set one down and see which way it rolls), or as a nondamaging alternative to caltrops. One bag covers an area 5 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone.
Potion Belt. This sturdy leather belt similar to a bandoleer has pockets shaped to hold six potion vials and is fitted with ties or flaps to keep the potions from falling out. Retrieving a potion from a potion belt is a free action once per round.
Skis. Wooden skis with horse hair (skins) bases for uphill traction and a pair of wooden poles that are used to steer. The skis should be equal to the characters height. A significant difference in size will impose disadvantage when using. While wearing the skis, characters can ignore snow as difficult terrain. Movement speed on snow is normal for uphill travel, 1.5x normal for level ground, and 2x speed for downhill. While speeding downhill, every 10 minutes characters must make a DC 15 Dexterity (Acrobatics) check to not fall prone or lose control of the skis, unless they have mountains or arctic as favored terrain, or have been trained. Training takes 2 days from an experienced teacher.
Smelling Salts (Vial). 50 den. When this vial is crushed as an action, it produces vapors which arouse consciousness. A creature that inhales the vapors gains advantage on saving throws against being stunned for 1 hour. It confers no benefit to undead, constructs, or creatures that don’t breathe.
Snowshoes.These high-tension nets of rope or sinew in wooden frames which are lashed to the feet spread your weight across the snow, making you much less likely to break through the crust and making walking much easier. Snowshoes ignore snow as difficult terrain. Movement speed on snow is normal when wearing snowshoes.
Tarot Deck. A deck of seventy-eight cards, typically made of lacquered paper or parchment, in a wooden case.
Bag o’ Bones: This game is similar to the modern game of Jenga and is generally played on ships, however, the game is also played in many dockside taverns and inns. The bag contains similiar size and shaped bones that are stacked. The point of the game is to remove one bone at a time and not let the stack fall. This becomes increasingly harder as the ship moves along the ways. The object is to remove the bones from the pile you have dumped them into one at a time without toppling the pile. The set has “sticks” made from bones (usually those of a fowl) and a leather or metal canister for carrying them.
Chess. Chess game pieces include kings, queens, priests (bishops), knights, rooks (castles), and plebians (pawns). Sets often use deities as kings and queens. A set consists of thirty-two pieces and a wooden board in a wooden case. A fine set has ebony and ivory pieces and a marble board. A common set is made from more humble materials, such as carved and dyed wood.
Picalds. Picalds is similar to the modern game of checkers. A set consists of twenty-four clay or stone pieces and a board of alternating light and dark squares in a wooden case. The board is the same as a chessboard in pattern.
Herbalism Kit Used by healers and medics, the Herbalism kits have the necessary equipment to create the magical healing potions, and other basic medical aids.
Poisoner’s Kit The Poisoner’s kit is often just a converted Herbalism kit, capable of crafting concoctions designed to end a life rather than save it.
Weapons and Armor
|Armor||Cost (den)||Armor Class (AC)||Strength Min||Stealth||Weight|
|Crocodile Leather||—||12 + Dex modifier||—||—||11 lbs.|
|Gnomish Workman’s Leather Armor||75 den||12 + Dex modifier||—||—||20 lbs.|
|Bone Armor||—||13 + Dex Modifier (max 2)||—||Disadvantage||18 lbs.|
|Brigandine||75 den||14 + Dex modifier (max 2)||—||—||15 lbs.|
|Buff Coat||50 den||12 + Dex modifier (max 2)||—||—||15 lbs.|
|Chitin Half Plate||—||14 + Dex Modifier (max 2)||—||Disadvantage||15 lbs.|
|Owlbear Hide||—||13 + Dex Modifier (max 2)||—||—||13 lbs.|
|Bronze Plate||150 den||16||13||Disadvantage||45 lbs.|
|Chitin Plate||—||16||13||Disadvantage||30 lbs.|
Crocodile Leather. This armor is makeshift leather armor crafted from the skin of a giant crocodile, using the below rules for making armor. You must make a successful DC 12 Nature or Survival check to harvest the raw materials.
Gnomish Workman’s Leather This armor is a natural consequence of tinker gnomes designing things and experiencing unforeseen consequences. Adorned with dozens of tiny tool holders and pouches, typically filled with the most bizarre collection of coins, screwdrivers, sprockets, trinkets, pens, and detritus, all the little items amount to the protection of studded leather armor. As with most gnomish inventions, the compilation of disjointed parts running headlong into tinker absent-mindedness means the dizzying array of doodads will change from day to day. The armor has a storage capacity of 10 lbs.
This type of armor is rarely even seen, much less used, among non-gnomes, except for halflings. Halflings are the only creatures who can remotely fit the armor, and they have a weakness for the many secret pockets. Some rogues have a fondness for it, using it to conceal the many tools of their trade. Usually, workman’s armor isn’t considered armor at all, and is only worn by tinker gnomes while at their work. Adventuring gnomes sometimes wear it, however, because they find it so handy.
Bone Armor. This armor is essentially bone fragments strung together with pieces of leather, typically worn over a suit of leather armor, with the bones secured to the leather to prevent them from sliding around during combat. Larger animals are preferred over smaller ones; the animal’s smaller bones are used to cover the arms and legs, while the larger bones are used to protect the chest and back.
Brigandine. Brigandine is a form of body armor which is common in Cormyr and Sembia, as it was an inexpensive way to protect their men-at-arms during the later War. A brigandine is a garment which covers the torso. The garment—generally heavy cloth, canvas, or leather—is lined with small, oblong steel plates. It is commonly worn over a lightly-padded doublet. Some versions have relatively large metal plates, while others have smaller. Either way, brigandine is a flexible armor, though not as flexible as cloth or soft leather, allowing easy movement as compared to heavy armors. Coats of plates, such as brigandine, are generally the best armor a run-of-the-mill village smith can make, and only then in conjunction with a tailor or leatherworker. Brigandine is more difficult to construct than cloth, hide, or leather armors, and is outside the skill set of an individual character to make as it requires the skills of both tailor and smith and a significant amount of downtime.
Buff Coat. A buff coat is a form of hide armor with long skirts which protect the thighs to the knee. Often decorated with embroidery or metallic lace, it is worn as much as a statement of status as practical protection on the battlefield. Militia members in prosperous towns and cities often attend drill practice sessions in their finest buff coat. Buff coats turn sword blows and arrows with ease, though they are not proof against bullets. It is possible to wear a breastplate over a buff coat, though the AC then defaults to the breastplate’s; the armor ratings do not stack.
Chitin Half-Plate. Chitin half-plate armor is made from the shell of a creature such as a giant insect or crab, using the below rules for making armor. You must make a successful DC 14 Intelligence (Nature) or Wisdom (Survival) check to harvest the raw materials.
Owlbear Hide. Owlbear hide armor is makeshift armor crafted from the skin of an owlbear, using the above rules for Making Armor. You must make a successful DC 14 Intelligence (Nature) or Wisdom (Survival) check to harvest the raw materials.
