https://www.dandwiki.com/w/api.php?action=feedcontributions&user=AngelicBahamut&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T14:08:22ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Explosive_Frog_(5e_Spell)&diff=1010995Explosive Frog (5e Spell)2018-02-21T02:35:03Z<p>AngelicBahamut: </p>
<hr />
<div>{{5e Spell<br />
|name=Explosive Frog<br />
|school=Conjuration<br />
|ritual=<!--"yes" or leave blank--><br />
|lvl=3rd<br />
|casttime=1 action<br />
|range=5ft.<br />
|comp=V, S, A (Something from a swamp/bog/fen; such as flowers, swamp water, or part of a frog)<br />
|dur=1 minute<br />
|summary=Summon a frog. It can go boom.<br />
}}<br />
<br />
A frog constructed from magic appears at the casting location. It looks identical to an ordinary frog, and uses the statistics of a [[5e SRD:Frog|frog], but its true nature can be seen with truesight or magic detection. As a bonus action on each of your turn, you can command the frog to perform its various actions. You can perceive all things the frog can perceive.<br />
<br />
As a bonus action, or when the frog perishes, you command the frog to explode. It rapidly inflates like a balloon before bursting with magical toxins in all directions. All creatures within 15 feet must make a Dex save, or take 3d6 bludgeoning damage and 3d6 poison damage, and gains the Poisoned condition for one minute. The condition ends if the creature makes a successful Con save at the start of its turn. If the Dex save was a success, they take half damage and no poison status.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 4th level or higher, you can add a d6 to the amount of damage the frog deals, alternating between Bludgeoning and Poison.<br />
<br />
----<br />
{{5e Druid Spells Breadcrumb}}<br/><!--if this cannot be cast by Druid, delete this entire line--><br />
{{5e Wizard Spells Breadcrumb}}<!--if this cannot be cast by Wizard, delete this entire line--><br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Druid 3]]<br />
[[Category:Wizard 3]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Bag_of_Wizards_(5e_Equipment)&diff=1010991Bag of Wizards (5e Equipment)2018-02-21T02:31:22Z<p>AngelicBahamut: </p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Bag of Wizards<br />
|type=Wondrous Item<br />
|rarity=very rare<br />
|attunement=<br />
|description=This thick woven cloth bag is tied shut with a rope. Its contents are lumpy and moving.<br />
<br />
When the bag is opened, you can use an action to remove one of 7 wizards from the bag at random, rolling 1d8 to determine which wizard you pull from those shown below. If you roll the number 8, or any die roll that's associated with a wizard that's already been used, reroll. Note that wizards that died while in the bag can still be retrieved, their corpse vanishing 10 minutes after being pulled out. When a wizard is removed from the bag, it will be {{5c|Charmed}} by you and obey your commands, but will disappear after 10 minutes. All of the wizards are non-sentient, and have {{5a|int}} scores of 3. However, when casting spells their {{5a|int}} score is treated as 11 instead. If the bag is opened and unattended, roll 1d6 every minute. On a 1, a wizard will wander out of the bag on its own accord, in which case it will act unpredictably, not {{5c|Charmed}} by anyone. The wizards can cast their spells with only somatic components.<br />
<br />
Each wizard resembles a small, bipedal kitten with an oversized head and disappears after 10 minutes or when it dies.<br />
<br />
{{5e Creature<br />
|size=Small<br />
|type=construct<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=neutral<br />
|ac=13<br />
|armor=<!--natural armor, specific armor type, or delete line --><br />
|hd=5<br />
|speed=30 ft.<br />
|str=8<br />
|dex=13<br />
|con=10<br />
|int=11<br />
|wis=10<br />
|cha=10<br />
|ci={{5c|Charmed}}<br />
|senses=passive [[5e SRD:Perception Skill|Perception]] 10<br />
|languages=the languages of its creator<br />
|cr=&mdash;<br />
|xp=&mdash;<br />
|features=<br />
}}<br />
<br />
'''1: Magog the Wizened'''<br />
<br />
This grey, long-haired tabby speaks solely in self congratulatory phrases, playing up his many alleged accomplishments, speaking in third person, all while throwing more and more elaborate honorifics before his name. He knows the [[5e SRD:Mage Hand|''mage hand'']], [[5e SRD:Prestidigitation|''prestidigitation'']], and [[5e SRD:Minor Illusion|''minor illusion'']] cantrips. He does not have any spell slots.<br />
<br />
'''2: Gigglesnort the Valid<br />
'''<br />
This tall scraggly orange kitten of unknown breed mostly laughs and sings nonsensical lyrics. He can cast the following spells:<br />
<br />
Cantrips: [[5e SRD:Vicious Mockery|''vicious mockery'']]<br/><br />
level 1 (2 slots): [[5e SRD:Hideous Laughter|''hideous laughter'']], [[5e SRD:Charm Person|''charm person'']]<br/><br />
level 2 (1 slot): [[5e SRD:Knock|''knock'']]<br />
<br />
'''3: Vladmilla the Cursed'''<br />
<br />
This pitch black cat does not talk at all but simply stands around, looking aloof. She can use an action to reanimate a Small or Medium sized humanoid within 60 feet as a [[5e SRD:Zombie|zombie]] that lasts until Vladmilla is defeated or disappears. She also knows the [[5e SRD:Acid Splash|''acid splash'']] cantrip.<br />
<br />
'''4: Jorgen the Arcane'''<br />
<br />
This sphynx cat wearing wool robes speaks entirely in nonsensical "spell words" such as "Abracadoodle!" with rhythmic cadence and rhymes. He knows the following spells.<br />
<br />
* Level 1 (4 slots): [[5e SRD:Magic Missile|''magic missile'']], [[5e SRD:Mage Armor|''mage armor'']]<br/><br />
* Level 3 (1 slot): [[5e SRD:Fireball|''fireball'']]<br />
<br />
He can also cast the [[5e SRD:Bestow Curse|''bestow curse'']] spell once, but when doing so he can only curse people with madness. This curse lasts until dispelled.<br />
<br />
'''5: Blasticlese the Exploder'''<br />
<br />
This Russian Blue cat appears to have a large moustache. He has twice as many hit die as the other wizards, and carries a [[5e SRD:Battleaxe|battleaxe]]. He is proficient in battleaxes and can wield it without penalty despite being small sized. Blasticlese mostly talks in "Hos" and "Hrms." He knows the following spells:<br />
<br />
* Level 3 (1 slot): [[5e SRD:Lightning Bolt|''lightning bolt'']], [[5e SRD:Fireball|''fireball'']]<br />
* Level 4 (1 slot): [[5e SRD:Cone of Cold|''cone of cold'']]<br />
<br />
He can also cast the [[5e SRD:Heroism|''heroism'']] spell once.<br />
<br />
'''6: Verauld the Dirty'''<br />
<br />
This moss-tinged elderly ragdoll cat is missing half a leg, with a tiny wooden peg instead. She mostly talks in cackles and laughs. She knows the following spells:<br />
<br />
* Level 3 (2 slots): [[Explosive Frog (5e Spell)|''explosive frog'']]<br />
* Level 4 (1 slot): [[5e SRD:Black Tentacles|''black tentacles'']], [[5e SRD:Polymorph|''polymorph'']] (only into frogs)<br />
* Level 5 (1 slot): [[5e SRD:Cloudkill|''cloudkill'']]<br />
<br />
'''7: Bob'''<br />
<br />
This cat is not a wizard, but is instead a perfectly ordinary bobcat, using the statistics of a [[5e SRD:Lion|lion]]. Unlike the others, Bob is not a construct, not {{5c|Charmed}}, and will not disappear after one minute passes.<br />
<br />
<br />
If the bag is submerged in water for over a minute, all wizards in the bag will die. The bag can also be used as a bludgeoning weapon that deals 1d6 damage, but if you roll a 1 to hit, one of the wizards in the bag dies at random.<br />
}}<br />
|<br />
{{5e Image|float:right|<!--link to an image-->|<!--image caption-->}}<br />
|}<br />
----<br />
{{5e Wondrous Items Breadcrumb}}[[Category:User]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=5e_SRD_talk:Roc&diff=9615905e SRD talk:Roc2017-11-09T01:10:12Z<p>AngelicBahamut: Created page with "Shouldn't the escape DC of the grapple be higher, considering that the roc's proficiency bonus isn't +2? ~~~~"</p>
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<div>Shouldn't the escape DC of the grapple be higher, considering that the roc's proficiency bonus isn't +2? [[User:AngelicBahamut|AngelicBahamut]] ([[User talk:AngelicBahamut|talk]]) 18:10, 8 November 2017 (MST)</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Talk:Lightning_Domain_(5e_Subclass)&diff=959345Talk:Lightning Domain (5e Subclass)2017-11-04T02:18:16Z<p>AngelicBahamut: Created page with "The domain spells are spells of the new spell level that would be available to clerics of that class level, not spells of that spell level. ~~~~"</p>
<hr />
<div>The domain spells are spells of the new spell level that would be available to clerics of that class level, not spells of that spell level. [[User:AngelicBahamut|AngelicBahamut]] ([[User talk:AngelicBahamut|talk]]) 20:18, 3 November 2017 (MDT)</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Talk:G%C3%A1e_Bulg_(5e_Equipment)&diff=958858Talk:Gáe Bulg (5e Equipment)2017-11-02T20:24:13Z<p>AngelicBahamut: Created page with "Perhaps this should be an artefact? ~~~~"</p>
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<div>Perhaps this should be an artefact? [[User:AngelicBahamut|AngelicBahamut]] ([[User talk:AngelicBahamut|talk]]) 14:24, 2 November 2017 (MDT)</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=G%C3%A1e_Bulg_(5e_Equipment)&diff=958857Gáe Bulg (5e Equipment)2017-11-02T20:23:42Z<p>AngelicBahamut: </p>
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<div>{{needsbalance|No weapon should require a saving throw on every hit, also this weapon already does enough damage for a legendary weapon without the additional damage provided by the failed saving throw.}}<br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Gáe Bulg<br />
|type=Weapon<br />
|subtype={{5e|Spear}}<br />
|rarity=legendary<br />
|attunement=requires attunement<br />
|description=The ''Gáe Bulg'' is a powerful, seven-barbed spear that is as old as some of the oldest kingdoms. This spear was forged by a powerful warrior queen, Scáthach, and has made and broken monarchs and rulers for generation upon generation. Its name means "The Spear of Mortal Pain," so it is natural to shudder at the sight of it in enemy hands.<br/><br />
You gain a +2 bonus to all attack and damage rolls made with this weapon and you roll an extra damage die when you hit. If you hit with the ''Gáe Bulg,'' you roll an 2 extra damage dice and, if the target is a living creature, it must succeed a DC 21 {{5a|con}} saving throw. On a failed save, you roll an additional 26 (4d12) piercing damage, as the ''Gáe Bulg'' creates a mass of thorns that explode from the inside the target's body. On a successful save, the target takes half damage. When the ''Gáe Bulg'' is used as a melee weapon, it only deals an additional 6 (1d12) piercing damage.<br />
}}<br />
|<br />
{{5e Image|float:right|<!--link to an image-->|<!--image caption-->}}<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Weapons|Magic Weapons]][[Category:User]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Great_Mothula_(5e_Creature)&diff=957838Great Mothula (5e Creature)2017-10-31T19:48:53Z<p>AngelicBahamut: /* Great Mothula */</p>
<hr />
<div>__NOTOC__<br />
==Great Mothula==<br />
<!-- CR<br />
9 Off (58 dmg & +6 hit): slam + slam + bite + scorching ray<br />
14 Def (261 hp & 20 AC); +2 AC from fly speed w/ranged attack; +90 hp from legendary resistance; +2 AC from three good saves<br />
--><br />
{{5e Creature<br />
|size=Huge<br />
|type=monstrosity<br />
|alignment=neutral evil<br />
|hd=18<br />
|ac=16<br />
|armor=natural armor<br />
|speed=40 ft., climb 40 ft., fly 60 ft. (hover)<br />
|str=15<br />
|dex=17<br />
|con=16<br />
|int=13<br />
|wis=14<br />
|cha=14<br />
|dv=fire<br />
|dexsave=yes<br />
|wissave=yes<br />
|strsave=yes<br />
|perception=yes<br />
|acrobatics=yes<br />
|senses={{5e|Darkvision}} 120 ft., passsive {{5s|Perception}} 16<br />
|ci={{5c|Charmed}}, {{5c|Petrified}}<br />
|cr=12<br />
|languages=understands [[Background (Hyrule Supplement)#Languages|Deku]] but can't speak<br />
|features=<br />
'''''Evasion.''''' When the mothula is subjected to an effect that allows it to make a {{5a|dex}} saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.<br />
<br />
{{5ect|mothula|Flyby}}<br />
<br />
'''''Innate Spellcasting.''''' The mothula's innate spellcasting ability is {{5a|cha}} (spell save DC 15, +7 to hit with spell attacks). The mothula can innately cast the following spells, requiring no material components:<br/><br />
:At will: {{H|Player's Handbook, page 218|''blade ward''}}, ''{{5e|Dancing Lights}}'', ''{{5e|Scorching Ray}}''<br />
:3/day each: ''{{5e|Misty Step}}'', {{5h|s|Tile of Fire}}<br />
:1/day each: ''{{5e|Giant Insect}}'', ''{{5e|See Invisibility}}''<br />
<br />
{{5ect|mothula|Legendary Resistance|3}}<br />
<br />
|actions= <br />
'''''Multiattack.''''' The mothula makes one bite attack and one slam attack, then casts ''{{5e|Scorching Ray}}''.<br />
<br />
'''''Bite.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 12 (3d6 + 2) piercing damage plus 3 (1d6) poison damage.<br />
<br />
'''''Slam.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d8 + 2) bludgeoning damage, and a Large or smaller creature must succeed on a DC 15 {{5a|str}} saving throw or be knocked {{5c|Prone}}.<br />
<br />
'''''Spawn (3/Day).''''' The mothula spews a {{5h|c|Swarm of Morths}}, births a {{5e|Swarm of Insects|swarm of moths}}, or magically conjures a {{5h|c|Red Bubble}} into any open space within 10 feet of it.<br />
<br />
|legendary={{Legendary Actions|name=mothula|actions=3}}<br />
<br />
'''''Slam (2 actions).''''' The mothula makes one slam attack.<br />
<br />
'''''Detect.''''' The mothula makes a {{5a|wis}} ({{5s|Perception}}) check.<br />
<br />
'''''Shift.''''' The mothula flies up to 20 feet.<br />
<br />
|description=<br />