Bronze Plate. Bronze plate is made of heavy metal plates attached by rivets or sewed to a leather or heavy cloth garment worn over padded armor. Because it does not use iron-based metal, this armor is immune to the effect of rust monster attacks and similar perils. However, its protective quality is not as good as splint or plate. In general, bronze plate is designed to be lighter and more flexible than splint or plate armor. Bronze plate is usually only found in cultures which have not yet mastered steel, or in places where rust monsters are common.
Chitin Plate. Chitin Plate is a full suit of plate armor made from the shells of creatures such as giant insects or giant crabs, using the below rules for making armor. You must make a successful DC 16 Nature or Survival check to harvest the raw materials.
Buckler. Sometimes called a “target,” a buckler is a small, round shield which is either held in, or strapped to, the forearm of the off-hand. It can be worn by those wielding crossbows or polearms with no hindrance to the use of those weapons. In addition, you can use it as an improvised weapon dealing 1d4 bludgeoning damage if you can make off-hand strikes as part of your Attack action. You don’t need to be proficient in shields to use a buckler.
Chitin Shield. A Chitin shield is made from the shell of a creature such as a giant insect or crab. You must make a successful DC 12 Nature or Survival check to harvest the raw materials and craft the shield.
|Javelin with Atl-Atl||—||1d8 piercing||1 lb.||Thrown (range 20/60)|
|Bola||5 den||1d4 bludgeoning||2 lbs.||Thrown (range 20/60)|
|Boomerang||5 den||1d6 bludgeoning||1 lb.||Thrown (range 20/60)|
|Cestus||15 den||1d6 slashing||2 lbs.||Finesse, light|
|Claw Gauntlet||5 den||1d4 slashing||2 lb.||Light, fist|
Atl-Atl. An atl-atl is not a weapon. It is a tool which makes a weapon better. An atl-atl is a short stick with a broad, shallow groove along its length and a knot at the end. You place a javelin in it so that the javelin butt rests against the knot and the javelin lies along the groove; you hold the other end. When you fling your javelin, you use the atl-atl as a lever, allowing you to throw the javelin much farther and with more power than with the hand alone. When used with an atl-atl, your javelin acquires the characteristics shown in the table above. If you wish to craft an atl-atl, you must have sufficient materials and make a successful DC 10 Intelligence (Nature) or Wisdom (Survival) check during a short or long rest.
Bola. Useful as a weapon for entangling as well as damaging victims, the bola consists of one or more two-foot leather straps with several weights attached to the ends. The opposite ends of the straps are knotted together to make a handle. The weights may be stone, bone, or ivory, spherical or egg-shaped. For good luck, some users carve the weights to resemble birds or other animals. To attack, you grip the handle, whirl the weighted strands over your head, then fling the bola at a target within range. If it hits, the strands wrap around the target and the weights smash into its body. In addition, the target must succeed on a DC 10 Dexterity saving throw or become restrained. As an action, the victim can make a successful DC 10 Strength check to free itself.
Boomerang. This curved throwing stick can hit targets at long distances. Boomerangs are less than 2 feet long, weigh under half a pound, and are typically made of wood. If you attack with your boomerang and miss your target, the boomerang arcs in the air and returns to you. If you make a successful DC 10 Dexterity saving throw, you catch it. On a failure, it falls to the ground in unoccupied space 10 feet away from you. If you wish to craft a boomerang, you must have access to suitable materials and make a successful DC 14 Intelligence (Nature) or Wisdom (Survival) check during a short or long rest.
Cestus. The cestus is a gladiator’s weapon, a glove studded with sharp spikes on the back and across the knuckles. Gladiators fighting with the cestus usually wear two, one on each hand (the plural is cesti). Cestus combat is very popular with arena crowds because it is extremely bloody and up-close. Any weaponsmith can make a pair of cesti if you provide a description.
Claw Gauntlet. These weapons are gauntlets or wraps that cover the wearer’s forearms. The main purpose of these gauntlets or wrappings is to hold in place fine metal claws that the wearer uses to slash at their enemies. These claws can be retracted, without being removed, so that their wearers can interact with objects and the environment freely. This weapon can be used with unarmed attacks.
|Ape||150 den||350.00 lbs|
|Boar||10 den||100.00 lbs|
|Bull||20 den||1,000.00 lbs|
|Calf||5 den||50.00 lbs|
|Camel||15 den||900.00 lbs|
|Capon||3 cp||0.00 lbs|
|Cat||1 sp||10.00 lbs|
|Chicken||3 cp||10.00 lbs|
|Cow||10 den||750.00 lbs|
|Dog,guard||100 den||80.00 lbs|
|Dog,hunting||50 den||65.00 lbs|
|Dog,lap||20 den||50.00 lbs|
|Dog,sled||40 den||80.00 lbs|
|Dog,war||120 den||95.00 lbs|
|Donkey||8 den||800.00 lbs|
|Dove||3 cp||2.00 lbs|
|Elephant,labor||300 den||10,000.00 lbs|
|Elephant,war||1,200 den||12,000.00 lbs|
|Falcon,trained||1,200 den||8.00 lbs|
|Goat||1 den||60.00 lbs|
|Goose||5 cp||0.00 lbs|
|Guinea hen||2 sp||0.00 lbs|
|Hawk,large||180 den||40.00 lbs|
|Hawk,small||40 den||7.00 lbs|
|Horse,draft||300 den||800.00 lbs|
|Horse,heavy war||500 den||1,300.00 lbs|
|Horse,light war||250 den||700.00 lbs|
|Horse,medium war||360 den||900.00 lbs|
|Horse,riding||80 den||600.00 lbs|
|Hunting cat||10,000 den||175.00 lbs|
|Lama||30 den||650.00 lbs|
|Mule||20 den||700.00 lbs|
|Ox||15 den||1,000.00 lbs|
|Partridge||5 cp||0.00 lbs|
|Peacock||5 cp||0.00 lbs|
|Pig||3 den||300.00 lbs|
|Pigeon||1 cp||1.50 lbs|
|Pigeon, homing||100 den||0.00 lbs|
|Piglet||1 den||10.00 lbs|
|Pony,riding||25 den||400.00 lbs|
|Pony,war||35 den||450.00 lbs|
|Ram||4 den||0.00 lbs|
|Sheep||2 den||50.00 lbs|
|Songbird||1 den||1.00 lbs|
|Swan||1 sp||0.00 lbs|
|Yak||9 den||480.00 lbs|
|Alchemist’s supplies||50 den||8 lb.|
|Brewer’s supplies||20 den||9 lb.|
|Calligrapher’s supplies||10 den||5 lb.|
|Carpenter’s tools||8 den||6 lb.|
|Cartographer’s tools||15 den||6 lb.|
|Cobbler’s tools||5 den||5 lb.|
|Cook’s utensils||1 den||8 lb.|
|Glassblower’s tools||30 den||5 lb.|
|Jeweler’s tools||25 den||2 lb.|
|Leatherworker’s tools||5 den||5 lb.|
|Mason’s tools||10 den||8 lb.|
|Painter’s supplies||10 den||5 lb.|
|Potter’s tools||10 den||3 lb.|
|Smith’s tools||20 den||8 lb.|
|Tinker’s tools||50 den||10 lb.|
|Weaver’s tools||1 den||5 lb.|
|Woodcarver’s tools||1 den||5 lb.|
Artisan Tool Descriptions
- Alchemist’s Supplies An Alchemist specializes is using rare or magical ingredients and turning them into various potions and elixirs that can aid the noble adventurer. Virtually any liquid except healing potions and poisons can be made with these supplies.