{{5e Image|center|https://www.zeldadungeon.net/wiki/images/f/fd/Mothula-ALTTP-Sprite.png|[https://www.zeldadungeon.net/wiki/File:Mothula-ALTTP-Sprite.png Source]}}<br />
<br />
See [[Mothula (5e Creature)]].<br />
<br />
This monstrosity is the result of the rare and exceptional {{5h|c|Mothula}} that has thrived and matured over decades or centuries. Despite being the size of a wagon, it flies effortlessly on fluttering wings. It is a formidable foe, and can routinely hunt down or entrap humanoids with devious designs and even spellcasting. There are legends of these creatures forming elaborate lairs filled with convoluted traps that ensnare prey on their behalf, and leave the corpses available for the mothula to feed on at its leisure.<br />
}}<br />
{{clear}}<br />
<br />
==See also==<br />
* [[Mothula (5e Creature)|Mothula]], a younger, smaller, and less powerful form of this creature with only beast-like intelligence<br />
* [[Morth (5e Creature)|Morth]], the Tiny larval form of mothula, virtually devoid of combat capabilities<br />
<br />
<br />
----<br />
{{5e Creatures Breadcrumb}}<br/>[[Category:User]]<br />
{{Hyrule|Creature}} &rarr; [[Mothula (5e Creature)|Mothula]]<br />
{{Copyright Disclaimer|franchise=The Legend of Zelda|owner=Nintendo}}</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Throne_of_Blades_(5e_Creature)&diff=955451Throne of Blades (5e Creature)2017-10-25T03:35:26Z<p>AngelicBahamut: /* Throne of Blades */</p>
<hr />
<div>{{ImageNeeded}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Throne of Blades==<br />
{{5e Creature<br />
|size=Medium<br />
|type=construct<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=unaligned<br />
|ac=15<br />
|armor=natural armor<br />
|hd=7<br />
|speed=0 ft., fly 20 ft. (hover)<br />
|str=16<br />
|dex=14<br />
|con=17<br />
|int=9<br />
|wis=9<br />
|cha=6<br />
|saves=<br />
|skills=<br />
|di=cold, poison, psychic<br />
|ci={{5c|Charmed}}, {{5c|Exhaustion}}, {{5c|Frightened}}, {{5e|Conditions#Paralyzed|paralysed}}, {{5c|Petrified}}, {{5c|Poisoned}}, {{5c|Prone}}<br />
|dr=<!--Damage Resistances--><br />
|dv=<!--Damage Vulnerabilities--><br />
|senses={{5e|Darkvision}} 60 ft., passive [[5e SRD:Perception Skill|Perception]] 9<br />
|languages=understands the languages of its creator but can't speak<br />
|cr=2<br />
|xp=450<br />
|features=<br />
'''''Antimagic Susceptibility.''''' The throne of blades is {{5c|Incapacitated}} while in the area of an [[5e SRD:Antimagic Field|''antimagic field'']]. If targeted by [[5e SRD:Dispel Magic|''dispel magic'']], the throne of blades must succeed on a {{5a|con}} saving throw against the caster's spell save DC or fall {{5c|Unconscious}} for 1 minute.<br />
<br />
'''''Skeleton Bound.''''' If the skeleton seated on the throne is removed from it, it has a walking speed of 30 feet and uses the statistics of a {{5e|Skeleton}}, though it has no weapons or armour and it can't take any actions other than the {{5e|Dash Action|Dash}} action or the {{5e|Disengage Action|Disengage}} action. The skeleton acts on the same initiative as the throne of blades and uses as much of its movement as it can to get back to the throne, avoiding any obvious hazards, though it doesn't try to avoid {{5e|Opportunity Attacks|opportunity attacks}}. If the skeleton is destroyed or if it more than 90 feet away from the throne of blades at the start of the throne of blades' turn, both become inanimate.<br/><br />
If the skeleton is returned to within 90 feet of the throne of blades, both become animate again.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The throne of blades makes four attacks.<br />
<br />
'''''Longsword.''''' ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 7 (1d8 + 3) slashing damage.<br />
<br />
|description=<br />
<!-- CHOOSE ONE of the following image methods. Delete the other one. Delete this entire comment.--><br />
[[File:<!--File name and extension-->|thumb|600px|<!--Image caption.-->]]<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
The throne of blades is a vile construct, a mixture of construct animation and necromancy. A skeleton is placed in a floating mechanical throne, bound by cuffs on the arms and legs, and connected to it are multiple iron swords. They are often used as guardians in tombs and treasuries. While the skeleton is inanimate, it houses all of the throne's animated power. Despite being a non-sapient construct, it manages to hold keen awareness of its surroundings and the ability to plan and react to unexpected circumstances, which is why it is valued as a guardian.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Throne_of_Blades_(5e_Creature)&diff=955448Throne of Blades (5e Creature)2017-10-25T03:26:59Z<p>AngelicBahamut: </p>
<hr />
<div>{{ImageNeeded}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Throne of Blades==<br />
{{5e Creature<br />
|size=Medium<br />
|type=construct<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=unaligned<br />
|ac=15<br />
|armor=natural armor<br />
|hd=7<br />
|speed=0 ft., fly 20 ft. (hover)<br />
|str=16<br />
|dex=14<br />
|con=17<br />
|int=9<br />
|wis=9<br />
|cha=6<br />
|saves=<br />
|skills=<br />
|di=cold, poison, psychic<br />
|ci={{5c|Charmed}}, {{5c|Exhaustion}}, {{5c|Frightened}}, {{5e|Conditions#Paralyzed|paralysed}}, {{5c|Petrified}}, {{5c|Poisoned}}, {{5c|Prone}}<br />
|dr=<!--Damage Resistances--><br />
|dv=<!--Damage Vulnerabilities--><br />
|senses={{5e|Darkvision}} 60 ft., passive [[5e SRD:Perception Skill|Perception]] 9<br />
|languages=understands the languages of its creator but can't speak<br />
|cr=2<br />
|xp=450<br />
|features=<br />
'''''Antimagic Susceptibility.''''' The throne of blades is {{5c|Incapacitated}} while in the area of an [[5e SRD:Antimagic Field|''antimagic field'']]. If targeted by [[5e SRD:Dispel Magic|''dispel magic'']], the throne of blades must succeed on a {{5a|con}} saving throw against the caster's spell save DC or fall {{5c|Unconscious}} for 1 minute.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The throne of blades makes four attacks.<br />
<br />
'''''Longsword.''''' ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 7 (1d8 + 3) slashing damage.<br />
<br />
|description=<br />
<!-- CHOOSE ONE of the following image methods. Delete the other one. Delete this entire comment.--><br />
[[File:<!--File name and extension-->|thumb|600px|<!--Image caption.-->]]<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
The throne of blades is a vile construct, a mixture of construct animation and necromancy. A skeleton is placed in a floating mechanical throne, bound by cuffs on the arms and legs, and connected to it are multiple iron swords. They are often used as guardians in tombs and treasuries. While the skeleton is inanimate, it houses all of the throne's animated power. Despite being a non-sapient construct, it manages to hold keen awareness of its surroundings and the ability to plan and react to unexpected circumstances, which is why it is valued as a guardian.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Talk:Greater_Rod_of_Wonder_(5e_Equipment)&diff=955447Talk:Greater Rod of Wonder (5e Equipment)2017-10-25T03:20:26Z<p>AngelicBahamut: </p>