- Brewer’s Supplies Are useful for crafting ales, stouts, wines, and other alcoholic beverages.
- Calligrapher’s Supplies Calligrapher’s supplies are needed for the exquisite and precise penmanship that is used among high courts, as well as the careful inscription of magic into scrolls.
- Carpenter’s Tools Carpenters are wood-workers. Not only can they be used to carve wood, they can be used to shape it and turn it into furniture, structures, containers etc.
- Cartographer’s Tools Cartographer’s make maps by precisely surveying the land and accurately recording the wondrous landscapes they find.
- Cobbler’s Tools Cobbler’s tools are necessary for making any good footwear from simple boots to fine dress shoes.
- Cook’s Utensils Cooks can prepare and preserve fine meals, cheese, bread, meat, or entire banquets.
- Glassblower’s Tools The most common use for a glassblower is to provide vials and flasks, though their skills also extend to hourglasses, lamps, lanterns, spyglasses and magnifying devices.
- Jeweler’s Tools Jewelers tools are required to take an uncut, natural valuable stone, and turn it into a gem full of splendor. They can fashion necklaces, bracelets, and other decorative structures out of soft, valuable metals and other adornments.
- Leatherworker’s Tools Leatherworkers work with the skinned hides of various creatures, turning them into slings, armor, bags, and even leather clothes.
- Mason’s Tools Masons are good at designing and constructing some of the most sturdy structures made by man, as well as being capable of carving stones into specific shapes.
- Painter’s Tools Artists trained with the brush can capture the beauty and essence of what they see and transfer it into the canvas. They are typically also adept at decorating and enhancing the appearance of whatever objects they can take their brushes to.
- Potter’s Tools Using clay, potters can craft jugs, pots, flasks, vases and other ceramic containers.
- Smith’s Tools Smiths tools are some of the most valuable tools and are used to shape metal into armor, weapons, and any other form of metal instrument.
- Tinker’s Tools Tinkers are capable of crafting more complicated items that often involve some mechanical work such as scales, fishing tackle, and other rudimentary mechanical marvels.
- Weaver’s Tools Weavers work with fabrics, spinning them into strings and chords and then weaving them into all manor of clothes, sacks, robes, rope, etc.
- Woodcarver’s Tools Woodcarvers are simple woodworkers. As long as they start with a large enough piece of wood they can carve it into a myriad of shapes allowing them to create arrows, bolts, bows, staves, and even some shields.
|Sled, Dog||10 den||100 lbs|
|Sled, War||300 den||150 lbs|
Sled, Dog. This small, light, manoeuvrable sled is intended to be dragged by one or more, specially bred, sled dogs.
Sled, War. A war sled is a large vehicle, festooned with spikes and usually pulled by powerful beasts, such as worgs, dire wolves, etc. It requires one driver, and the fighting platform can accommodate up to two more medium or smaller creatures, who benefit from half cover. The sled itself has an AC of 15, 100 hit points and a damage threshold of 10. Any creature that the war sled moves within 5 feet of must make a Dexterity saving throw (DC equal to half the total distance moved this turn) or take 1d8 slashing damage.
Boats and Ships
Each of the vessels presented in this section includes a short statistics block describing the vessel. A ship’s statistics block includes the following entries.
- Size. The size of the vehicle, using the same size categories as creatures do.
- Seaworthiness. The ship’s overall sturdiness. This modifier is applied to any Wisdom (Vehicle) checks the pilot makes in order to avoid foundering, sinking, and hazards that large, well-built vessels avoid more easily than small and frail ones.
- Shiphandling. The ship’s agility and nimbleness. This modifier is applied to any Wisdom (Vehicle) checks the pilot makes in order to avoid collisions, come about, sail close to the wind, and other situations that small, swift vessels avoid more easily than large and clumsy ones.
- Speed. The ship’s sailing speed. Sailing vessels have an asterisked speed entry, since the actual sailing speed varies with the wind speed and direction.
- AC. The armor class of the ship.
- HP. The number of max hit points of the ship.
- Rigging >HP. The number of hit points and the AC of the masts and/or rigging.
- DR. The damage reduction of a ship. Damage from non-magical attacks is reduced by this amount. Generally rigging has DR 0.
- Ram. The damage dealt by the vehicle per 10’ of speed it currently possesses if it rams another object. For example, a ship with a base ram damage of 3d6 deals 3d6 points of damage if moving at a speed of 10’, 6d6 at a speed of 20’, 9d6 at a speed of 30’, and so on.
- Crew. The number of crewmembers necessary to make course changes, adjust for wind changes, and generally handle the ship. Usually the crew consists of a lookout or two, and a small number of deckhands who can go aloft to change the set of the sails as necessary. On an oar-powered vessel, the crew includes the number of rowers necessary for the ship to make use of its full oared speed.
- Complement. The first number in this entry is the ship’s complement, or the total number of Small or Medium humanoids that can normally be carried on board as crew and passengers. The second number is the ship’s crew requirement, or the minimum number of people necessary to control the ship without penalty. The third number, when present, indicates the number of rowers required in addition to the normal crew; a ship doesn’t need rowers to sail, but does need rowers to use its oared movement rate.
- Cargo. The capacity of the vehicle’s hold, in tons (1 ton = 2,000 pounds). Most ships are slowed if carrying half this load or more.
- Mounts. The number of weapons the ship can mount. A light mount is suitable for a ballista or catapult. A heavy mount is suitable for a bombard.
- Cost. The ship’s cost in denarius.
|Vessel||Size||Seaworthiness||Shiphandling||Speed (Wind, Oar)||AC||>Hit Points||Rigging||Ram Dmg||Complement||Cargo||Cost||Mounts|
|Cog||Colossal Vehicle (Water)||+2||-2||2 mph||15||400 (DR 10)||150 HP, 13 AC||4d6 per 10′||20/4||40 tons||6,000 den||1 light, 1 heavy|
|Galley||Colossal Vehicle (Water)||+0||-2||1.5 mph* or 2 mph||15||400 (DR 10)||150 HP, 13 AC||4d6 per 10′||300/10/160||150 tons||30,000 den||6 light, 3 heavy, ram|
|Greatship||Colossal Vehicle (Water)||+6||-4||2.5 mph*||15||400 (DR 10)||200 HP, 13 AC||6d6 per 10′||500/20||500 tons||60,000 den||12 light, 4 heavy|
|Junk||Colossal Vehicle (Water)||+4||+0||1.5 mph*||15||250 (DR 10)||200 HP, 13 AC||4d6 per 10′||50/7||160 tons||15,000 den||2 light, 2 heavy|
|Kayak||Large Vehicle (Water)||—||+4||2 mph||12||50||—||—||2/1||—||25 den||None|
|Keelboat||Colossal Vehicle (Water)||-2||+2||1 mph* or 1 mph||15||250 (DR 10)||150 HP, 13 AC||3d6 per 10′||16/3/12||20 tons||3,000 den||1 light|
|Longship||Colossal Vehicle (Water)||+2||+0||1.5 mph* or 2 mph||15||250 (DR 10)||150 HP, 13 AC||4d6 per 10′||60/3/40||40 tons||10,000 den||2 light|
|Pinnace||Gargantuan Vehicle (Water)||+2||+2||3 mph* or 0.5 mph||15||250 (DR 10)||150 HP, 13 AC||3d6 per 10′||15/3/8||4,500 den||2 light|
|Riverboat||Huge Vehicle (Water)||+0||+2||1.5 mph||15||250 (DR 10)||2d6 per 10′||8/2||4 tons||500 den||None|
|Rowboat||Large Vehicle (Water)||-4||+2||1 mph||16||150 (DR 10)||1d6 per 10′||4/1||1,000 pounds||50 den||None|
|Sailing Ship||Colossal Vehicle (Water)||+4||+2||3 mph*||15||400 (DR 10)||200 HP, 13 AC||4d6 per 10′||30/7||120 tons||10,000 den||2 light, 1 heavy|
|Trireme||Colossal Vehicle (Water)||+0||+2||2 mph* or 3 mph||15||600 (DR 20)||200 HP, 13 AC||4d6 per 10′||200/30/170||10 tons||20,000 den||4 light, 1 heavy, ram|
|Warship||Colossal Vehicle (Water)||+0||+2||2 mph* or 3 mph||15||400 (DR 10)||200 HP, 13 AC||4d6 per 10′||200/7/100||150 tons||25,000 den||4 light, 2 heavy, ram|
*Base sailing speed
Cog. The cog is the basic medieval-era sailing ship. It is a single-masted sailing ship with a round, sturdy hull. It has a partial deck (the waist of the ship is not decked over, but the ends
are) and raised bow and stern platforms that are open, as opposed to being enclosed like a true forecastle or sterncastle. It is seaworthy, but not very handy in adverse winds. Nefs, roundships, or knorrs use these same statistics. A knorr or roundship also has an oar speed of 5′ in addition to the sailing speed.
Galley. Also known as the quinquireme, or great galley, this is the largest oared vessel normally built. It is fully decked, with a complicated arrangement of oars in multiple banks. Great galleys are usually warships, vessels whose primary purpose is service in a fleet.
Greatship. Fitted with a towering forecastle and sterncastle, this huge, broad-beamed sailing ship is almost a seagoing castle. It has four masts and is not remotely nimble, but it is large and sturdy and can carry hundreds of sailors and soldiers. It has multiple decks, and the mainmast often has one or more fighting tops, small platforms suitable for archers to fire down at other ships. Greatships are sometimes called carracks.
Junk. A junk is a large sailing ship often found in eastern waters. It has a flat bottom, no keel, and a high stern, with three masts and a sail reinforced with bamboo ribs. The junk’s hull is partitioned into a number of small, watertight compartments, which makes it unusually seaworthy.
Kayak. A kayak is a lightweight boat powered by rowing.
Keelboat. This flat-bottomed boat is built for use on rivers and lakes. It is fully decked, with a large deckhouse that takes up most of the boat’s center or stern depending on the design. It has a small sail and eight or more oars for traveling upstream.
Longship. The longship is a sturdy vessel with a single mast. It does not have a deck, although some longships are built with small walks or platforms at the stern and bow. The shallow draft of a longship allows it to enter rivers or land on beaches that other vessels couldn’t manage.
Penteconter. Penteconters are medium vessels of an old design, still favored by heroes and pirates alike. They have a single row of oars down each side, summing fifty in all, and an oarsman to each. The rowers are typically warriors; the hero’s company or a pirate’s raiding party. Storage space below deck is limited, and these ships must stay close to the coast or chart direct routes through open water. To support such a large crew, they must harbor frequently to barter or pillage supplies.
Pinnace. The pinnace is a small, two-masted sailing vessel. It’s sturdy enough to undertake long open-water voyages and handy enough to use close to shore. A pinnace is fully decked, but its sterncastle is hardly worthy of the name; it’s little more than a cramped cabin.
Riverboat. The Riverboat is a large, open boat with a stout, round-bottomed hull that can stand up to surprisingly rough seas. Riverboats are often carried by larger ships for use in landing in places where the larger ship can’t go.
Rowboat. Also called a skiff, punt, or pirogue, this is a flat-bottomed boat for use in calm waters.
Trireme. Triremes are large warships and are the standard of naval warfare. They boast crews of two hundred , with one hundred and fifty set to the ship’s three rows of oars. Their prows are often cased in bronze or iron to make for devastating rams.
Sailing Ship. The sailing ship is a seaworthy, nimble ship that can handle long ocean crossings. It has a small forecastle and sterncastle, and three masts. A sailing ship is a smooth-hulled, full-decked vessel built on a strong internal frame. It is a relatively advanced design, and not every seafaring people have the skills and knowledge to build one. A favored among many trading costers.
Warship. The warship is a medium-sized galley that is fast, nimble, and eminently suitable for warfare. It has two masts and sails better than it rows with any kind of favorable wind. It is fully decked, and the rowers are covered from attack. The warship usually has a small deckhouse or fighting platform at the stern. The warship is the most advanced galley design, and not many seafaring folk have the expertise and skills to build a warship.
Special Ship Augmentations
You may find that your ships needs further modifications. The augmentations listed below are not possible for some ships. Use your common sense, but as a general guide they are not available to smaller ships (less than 50 feet in length). It will take at least 1 week to add any of these, perhaps longer if the materials are not readily available.
Additional Passenger Space / Crew Quarters. This translates into more space for a ship’s sailors to sleep and eat. The ship may support 10% more passengers, but its cargo capacity is decreased by 10%.
Cost: 20% of base ship cost
Armor Plating. By attaching metal plates to the ship, the hull’s hit points are increased by +15. This modification reduces a ship’s cargo capacity by 15%. The armor plating imposes a –1 penalty on all sailing checks, and slows the ship by 1 mph.
Cost: 30% of base ship cost
Broad Rudder. A wide rudder makes a ship more nimble, granting a +1 bonus on all sailing checks.
Cost: 500 den
Concealed Weapon Port. The ship’s belowdecks area undergoes major reconstruction in order to provide a light mounts for siege engines. A concealed weapon port can only be recognized on a successful DC 15 Wisdom (Perception) check. Each concealed port reduces a ship’s cargo capacity by 5 tons, in addition to the space required by the weapon itself.