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<div>The rarities of magic items shouldn't be in capitals, nor should the names of magic items or spells. The names of magic items and spells should be in italics, though. [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 21:19, 24 October 2017 (MDT)<br />
:5e doesn't have standard actions. [[User:AngelicBahamut|AngelicBahamut]] ([[User talk:AngelicBahamut|talk]]) 21:20, 24 October 2017 (MDT)</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Child_of_Pan_(5e_Creature)&diff=955019Child of Pan (5e Creature)2017-10-24T02:12:03Z<p>AngelicBahamut: /* Child of Pan */</p>
<hr />
<div><br />
==Child of Pan==<br />
{{5e Creature<br />
|size=Medium<br />
|type=fiend<br />
|alignment=neutral evil<br />
|ac=13<br />
|armor=natural armour<br />
|hp=45<br />
|hpdice=10d8<br />
|speed=30 ft.<br />
|str=13<br />
|dex=15<br />
|con=10<br />
|int=14<br />
|wis=12<br />
|cha=18<br />
|saves={{5e|Constitution|Con}} +2, {{5e|Wisdom|Wis}} +3<br />
|skills={{5s|Deception}} +6, {{5s|Insight}} +3, {{5s|Perception}} +3, {{5s|Persuasion}} +6<br />
|di=<!--Damage Immunities--><br />
|ci={{5c|Charmed}}<br />
|dr=<!--Damage Resistances--><br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=passive [[5e SRD:Perception Skill|Perception]] 13<br />
|languages=Common, Sylvan<br />
|cr=3<br />
|xp=700<br />
|features=<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''{{5e|Dagger|Dagger}}.''''' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) psychic damage.<br />
<br />
'''''Dread Face.''''' The child of Pan reveals its true face. Each creature within 60 feet of the child that can see the face must succeed on a DC 13 {{5a|wis}} saving throw or be {{5c|Frightened}} for 1 hour. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Constructs and undead automatically succeed on this saving throw.<br />
<br />
'''''Cold Heart (Recharge 5-6).''''' The child of Pan targets a {{5c|Frightened}} creature within 30 feet of it. The target must succeed on a DC 13 {{5a|con}} saving throw. On a failed save, the creature drops to 0 {{5e|Hit Points|hit points}}. On a successful save, the creature takes 13 (3d8) necrotic damage. Constructs and undead automatically succeed on this saving throw and take no damage.<br />
<br />
|description=<br />
<!-- CHOOSE ONE of the following image methods. Delete the other one. Delete this entire comment.--><br />
[[File:<!--File name and extension-->|thumb|600px|<!--Image caption.-->]]<br />
<br />
The children of Pan are the offspring of humanoids and the Great God Pan, a powerful and evil entity. Ages ago, Pan was widely worshipped. He has since fallen into obscurity and his meddling with humanoids has become more subtle. The children of Pan are beautiful, ageless men and women. They like to spend time with aristocrats and members of the high society and are found on balls and banquets. Superficially, the children of Pan are highly entraining company and make good companions, but ultimately, they always seek to ruin and destroy those around them. The true visage of a child of Pan is a most dreadful thing to look at and can freeze weak hearts.<br />
<br />
From "The Great God Pan" by Arthur Machen<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Child_of_Pan_(5e_Creature)&diff=955018Child of Pan (5e Creature)2017-10-24T02:09:45Z<p>AngelicBahamut: /* Child of Pan */</p>
<hr />
<div><br />
==Child of Pan==<br />
{{5e Creature<br />
|size=Medium<br />
|type=fiend<br />
|alignment=neutral evil<br />
|ac=13<br />
|armor=natural armour<br />
|hp=45<br />
|hpdice=10d8<br />
|speed=30 ft.<br />
|str=13<br />
|dex=15<br />
|con=10<br />
|int=14<br />
|wis=12<br />
|cha=18<br />
|saves={{5e|Constitution|Con}} +2, {{5e|Wisdom|Wis}} +3<br />
|skills={{5s|Deception}} +6, {{5s|Insight}} +3, {{5s|Perception}} +3, {{5s|Persuasion}} +6<br />
|di=<!--Damage Immunities--><br />
|ci={{5c|Charmed}}<br />
|dr=<!--Damage Resistances--><br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=passive [[5e SRD:Perception Skill|Perception]] 13<br />
|languages=Common, Sylvan<br />
|cr=3<br />
|xp=700<br />
|features=<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''{{5e|Dagger|Dagger}}.''''' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) psychic damage.<br />
<br />
'''''Dread Face.''''' The child of Pan reveals its true face. Each creature within 60 feet of the child that can see the face must succeed on a DC 13 {{5a|wis}} saving throw or be {{5c|Frightened}} for 1 hour. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Constructs and undead automatically succeed on this saving throw.<br />
<br />
'''''Cold Heart (Recharge 5-6).''''' The child of Pan targets a {{5c|Frightened}} creature within 30 feet of it. The target must succeed on a DC 13 {{5a|con}} saving throw. On a failure, the creature drops to 0 {{5e|Hit Points|hit points}}. On a success, the creature takes 13 (3d8) necrotic damage. Constructs and undead automatically succeed on this saving throw and take no damage.<br />
<br />
|description=<br />
<!-- CHOOSE ONE of the following image methods. Delete the other one. Delete this entire comment.--><br />
[[File:<!--File name and extension-->|thumb|600px|<!--Image caption.-->]]<br />
<br />
The children of Pan are the offspring of humanoids and the Great God Pan, a powerful and evil entity. Ages ago, Pan was widely worshipped. He has since fallen into obscurity and his meddling with humanoids has become more subtle. The children of Pan are beautiful, ageless men and women. They like to spend time with aristocrats and members of the high society and are found on balls and banquets. Superficially, the children of Pan are highly entraining company and make good companions, but ultimately, they always seek to ruin and destroy those around them. The true visage of a child of Pan is a most dreadful thing to look at and can freeze weak hearts.<br />
<br />
From "The Great God Pan" by Arthur Machen<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Liver_Leech_(5e_Creature)&diff=955017Liver Leech (5e Creature)2017-10-24T02:07:52Z<p>AngelicBahamut: /* Liver Leech */</p>
<hr />
<div><br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Liver Leech==<br />
{{5e Creature<br />
|size=Tiny<br />
|type=undead<br />
|swarm= <br />
|alignment=lawful evil<br />
|ac= 11<br />
|armor=natural armor<br />
|hp= 3<br />
|hpdice=1d4 + 1<br />
|speed=15 ft., climb 15 ft.<br />
|str=4<br />
|dex=10<br />
|con=12<br />
|int=4<br />
|wis=6<br />
|cha=3<br />
|saves=<br />
|skills={{5s|Stealth}} +4, {{5s|Perception}} +0<br />
|di=<!--Damage Immunities--><br />
|ci=<!--Condition Immunities--><br />
|dr=<!--Damage Resistances--><br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=passive [[5e SRD:Perception Skill|Perception]] 10<br />
|languages=understands the languages of its creator but can't speak<br />
|cr=0<br />
|xp=10<br />
|features=<br />
'''''Death Wail.''''' When a liver leech dies it sends out a violent telepathic message which extends for up to 3 miles in all directions. Any creature that has a telepathic language can hear the noise and discern its general location but its creator, if they're within range, immediately knows the exact position of the liver leech when it was destroyed.<br />
<br />
'''''Easy to Conjure.''''' Because the magic that creates these undead is so weak a necromatic entity may have 5 liver leeches for every 5 Hit Dice it possesses.<br />
<br />
'''''Spider Climb.''''' The liver leech can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.<br />
<br />
'''''Spy Adaptation.''''' Whenever a liver leech has spent 4 hours in a terrain it gains a natural covering similar to its environment such as sprouting grass or moss in the forest. While it remains in an environment which it has adapted to, it has {{5e|Advantage}} on {{5a|dex}} ({{5s|Stealth}}) checks made to hide.<br />
<br />
'''''Telepathic Bond.''''' Although the liver leech cannot speak a language it can create telepathic utterances that can be heard and understood by its creator as long as they are no more than 120 feet from each other.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Bite.''' Melee Weapon Attack:'' +0 to hit, reach 5 ft., one target. ''Hit:'' 1 piercing damage.<br />
<br />
|description=<br />
[[File:<!--File name and extension-->|thumb|600px|<!--Image caption.-->]]<br />
Liver leeches are spawned when a necromancer slays an opponent but requires someone to watch the area for them. Now yes they could always go with a skeleton or a zombie but these entities are not easily concealed and can raise a significant alarm if found. If a necromancer (or lich) requires many very quiet and easily hidden spies, they might create several liver leeches. While they are called liver leeches, this is somewhat of a misnomer. Once the ritual is done the hosts liver, stomach, lungs and heart all become separate liver leeches, looking just like their respective organ but gaining large black bug-like eyes and many small suction cup-like feet. They also gain a small sharp mouth to defend themselves. The stats of a liver leech do not change regardless of what organ it is spawned from.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Talk:Arcana_Domain_(5e_Subclass)&diff=950753Talk:Arcana Domain (5e Subclass)2017-10-16T03:50:32Z<p>AngelicBahamut: Created page with "What does ''arcane mark'' actually do? ~~~~"</p>
<hr />
<div>What does ''arcane mark'' actually do? [[User:AngelicBahamut|AngelicBahamut]] ([[User talk:AngelicBahamut|talk]]) 21:50, 15 October 2017 (MDT)</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Revealing_Weapon_(5e_Equipment)&diff=950312Revealing Weapon (5e Equipment)2017-10-15T06:47:47Z<p>AngelicBahamut: </p>
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<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Revealing Weapon<br />
|type=Weapon<br />
|subtype=any weapon<br />
|rarity=rare<br />
|attunement=<br />
|description=A ''revealing weapon'' looks like a regular weapon, but has a strange enchantment on it that allows you to reveal {{5c|Invisible}} creatures. As an action, you may end the effect of [[5e_SRD:Conditions#Invisible|invisibility]] on all creatures within 40 feet of you. You regain the use of this ability at dawn.<br />
}}<br />
|<br />
<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Weapons|Magic Weapons]][[Category:User]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Hunter_Worm_(5e_Creature)&diff=950219Hunter Worm (5e Creature)2017-10-15T00:46:30Z<p>AngelicBahamut: /* Hunter Worm */</p>
<hr />
<div><br />
[[Category:Miscellaneous Creature]]<br />
<br />
==Hunter Worm==<br />
{{5e Creature<br />
|size=Small<br />
|type=beast<br />
|alignment=unaligned<br />
|ac=13<br />
|armor=natural armour<br />
|hd=5<br />
|speed=10 ft., burrow 10 ft.<br />
|str=15<br />
|dex=9<br />
|con=17<br />
|int=1<br />
|wis=7<br />
|cha=3<br />
|saves={{5e|Wisdom|Wis}} +0<br />
|skills=<br />
|di=<br />
|ci=<br />
|dr=<br />
|dv=<br />
|senses={{5e|Blindsight}} 30 ft., {{5e|Tremorsense}} 30 ft., passive [[5e SRD:Perception Skill|Perception]] 9<br />
|languages=&mdash;<br />
|cr=1/2<br />
|xp=100<br />
|features=<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Bite.''''' ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6 + 2) piercing damage, and the target is {{5c|Grappled}} (escape DC 12). Until this grapple ends, the target is {{5c|Restrained}}, and the worm can't bite another target.<br />
<br />
|description=<br />
<!-- CHOOSE ONE of the following image methods. Delete the other one. Delete this entire comment.--><br />
[[File:<!--File name and extension-->|thumb|600px|<!--Image caption.-->]]<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
'''Hunter worms''' are the epitome of gluttony in the annelid kingdom. They live to eat, will die to eat, and will die while eating. They are held together only by instinctual pack mentality, and are forced apart in near equal measure by their own destructive hunger.<br />
<br />
'''''Hunt in Packs.''''' Hunter worms are rarely alone and travel in packs of four to seven. Sometimes there are even more, but these large packs tend to be quite volatile and self-destructive.<br />
<br />
'''''Eat Everything.''''' When a pack of hunter worms is worked up into a frenzy, they will continue to eat until they are all sated, even if that means they turn to cannibalism. Enraging a group of hunter worms, only to leave them hungry, is a good way to make them defeat themselves.<br />
<br />
'''''Not Food, Not Good.''''' A hunter worm will actively avoid fights with inedible creatures. If an opponent has no meat on its body, a hunter worm will ignore it, running away if possible, and only attacking if cornered.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Woolly_Rhinoceros_(5e_Creature)&diff=946627Woolly Rhinoceros (5e Creature)2017-10-04T06:35:04Z<p>AngelicBahamut: /* Woolly Rhinoceros */</p>
<hr />
<div>{{Featured Article}}<br />
[[Category:Miscellaneous Creature]]<br />
<br />
==Woolly Rhinoceros==<br />
{{5e Creature<br />
|size=Large<br />
|type=beast<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|alignment=unaligned <br />
|ac=11<br />
|armor=natural armor<br />
|hp=66<br />
|hpdice=7d10 + 28<br />
|speed=40 ft.<br />
|str=23<br />
|dex=8<br />
|con=18<br />
|int=2<br />
|wis=12<br />
|cha=6<br />
|strmod=+6<br />
|dexmod=-1<br />
|conmod=+4<br />
|intmod=-4<br />
|wismod=+1<br />
|chamod=-2<br />
|saves={{5e|Constitution|Con}} +6<br />
|skills=<br />
|di=<!--Damage Immunities--><br />
|ci=<!--Condition Immunities--><br />
|dr=cold<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses=passive {{5s|Perception}} 11<br />