Cost: 200 den per port (in addition to the cost of the weapons)
Extended Keel. The ship’s keel is longer than usual for a vessel of its type. The ship’s measurements from bow to stern are 10% longer than normal, though cargo capacity is not appreciably affected. The ship is more stable, and grants a +1 bonus on all sailing checks. This improvement must be installed at the time of the ship’s construction and cannot be added later.
Cost: 10% of base ship cost
Figurehead. Some ships sport fanciful carvings on their bowsprits. This modification is strictly cosmetic, with no real impact on game play. Players are encouraged to design their own custom figureheads, such as dolphins, mermaids, and other such creatures of myth.
Cost: 100–1,000 den, depending on the port and the craftsman
Increased Cargo Capacity. An efficient remodeling of the ship’s layout means more room for the ship’s stores. The ship’s cargo capacity is increased by 10%.
Cost: 15% of base ship cost
Narrow Hull. The ship has been intentionally designed with a more slender hull, enabling it to slip through smaller spaces. The ship’s beam (width) is decreased by 20%, and cargo capacity is reduced by 10%. However, the ship gains a +2 bonus on all sailing checks. This improvement must be installed at the time of the ship’s construction and cannot be added later.
Cost: 15% of base ship cost
Ramming Prow. The ship bears a standard ram, usually sheathed in bronze or iron, mounted on its bow. A ship equipped with a Ramming Prow does an additional 1d4 damage to the enemy ship for every 1 mph of ship speed on a successful ram maneuver.
Cost: 1,000 den
Rapid-Deploy Sails. The ship’s rigging undergoes a wholesale change as improvements in engineering enable the sails to be raised and lowered much faster than normal. Any sail adjustments can be made in half the normal time, granting a +1 bonus on all sailing checks.
Cost: 10% of base ship cost
Silk Sails. Few ship improvements are as beautiful as the addition of silk sails. These sails can be designed in whatever color the player desires; they are often embroidered with striking images of the sea. Such sails are usually imported from faraway lands. Silk sails give the ship superior rates of movement, as they capture and displace the wind more efficiently. A ship with silk sails gains a +1 bonus on opposed sailing checks. The ship’s tactical speed is increased by 1 mph.
Cost: 15% of base ship cost
Smuggling Compartments. The ship’s bulkheads are modified so that gaps between them can serve as hidden cargo storage areas. This does not change a ship’s cargo capacity. A DC 20 Wisdom (Perception) check is required to locate smuggling compartments in a search of the ship. A ship can be fitted with no more than four smuggling compartments.
Cost: 500 den per 5-foot-square compartment
Sturdy Hull. The ship’s body has had additional supports
and layers of wood added to it, making it thicker and more resilient. The hull’s damage threshold is increased by 2, but the ship’s cargo capacity is reduced by 10%.
Cost: 10% of base ship cost
Wooden Plating. For protection during naval combat, this ship has received additional wooden planks nailed to its hull. The hull’s hit points are increased by 5% and its damage threshold is increased by 2. However, this reduces cargo capacity by 10% as extra room must be made inside for beams to support the reinforcements. The speed is reduced by 1 mph (to a minimum of 1 mph).
Cost: 20% of base ship cost
What do you do when a player decides they want their character to own a pet? The simple solution is to have them play a Beastmaster ranger or an arcane spellcaster who can cast find familiar, but what if a character of a different class finds an animal they wish to keep as a pet? Perhaps they don’t want the hassle of dipping into a class with a built-in pet, but still want some mechanical benefit to having an animal around. Maybe your player hasn’t found such an animal, but they’ve expressed interest in their character having some sort of animal companion. These rules allow player characters of all classes to adopt pets of their very own, while ensuring that rangers’ animal companions and spellcasters’ familiars remain more potent options.
Pets must be beasts of 1/4 challenge rating or lower and an intelligence of 3 or lower, with the exception of the warhorse. A creature must be trained before it can be effective in combat. A wild creature must be domesticated before it is trained. Finding the right place and person to purchase an animal from can be difficult; while the average human or elven city will have horses, cats, and dogs for sale, finding a pre-trained giant lizard or flying snake may be difficult in some campaign settings. That said, a town in a deep jungle or swamp may well have such creatures for sale, while an underground city may sell giant fire beetles to dungeon delvers. Similarly, in some far northern climates, there might be domesticated elk for sale, but this is rare.
Care and Feeding
Each pet adds 1 sp/day per size category to lifestyle expenses. For example, a Tiny rat only costs 1 sp/day, while a Large warhorse requires 4 sp/day. An owner can hunt food for their animal, or the animal can be trained to hunt for itself, halving the cost. The remaining cost represents other types of care, such as medicine, shelter, and toys. When training a domesticated animal to perform actions on command, the base lifestyle cost doubles. Thus, if you were teaching your Tiny rat to take the Perform action (described below in the Non-Combat Actions section), it would cost and additional 1 sp/day as long as you were teaching your rat. This cost represents things like extra treats and supplies.
Domesticating a wild animal increases the cost to 1 den/day per size category. A Medium wolf, for instance, costs a full 3 den/day to domesticate. This cost reflects the increased price of keeping the animal safely contained, and the comparatively larger amounts and more exotic types of food a wild animal requires.
Domesticating an Animal
A wild animal must be reared from infancy to become domesticated. Sometimes, wild animals can be found semi-domesticated by monsters, such as wolves with goblins, or hyenas with gnolls. These animals can be re-trained as adults to be loyal to a party member.
Domesticating a wild animal uses a variant of the optional loyalty rules for NPCs. An animal’s loyalty score is on a scale from 0 to 20. An animal’s maximum loyalty is equal to the Wisdom score of its owner. Wild animals start at loyalty 0. Animals trained by monsters start at loyalty 5. To domesticate an animal, a player must make one Animal Handling check. The Animal Handling check has a DC of 10 + the animal’s HD. Success means that the animal’s loyalty increases by one point. Failure means that loyalty does not increase; failure by more than five means that the animal’s loyalty decreases by one point. Dealing damage to an animal, pushing an animal beyond its limits, frightening an animal, or failing to feed or care for an animal lowers an animal’s loyalty by 1 point per day.
An animal that reaches loyalty 10 is domesticated and loyal to its trainer. The animal will now follow its owner to the best of its ability. It will not obey commands more complex than “follow,” nor will it enter a dangerous situation of its own volition. If an animal is forced into a dangerous situation, it will cower until the danger passes. If the owner was the one who deliberately led the animal into the situation in question, the pet’s loyalty score decreases by 1 point.
Training an Animal
A pet owner can continue to build loyalty with an animal after it has been domesticated; this allows the animal to be trained. A trained animal can take actions when commanded. Most commands must be verbal, though hand signals can be used if the animal has line of sight to its owner. Every point of loyalty beyond 10 allows you to teach an animal one additional action that it is physically capable of performing. If an animal becomes owned by someone with a Wisdom score lower than 10 + the number of skills the animal knows, the animal does not forget any of its known actions.
These are some examples of actions and tricks a pet can learn. A pet cannot be commanded to act in combat unless it has been trained in combat actions.
- Guard. The pet watches an area and performs an action specified by their owner if someone enters the area, such as alerting its owner or attacking. If the intruder attempts to sneak in, compare their Dexterity (Stealth) check against the animal’s passive Wisdom (Perception) score to determine if they are detected.
- Harness. This pet can be harnessed to a cart or plow, allowing it to carry larger objects or work on a farm.
- Hide. The pet takes the Hide action.
- Hunt. The pet makes a DC 10 Wisdom (Survival) check. If it succeeds, it finds small game native to the region, and brings its prey back to its owner.
- Intimidate. The animal makes a DC 10 Charisma (Intimidation) check. If it succeeds, the pet’s owner gains advantage on all Intimidation checks they make this round.
- Light Source. The pet carries a light source for the party. The pet can be commanded to walk 10 feet in ahead of or behind its owner. If the pet is naturally bioluminescent, it does not need to carry a light source.
- Messenger. The pet can carry a message or object to a destination or recipient. The pet must be familiar with either the recipient or the destination in order to deliver the message.
- Mount. The pet can be ridden if it is at least one size category larger than its rider.
- Perform. The pet may aid an owner’s Performance check by making a DC 10 Charisma check. If the pet succeeds, the owner gains advantage on that Performance check.
- Search. If the pet succeeds at a DC 10 Wisdom (Perception) check, the pet’s owner gains advantage on a Perception or Investigation check to find secret doors, traps, corpses, unusual features (a strange sound, smell, etc.) or food.
- Track. The pet makes a DC 10 Wisdom (Survival) check. On a success, it grants advantage to its owner’s Survival check to track an individual or creature.
A Ranger’s animal companion, Paladin’s mount, or spellcaster’s familiar can automatically do anything on this list that it is physically capable of doing.
Pets with combat training obey your commands as best they can. They take their turns on your initiative. A pet can be commanded to move without using an action, but all other commands require an action on your part. You may use your action to command your pet to Attack, Dash, Disengage, Dodge, or Help, if it has learned those combat actions. Each combat action learned counts towards the maximum actions a pet can learn. Pets without combat training will cower or hide until combat is over. If a player character is riding their pet, the pet cannot take the Attack action.
Example Pets & Abilities
This is a table of example pets. Many other animals could exist in your campaign that fit these requirements, such as small monkeys, dinosaurs, ostriches, and the like. You may also choose to make exceptions for more powerful animals such as elephants, griffons, hippogriffs, pegasi, or dragon wyrmlings.
Each animal is listed with their size and challenge rating. Animals that can be purchased have prices. Each animal has a list of suggested actions that animal can learn, based on the animal type. Not all trained animals know all the actions in their action lists when purchased. For example, a riding dog would probably know how to act as a mount, but might not know how to perform. Known actions can be determined by where the animal is purchased, or randomly generated. A GM can determine that a given animal can learn an action not listed. Animals that can’t be trained simply cannot learn instructions, by their very nature. They can still be successfully domesticated.
|Animal||Size||CR||Average Price||Can be trained?|
|Hawk||Tiny||0||25 den||Hunt, Perform, Messenger Attack, Dash, Disengage, Dodge|
|Camel||Large||1/8||50 den||Mount, Harness, Perform, Intimidate, Light Source (must be tied to the animal somehow) Attack, Dash, Disengage, Dodge|
|Mastiff||Medium||1/8||25 den||Guard, Hunt, Perform, Search, Track, Light Source, Harness, Mount, Messenger, Hide, Intimidate, Light Source (can be carried in mouth or tied to the body) Attack, Dash, Disengage, Dodge, Help|
|Mule||Medium||1/8||8 den||Harness, Mount, Perform, Light Source (must be tied to the animal) Attack, Dash, Disengage, Dodge|
|Pony||Medium||1/8||30 den||Harness, Mount, Perform, Light Source (must be tied to the animal) Attack, Dash, Disengage, Dodge|
|Flying Snake||Tiny||1/8||25 den||Messenger, Perform, Hunt, Hide|
|Draft Horse||Large||1/4||50 den||Harness, Mount, Perform, Light Source (must be tied to the animal) Attack, Disengage, Dodge, Dash|
|Giant Lizard||Large||1/4||75 den||Harness, Mount, Hunt Attack, Disengage, Dodge, Dash|
|Riding Horse||Large||1/4||75 den||Harness, Mount, Perform Attack, Disengage, Dodge, Dash|
|Warhorse||Large||1/2||400 den||Harness Mount, Perform, Intimidate Attack (can attack while mounted), Disengage, Dodge, Dash|
|Animal||Size||CR||Average Price||Can be trained?|
|Giant Fire Beetle||Small||0||1 den||Light Source|
|Goat||Medium||0||1 den||Perform, Attack, Dash, Disengage, Dodge|
|Rat||Tiny||0||0 (Free!)||Messenger, Guard, Hide, Perform, Search, Track|
|Weasel||Tiny||0||1 sp||Messenger, Hide, Perform|
|Raven||Tiny||0||1 sp||Messenger (can speak simple phrases of one language), Perform|
|Cat||Tiny||1/8||1 sp||Hide, Perform, Hunt, Attack, Dash, Disengage, Dodge|
|Giant Rat||Small||1/8||2 cp||Messenger, Guard, Hide, Perform, Search, Track, Hunt, Attack, Dash, Disengage, Dodge|
|Giant Weasel||Medium||1/8||1 den||Perform, Guard, Hunt, Mount Attack, Dash, Disengage, Dodge|
|Giant Frog||Medium||1/4||1 den||Perform, Guard, Harness, Intimidate|
|Animal||CR||Can be trained?|
|Badger||0||Attack, Dash, Disengage, Dodge|
|Deer||0||Hide, Attack, Dash, Disengage, Dodge|
|Eagle||0||Hunt, Perform, Messenger, Intimidate, Attack, Dash, Disengage, Dodge|
|Hyena||0||Intimidate, Attack, Dash, Disengage, Dodge|
|Jackal||0||Attack, Dash, Disengage, Dodge|
|Octopus||0||Perform, Hide, Attack, Dash, Disengage, Dodge (Owner must be able to issue commands underwater)|
|Owl||0||Hunt, Messenger, Hide, Attack, Dash, Disengage, Dodge|
|Vulture||0||Hunt, Messenger, Intimidate, Attack, Dash, Disengage, Dodge, Poisonous Snake (1/8) Intimidate|
|Blood Hawk||(1/8)||Hunt, Messenger, Intimidate, Attack, Dash, Disengage, Dodge|
|Axe Beak||(1/4)||Harness, Mount, Intimidate, Attack, Dash, Disengage, Dodge|
|Giant Badger||(1/4)||Intimidate, Attack, Dash, Disengage, Dodge|
|Giant Bat||(1/4)||Mount, Attack, Dash, Disengage, Dodge|
|Boar||(1/4)||Intimidate, Attack, Dash, Disengage, Dodge|
|Elk||(1/4)||Harness, Mount, Attack, Dash, Disengage, Dodge|
|Giant Poisonous Snake||(1/4)||Intimidate|
|Giant Wolf Spider||(1/4)||Mount, Intimidate, Attack, Dash, Disengage, Dodge|
|Panther||(1/4)||Hide, Hunt, Perform, Track, Intimidate, Attack, Dash, Disengage, Dodge|
|Wolf||(1/4)||Hunt, Perform, Track, Search, Messenger, Intimidate, Attack, Dash, Disengage, Dodge|
Source. This material was originally created by EN World EN5IDER.