|languages=&mdash;<br />
|cr=4<br />
|xp=1,100<br />
|features=<br />
'''''Trampling Charge.''''' If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed a DC 16 {{5a|str}} saving throw or be knocked {{5c|Prone}}. If the target is knocked {{5c|Prone}}, the rhinoceros can make one stomp attack against it as a bonus action.<br />
<br />
'''''Rampage.''''' When the rhinoceros reduces a creature to 0 {{5e|Hit Points|hit points}} with a melee attack on its turn, the rhinoceros can take a bonus action to move up to half its speed and make a gore attack.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Gore.''''' ''Melee Weapon Attack:'' +8 to hit, reach 5 ft., one target. ''Hit:'' 15 (2d8 + 6) bludgeoning damage<br />
<br />
'''''Stomp.''''' ''Melee Weapon Attack:'' +8 to hit, reach 5 ft., one {{5c|Prone}} creature. ''Hit:'' 13 (2d6 + 6) bludgeoning damage<br />
<br />
|description=<br />
{{5e Image|center|[[File:Wooly Rhino.JPG|360px]]|A charging male by [[User:Dinomaster337|Dinomaster337]]}}<br />
<br />
While only slightly larger than the more southern {{5e|Rhinoceros}}, a woolly rhinoceros is no less deserving of respect. On its snout a woolly rhinoceros has two horns. The front horn is larger than the other horn and averages 40 in. in length. Underneath its thick reddish brown hair, its gray skin falls into the shoulder, back, and rump, giving it an armored appearance. Their thick fur hides their skin, and insulates their bodies against cold temperatures. Grown male woolly rhinoceroses are larger than females, reaching 12 feet in length, 6 feet in height, and weighing up to 6,500 pounds. Females have a small knob, or their horns are altogether absent. They reach 9 feet in length, 5 feet in height, and weigh up to 4,500 pounds.<br />
<br />
Woolly rhinoceroses are very large herbaviours. They have broad flat lips meant for grazing. These hairy, stocky creatures live on steppes and tundras, content living in some of the most northern and harsh climates. Depending on the seasons, in winter they may be found in lowland valleys and where there is only a light covering of snow. In summer their ranges reach as far as the northern and southern hemisphere landmasses stretch.<br/><br />
Woolly rhinoceros can also be found throughout cold-climate steppes and mountain ranges. Woolly rhinoceroses are not too different than the {{5e|Mammoth}}.<br />
<br />
Woolly rhinoceroses travel mostly alone, with the exception of mothers and calfs. Unless provoked they're content to spend their days within their herds, grazing on the tough grasses of the cold world they live in. A woolly rhinoceros's herd is composed of a dominant male with as many females and their offspring that he can maintain. They spar each other for dominance and females, or they will use their horns to dig for edible plants. When they are attacked or feel threatened they will use their horns to make gore attacks, and their size to trample their foes.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=5e_Trinkets&diff=9464355e Trinkets2017-10-03T08:43:19Z<p>AngelicBahamut: /* Table 8 */</p>
<hr />
<div>{{5e Equipment Breadcrumb}}<br />
==Trinkets==<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://farm3.staticflickr.com/2853/10186442735_5fa8f273aa.jpg<br />
|-<br />
|Trinket Box by Judith Alsop Miles, on [https://www.flickr.com/photos/meerkatsmiles/10186442735 Flickr] <br />
|}<br />
To add a trinket, add its description to the numbered list below. The description should be a single sentence. Per the PHB, trinkets can be "lightly touched by mystery": they can be mundane or have very minor magical effects. If you want to exceed 100 items on the list, just begin a new one.<br />
===Table 1===<br />
;d100<br />
#A miniature, tame mimic<br />
#A carved marble elephant<br />
#A small round cactus with two eyes<br />
#A pocket book of dwarven poetry<br />
#A bronze box containing a tiny wooden owl<br />
#A solid blue metal sphere, one inch in diameter, with three parallel grooves around the circumference<br />
#A pouch containing ten dried peas<br />
#A ceramic puzzle cube, with each face divided into four independently rotating squares enameled with astronomical signs<br />
#A square of bear-beetle leather, a creature unique to the misty woods of Cix<br />
#A sheet of vellum on which is crudely painted a herbal plant that you have yet to identify<br />
#A petrified frog<br />
#A twenty-sided die<br />
#A cut yellow chrysanthemum that never dies<br />
#A palm-sized iron cage: the door doesn't shut properly, as the tiny lock was broken from the inside<br />
#A blob of grey goo, slippy but safe to touch, kept in a ceramic pot<br />
#A dried sky lily, from the tip of the Godshead, an impossibly high mountain.<br />
#A glowing blue-green line, six inches long, but with no discernible radius<br />
#A pretty conch shell<br />
#A scrap of paper on which is written, in Goblin, "My dearest Bess," <br />
#A keychain holding the head of a broken key<br />
#An echo pearl from the depths of the Vibration Lake<br />
#A toy crossbow<br />
#Lip balm<br />
#A fossil of an extinct many-limbed critter<br />
#A brass prosthetic nose<br />
#A corkscrew<br />
#A dried poison gland of a jaggedfish<br />
#A bronze gear on which is etched the word "Moon"<br />
#A map of a labyrinth, on which is penciled a line that starts at the centre but fails to connect to the entrance<br />
#A cube of ice that never melts<br />
#A square of ironsilk sewn by the geargrubs of ancient Siclari<br />
#An ivory knitting needle<br />
#A peacock feather<br />
#A travel set of paints: someone has used up all the black<br />
#A wig of short platinum-blonde hair<br />
#A child's charm bracelet<br />
#A small bar of orichalcum, a metal only mentioned in ancient literature<br />
#A deed to a ruined tower<br />
#An invitation to a formal ball to be held in two years time<br />
#A smoking pipe carved from granite<br />
#A vial of scented oil<br />
#A preserved basilisk eye<br />
#A torn page on which is written "Death! / Plop. / The barges down in the river flop. / Flop, plop. / Above, beneath"<br />
#An intricate knot that nobody seems to know how to tie or untie – sailors believe it to be bad luck<br />
#Pages ripped out of an accounting journal of a local merchant<br />
#A ring with a poison reservoir for slipping into drinks and a tiny razor edge for cutting purse-strings<br />
#A glass globe of swirling green goop, no openings<br />
#A bundle of ragged "treasure maps" drawn by inventive local children<br />
#A sliver from a spear said to have pierced the armpit of a saint<br />
#A portfolio of pressed flowers<br />
#A small handbook of foreign coins, for travelers to identify denominations<br />
#A slightly out of date guidebook to foreign inns, taverns, and transportation<br />
#Six useless wooden tokens previously issued by a traitor-prince as currency<br />