Locations Around Imrallon
Stay Tuned, Still in Progress
Pantheon of Imrallon
Imrallon uses a modified version of the Greek Pantheon. Below are the major ones. Histories and the others can be viewed here.
The Greater Pantheon comprises of the First Twelve deities. Of the First Twelve, Zeus, Hera, Poseidon and Hades, were direct descendants of the Titans. The rest of them are their offspring. During the , the First Twelve were Generals and leaders that were led by Zeus. The lasted for centuries and was finished when the combined forces of Zeus, Poseidon and Hades slew their father, . The death of unleashed divine power that was absorbed by Zeus, who the others named as their King. With this power, Zeus declared the First Twelve and distributed the portfolios that were absorbed. They continued to rule their specific domains and created more deities. These are members of the Lesser Pantheon as they do not have the same power as the First Twelve.
- Alignment: Neutral (N)
- Favored Weapon: Greatsword
- Favored Animal: Eagle
- Symbol:Lightning Bolt
- Portfolio:God of the sky, weather, and lightning; King of the gods
- Cleric Domains: Tempest
- Brief Description: King of the gods and ruler of Mount Olympus; God of the Sky, Lightning and Thunder. Zeus appears as an older human man. He tends to wear simple white robes and almost always has his lightning bolt. Perched on his shoulder is his Eagle. His dragon form is that of a great golden dragon.
- Typical Followers: A majority of the followers of Zeus are the humans of the lands. He is revered my soldiers of the legions as “The First General”, as well as leaders and military tacticians.
- Alignment: Chaotic Good (CG)
- Favored Weapon: Mace
- Favored Animal: Peacock
- Symbol: Spread out peacock feathers
- Portfolio: Goddess of family, marriage, and children; Queen of the gods
- Cleric Domains: Trickery
- Brief Description: The Queen of the Gods appears as a middle aged human woman that is dressed in silk robes that are adorned with peacock feathers. She also has been known to appear as a peacock, mostly to spy on her husband Zeus. Her dragon form is that of a fierce gold dragon.
- Typical Followers: Followers and clerics of Hera often preside over weddings and ceremonies. She presides over women and jilted lovers, of all races.
- Alignment: Chaotic Neutral (CN)
- Favored Weapon: Trident
- Favored Animal: Dolphin, Horse
- Symbol: Trident and Waves
- Portfolio: God of the seas
- Cleric Domains: Tempest, Nature
- Brief Description: Poseidon appears in two animal forms, either that of a dolphin or a mighty horse, depending on if he is appearing on land or in the water. His actual form is that of an older male human wearing simple robes and carrying his trident. His dragon form is a great blue dragon.
- Typical Followers: Followers include sailors, fishermen and those that live by the seas. Minotaurs, Centaur, Nereids, and Tritons all generally follow Poseidon.
- Alignment: Lawful Evil (LE)
- Favored Weapon: Helmet
- Favored Animal: Cerebus, Snake
- Symbol: Three-headed Cerebus
- Portfolio: God of the Underworld, Death and Mortality
- Cleric Domains: Death, Grave
- Brief Description: Hades appears, generally, as a snake or his favored cerebus to his followers. His true form is that of an older human male with long white beard and a great staff. He is dressed in black robes that smell of death. His dragon form is an imposing Tarterian dragon with drooping flesh, tattered wings, deep black eyes with glowing green and black teeth and claw. His leathery scales were covered in patches of dark gray, olive-green, and black patterns.
- Typical Followers: Followers of Hades are undertakers, dealers in dead, death cults and enemies of the Undead.
- Alignment: Lawful Neutral (LN)
- Favored Weapon: Axe, Hammer
- Favored Animal: Fire Elemental
- Symbol: Hammer and Anvil
- Portfolio: God of masonry, blacksmithing, and fire and the forge
- Cleric Domains: Forge, Knowledge
- Brief Description: Hephaestus appears to his followers in his true form as a sturdy dwarf with a lame leg. He wears his blacksmith’s gear and carries a great warhammer. His dragon form is that of a pyroclastic dragon with a body that was heavily muscled and solidly built. His lame leg carried over in this form and his right rear leg is visibly lame. His scales looked like broken obsidian, ash and hot magma.
- Typical Followers: Having created the dwarves, most of his followers are dwarvenkind. Blacksmiths and craftsmen are also known to follow the Forgemaster.
- Alignment: Chaotic Good (CG)
- Favored Weapon: Staff
- Favored Animal: Ram
- Symbol: Winged Boots
- Portfolio: God of Travel, Mischief, Thieves, Commerce, and Language; Messenger of the Gods
- Cleric Domains: Trickery
- Brief Description: Hermes appears as either a fox or as a male, young adult human of short stature. He wears a tortoise shell shield, a Caduceus and his signature winged boots. His dragon form is that of a great fairy dragon.
- Typical Followers: Hermes has a devout following of the Vupine, of which he created with Aphrodite, but also merchants, traders, thieves and spies.
- Alignment: Chaotic Good (CG)
- Favored Weapon: Girdle
- Favored Animal:Dove
- Symbol: Dove and Rose
- Portfolio: Goddess of Beauty, Desire, Lust, and Love
- Cleric Domains: Light
- Brief Description: Aphrodite appears as a beautiful woman to all who look upon her. The definition of “beautiful” in her appearance is in the eye of her viewers. She rarely appears clothed and is almost always nude. Her dragon form is that of a sleek copper sea dragon.
- Typical Followers: Most of Aphrodite’s followers come from the world’s brothels, but also vain aristocrats.
- Alignment: Neutral Good (NG)
- Favored Weapon: Longbow
- Favored Animal: Wolf, Raven, Lizard
- Symbol: Sun bathed lyre
- Portfolio: God of the sun, archery, athleticism, prophecy, the arts, and good health
- Cleric Domains: Knowledge, Life, Light
- Brief Description: Apollo rarely appeared as an animal, but when he did, it was generally a raven. His true form is that of a a young male human with a stature that appeared to be chiseled from the purest marble. He wore luxurious white robes and always had his lyre and longbow on him. His dragon form is that of a great silver dragon with a blue shade to his scales, a near exact twin of his sister Artemis.
- Typical Followers: Apollo has a tremendous following among the elves and woodland creatures. He also has a strange following with gladiators, athletes, oracles and seers.
- Alignment: Chaotic Evil (CE)
- Favored Weapon: Longspear
- Favored Animal: Dog, Vulture
- Symbol: Clawed spear and shield
- Portfolio: God of war, combat, and weapons
- Cleric Domains: War, Death
- Brief Description: Ares only appears before his beloved orcs and, when he does, he is a young, muscular orc male that is battle-scarred and carries his longspear that continually drips the blood of his enemies. His dragon form is that of a great red dragon with deep, blood red scales.