#Two false fingernails painted with mysterious symbols<br />
#A set of cosmetic tools for cleaning the ears<br />
#A harmless stage dagger with retracting blade and blood-compartment<br />
#A floating glass orb that follows you around and makes whirring sounds<br />
#A goblin-made key that can lock any door, but unlock none<br />
#A translucent coin, minted in an unknown land<br />
#A bronze ring engraved with dark symbols that was supposedly buried with a legendary necromancer long ago<br />
#A ring carved with the unfinished insignia to a defunct secret organization<br />
#A thimble on which is an enamel painting of a turtle<br />
#A puzzle box holding 10 fingernail clippings<br />
#A pair of badly worn hairdressing scissors<br />
#A wax hand shaped to hold a large cup<br />
#A measuring tape, marked in ink at 23 inches <br />
#A seashell that is silent when held up to your ear<br />
#A coprolite<br />
#One piece of unknown paper currency with no obvious denomination<br />
#A bootlace entwined with gold thread<br />
#A dented sheriff's badge<br />
#A tiny bubble level that is calibrated incorrectly<br />
#A belt buckle<br />
#A letter of complaint to a toy shop owner<br />
#A decorative leather stud<br />
#A penny whistle that plays the same note no matter which holes are covered<br />
#A ticket admitting an adult and child onto a thing called a "semiotic tram"<br />
#A small glass vial holding three eyelashes<br />
#A tub of putty<br />
#A leather shoe made for a dog<br />
#A doll head with no hair and poorly applied makeup<br />
#A pewter spork<br />
#Illustrated instructions on how to make a paper hat<br />
#A clear glass dish with four round notches around the outside edge<br />
#A wire circlet that bestows upon its wearer perfect posture<br />
#A small hand-sized box covered with numbered buttons<br />
#An empty whiskey tumbler that causes any liquid poured into it to become bourbon<br />
#A book of flumph grammar<br />
#A hunk of metal which appears to be several gears jammed together at unnatural and impossible angles: attempting to turn it causes it to emit a horrible shrieking sound<br />
#A crystal prism that refracts shadow instead of light<br />
#A smokeless and odorless candle<br />
#A flat disc of layered metal and prismatic glass with a hole in the centre<br />
#An ornate pewter tankard made without a bottom<br />
#A wooden device designed to be gripped in two hands; two levers protrude from the top, and two triggers from the underside<br />
#Two perfectly identical pine cones<br />
#A sponge that can absorb 60 gallons of ale (and only ale)<br />
#A pepper grinder containing an unlimited supply of pepper unless opened, at which point it becomes half empty<br />
#A poorly cultivated bonsai juniper in a glazed ceramic pot<br />
#An oval-shaped soapstone tablet inscribed with a short list of religious prohibitions<br />
#A wooden doll with a door that opens to reveal a slightly smaller, identical, doll; this one is empty, perhaps there are still smaller dolls that are missing?<br />
<br />
===Table 2===<br />
;d100<br />
#A stone figure of a snake that changes positions after every full moon.<br />
#A silver key of unknown origins on a leather cord as a pendant that emits strange magical energy.<br />
#The right half of a broken bronze circlet with a light leafy pattern that when placed on your head, stays in place as though the other half was still there.<br />
#A small silver rod which when rolled between your hands emits sounds as though a lute were being played by a master softly nearby.<br />
#A music box that can only be heard by someone who as wound it at least once.<br />
#A small stone cube that, when tapped with a rod of metal, looks as though it were made of that metal for a few seconds.<br />
#A wooden sphere with a white marking that always faces the sun, and a black marking that always faces the moon.<br />
#An opaque jar that cannot be opened or broken, no matter how hard you try.<br />
#A journal that details the great adventures of a hero you have never heard of, complete with vivid descriptions of nonsensical creatures and terms, all written in messy handwriting, but with impressive diction.<br />
#A tiny sack that, when opened, is full of sand, but feels as heavy as a large stone when lifted.<br />
#A puppet in the likeness of someone you distantly know, that echoes your movements when you (and only you) place it on the ground.<br />
#An iron rod that bends in unusual ways when you look directly at it, but rights itself when you look away.<br />
#A book that perfectly records the holder's dreams when held while sleeping.<br />
#A tin pot that is just the right size for you to wear as a helmet.<br />
#A marble sculpture of a tiny elf holding a lute seated on a chair that plays music every so often.<br />
#A piece of pure white cloth that never gets dirty.<br />
#A hat that never gets wet.<br />
#A mask that copies its wearer's facial expressions.<br />
#A humanoid skull with ethereal green orbs in its eye sockets.<br />
#A wineskin that only holds wine. Any other liquid pours out after a few seconds.<br />
#A leather belt that, when worn, glows with faint blue light.<br />
#A tiny javelin with an ornately carved shaft that always returns when thrown, exactly halfway between you and the person closest to you.<br />
#A sphere of crystal with a tiny shard of obsidian at the exact centre.<br />
#A flask that freezes any liquids stored in it at midnight, and unfreezes them at noon.<br />
#A book with words that change every time it is read.<br />
#A chain that feels warm when its holder is standing directly beside an awakened tree.<br />
#A cube with tiny animals wandering on each face that change when they cross onto a different face.<br />
#The preserved hand of a famous noble that moves when pointed at the ground.<br />
#A terribly written novel whose plot seems to match events that have happened in your life.<br />
#A recount of a famous battle that contradicts what is commonly thought about that battle, written by a great sage who was present.<br />
#A crown made out of ice that never melts.<br />
#A piece of string that always emits smoke.<br />
#A rod of indeterminate metal that changes its length at random every other day.<br />
#The hilt of a dagger that was used to assassinate a king, with an onyx on the end that glows ominously on nights with a full moon.<br />
#A stone carved to look like a head that occasionally speaks, asking questions that change every time.<br />
#A stick that glows brightly when held by an undead creature.<br />
#A flute that, when played, makes the sound of a random instrument, though never a flute.<br />
#An invitation to an event that has already ended.<br />
#A copper ring that feels abnormally light.<br />
#A turban that, when worn, makes your steps feel very light.<br />
#A cube of glass with mysterious runes etched on each corner.<br />