- Typical Followers: Ares created the orcs and every orc owes its allegiance to the God of War. Other followers include warmongers, gladiators and berserkers.
- Alignment: Chaotic Good (CG)
- Favored Weapon: Bow, Pike
- Favored Animal: Boar, Bear, Deer
- Symbol: Moon bathed bow and arrow
- Portfolio: Goddess of the moon, archery, hunting, childbirth, and virginity
- Cleric Domains: Nature, Life
- Brief Description: Artemis appears to her followers as a stag and rarely, if ever, as her true form. Her true form is that of a beautiful young human woman that is wearing leather armor and carrying her longbow. She has brown hair that is kept short and hazel colored eyes. Her dragon form is that of a great silver dragon with a blue shade to her scales, a near exact twin of her brother . Apollo.
- Typical Followers: Much like her twin brother Apollo, Artemis has a large and devout following from among the elves.
- Alignment: Lawful Good (LG)
- Favored Weapon: Spear
- Favored Animal: Owl
- Symbol: Owl perched on an olive branch
- Portfolio: Goddess of Wisdom, Reason, Handiwork, and Strategy in battle
- Cleric Domains: Knowledge, War
- Brief Description: Athena appears as a young woman that is wearing a shining suit of silver full plate armor and carries her great glaive. Her dragon form is that of a great silver dragon.
- Typical Followers: Athena has a following of monks, including her 10,000 fists, strategists, teachers and loremasters.
- Alignment: Neutral Good (NG)
- Favored Weapon: Scythe or Sickle
- Favored Animal: Pig
- Symbol: Cornucopia
- Portfolio: Goddess of Agriculture and Soil
- Cleric Domains: Life
- Brief Description: Demeter would occasionally appear to her followers as a gentle pig or in her true form, which is that of a modest middle-aged woman that is dressed in simple farm clothes and has her sickle hanging at her side. She does have a dragon form, which is that of a wingless brown dragon with dirt colored, leathery scales. Demeter could easily fly in her dragon form, but she preferred to be close to the ground.
- Typical Followers: Farmers are a majority of Demeter’s following, along with a great number of druids, dryads and centaurs
The Lesser Pantheon are descendants of the First Twelve, but also consist of those that have earned the God’s favor and blessings. These individuals were blessed with divinity and given a portfolio.
- Alignment: Neutral (N)
- Favored Weapon: Staff
- Favored Animal: Snake
- Symbol: Staff with Entwined Snakes
- Portfolio: God of Healing and Medicine
- Domains: Life
- Description: Asclepius appears to followers as a wise and old human man that is dressed in simple off-white robes and carries his . He travels from town to town to assist healers with medical procedures as a way to increase his followers. Unlike the other deities, Asclepius does not have nor care for having a dragon form. Furthermore, he has pronounced himself as neutral for any conflicts and the sacred Vow of Peace. He will not partake in fighting, but will help with treating the injured on both sides.
- Followers: Followers of Asclepius are healers, medicine men and witch doctors
- Alignment: Chaotic Neutral (CN)
- Favored Weapon: Staff
- Favored Animal: Panther
- Symbol: Thyrsus (staff topped with grapevine wrapped pine cone
- Portfolio: God of the Wine, Parties and Religious Ecstasy
- Domains: Life
- Description: Dionysus appeared to his followers generally as that of a sleek black panther. His true form is that of a slender, drunken elf that wears fine silken robes and always has a carafe that never runs out of wine. Unlike the other gods, Dioysus does not have a dragon form.
- Followers: Partygoers, Winemakers and Entertainers
- Alignment: Chaotic Evil (CE)
- Favored Weapon: Rapier
- Favored Animal: Snake or Dog
- Symbol: Paired Torches Over A Setting Moon
- Portfolio: Goddess of Witchcraft, Undeath and Evil
- Domains: Life
- Description: Mistress of the Undead. A beautiful and powerful goddess in her own right, Hecate generally appears as a beautiful, middle-aged elf with long brown hair and matching brown eyes, but can also appear as an old hag with a smelly, ragged appearance. Her dragon form is that of a great undead dragon, a dracolich.
- Followers: Necromancers, Undead, Death Cultists
- Alignment: Neutral Good (NG)
- Favored Weapon: Dagger
- Favored Animal: Donkey
- Symbol: Hearth and Flame
- Portfolio: Goddess of Home and Family
- Domains: Life
- Description: Generally, Hestia appeared to her followers in her chosen form of a donkey. However, in her actual form, she is a young modest human woman that is dressed in modest clothing. She is always carrying a flame that is from the homes of the soldiers. Her dragon form is that of a pseudodragon with flame orange/red scales.
- Followers: Wives and families of soldiers,
- Alignment: Neutral Good (NG)
- Favored Weapon: Light Hammer
- Favored Animal: Snake
- Symbol: Two Faces
- Portfolio: God of Doorways, Beginnings and Ends, and Decisions
- Domains: Knowledge
- Description: Janus has no actual physical appearance, but has appeared as a marble head with two faces and would speak alternatively from each mouth.
- Followers: Midwives, Undertakers and Leaders
- Alignment: CN
- Favored Weapon: Pan Flute
- Favored Animal: Goat
- Symbol: Pan Flute
- Portfolio: God of Nature and Wild Beasts
- Domains: Nature, Trickery
- Description: Pan appears to his followers in his true form, which is that of a satyr and always has a group of nymph companions with him. He wears a dark green tunic, no pants and always has is flute with him. His dragon form is that a great copper dragon.
- Followers: Druids, Rangers, farmers and nature lovers worship Pan. He also has a huge following of nymphs, satyrs and dryads.
- Alignment: N
- Favored Weapon: Spell
- Favored Animal: Rabbit
- Symbol: A rune covered Crystal Staff
- Portfolio: God of Magic
- Domains: Knowledge
- Description: Prometheus appears as a middle-aged wizard with a long white, shaggy beard that wears great, flowing, arcane runed robes. Being both a Titan and the God of Magic, Prometheus has a dragon form that has eight dragon heads. Each dragon head is for a school of magic.
- FollowersFollowers of Prometheus would mostly be mages and those who practice Magic. However, he also has followers that are sages, storytellers and those in the pursuit of knowledge.
- Alignment: Neutral (CN)
- Favored Weapon: Mace
- Favored Animal: Rabbit
- Symbol: Red Pentagram
- Portfolio: Goddess of Luck and Good Fortune
- Domains: Trickery
- Description: Generally, Tyche appeared to her followers in her chosen form of a rabbit. However, in her actual form, she is a young beautiful elven woman that is dressed in fine silk robes. She wears a thin, loose silver chain pendant with a silvered yellow coin. Her dragon form is that of a rare Yellow Dragon with dark, almost brown, yellow scales and no wings.
- Followers: Merchants, Soldiers, Pirates and those seeking better odds.