#A towel with a set of instructions embroidered on it that clearly state to wear it on the head in case of mind flayer attack.<br />
#A rose that, when placed in a bouquet with exactly 5 other flowers, glows brightly, and seems to move.<br />
#A set of brass wind chimes that only chime when hung on a rod of precious metal.<br />
#A grotesque statuette of a humanoid with rat-like features.<br />
#A drawing of a spider with twelve legs being used as a mount by a crudely drawn hobgoblin without a head, with a set of poems on the back written in poor Common.<br />
#The badge of a powerful organisation, with writing etched on the back that defames that group.<br />
#The diary of a prison guard with half of the pages written in a different language.<br />
#A handbook of etiquette for nobles of an empire that fell.<br />
#A translation guide for a fictional language.<br />
#The head of a pickaxe that was used in a lost gold mine, with names carved in Dwarvish runes along the sides.<br />
#A wooden plank that refuses to burn.<br />
#A detailed guide on the anatomy of rocs.<br />
#A muddy book with a single phrase repeated over and over.<br />
#A surprisingly realistic replica of a rakshasa hand.<br />
#A stone rod with a tin coating that has worn through in several places.<br />
#A compass that points towards the nearest bottle of rum.<br />
#A stone that feels very heavy, yet floats effortlessly.<br />
#A map with no key or locations, only red circles with lines connecting them.<br />
#A shard of glass that floats a tiny distance off of the ground when near an open flame.<br />
#A diagram of a forest on an island with no named artist.<br />
#An orb that glows with a flash of green light at noon.<br />
#A locket with a strange rune carved inside.<br />
#A green coat with numerous pockets, each with a separate piece of a moustache trimming kit inside.<br />
#A silver plate that feels rough, though it were made from coarse stone, but never feels painful to touch.<br />
#A figurine of a fiend, so lifelike it seems like it might come to life and attack any second.<br />
#A sapling that cannot be placed into soil, but never dies and has a single sweet fruit on its branches that grows back after one day when picked.<br />
#A red coat that makes you feel colder when it is worn.<br />
#A vial of tree sap.<br />
#A rod of metal that produces tiny sparks from a red marking when a black button on the other end is pressed.<br />
#A wooden cane that, when placed on the ground, stands perfectly straight, and cannot be tipped over.<br />
#A bottle of red liquid that sparkles ever so slightly under direct moonlight, with a faded blue label that cannot be read.<br />
#A sack of shed dragon claws.<br />
#A feather with a piece of red string tied on the end of the shaft.<br />
#An engagement ring that belonged to one of your parents.<br />
#A book that you faintly remember from your childhood that you thought was lost for many years.<br />
#An odd stone that seems to permeate energy.<br />
#A sword sized for a child.<br />
#A vial of water from a hot spring.<br />
#A squat metal tin full of brown powder that always feels cold to the touch, regardless of the temperature.<br />
#A glove worn by someone you deeply admire.<br />
#A shard of crystal that glows when near places dedicated to a certain deity, and glows brighter the closer you are.<br />
#A tome from an abandoned library.<br />
#A gear that refuses to mesh with any other.<br />
#A box of nuts that feel like they are made from metal, but can be eaten as though they were normal.<br />
#A tree branch with an odd symbol.<br />
#A yew wood figurine of a satyr with wings, carrying a willow wood staff.<br />
#A suit of armour made from oak wood, sized for a doll, painted in vivid red and black.<br />
#A stone with odd indentations, that seem to spell out a message of some kind.<br />
#A vial of mysterious pale blue liquid that slithers back in when poured out, and has a pleasant floral scent.<br />
#A jug that turns liquids stored in it into milk after a few minutes.<br />
#A seed that never grows when planted, but looks very similar to an acorn with a few green lumps.<br />
#A waxy white flower that constantly moves as though a gust of wind were blowing it around.<br />
#A robe with a tag on the inside that reads "to my dearest pupil," given to you by someone you deeply respect.<br />
#A tome filled with cryptic writings, all in Common, but with confusing terminology.<br />
#A beige jar of red ointment without a label.<br />
#A famous calligrapher's personal brush.<br />
#A band of iron that shines brilliantly despite being completely rusted.<br />
#A small cylinder of stone that smells faintly of blood.<br />
#A tunic that smells of saltwater and bears the emblem of an established land-locked nation on the front.<br />
<br />
===Table 3===<br />
;d100<br />
#A curious looking pair of goggles with the words "Property of Ice! DON'T TOUCH!" scrawled into the side.<br />
#A small blue cube that faintly glows for some unknown reason.<br />
#A small orb with water and a small living jellyfish inside.<br />
#A cat figurine.<br />
#A hat that has a secret space on the inside which is the size of a small pouch and very hard to locate.<br />
#A bar of scented soap that bubbles.<br />
#A book of lore, that is hollow inside.<br />
#A belt buckle stolen from a noble or a king.<br />
#A slip of parchment with the phrase "I am not dead" written on it.<br />
#A small fist-sized cube that occasionally makes strange noises.<br />
#An unusually sharp spoon.<br />
#The symbol of a powerful religion, covered in soot that stays no matter how much it is cleaned.<br />
#The diary of a philanderer that contains detailed descriptions of common monsters.<br />
#A gigantic snake's tooth that has an unsettling aura about it.<br />
#An unusually small humanoid skull.<br />
#A bit of rock from a headstone.<br />
#A tiny bag of yellowish powder.<br />
#A small indestructible talking skull that tends to mumble racist slurs whenever it sees an elf.<br />
#A box of black licorice.<br />
#A strangely shaped bone.<br />
#An iron ring that, when worn, makes the wearer feel calm.<br />
#A group of small glassy spheres, all attached to each other in such a way that they form a rough pyramidal shape.<br />
#An empty bottle that once held the blood of a demon.<br />
#A tiny glass vial that contains a portion of the ashes of a statue of a god that was destroyed by marauders.<br />
#A detailed guide to making pickled foods.<br />
#A mask in the shape of a lion's head that moves from side to side occasionally when worn, yet the wearer experiences no change.<br />
#An axehead that appears to have been snapped off.<br />
#A palm-sized greenish stone with the carved image of a dragon on one side, and a humanoid on the other.<br />
#The head of a mummy.<br />
#A flask of giant's blood.<br />
#A miniature shield.<br />
#A sea shell with a strange rune carved into it.<br />
#A corn husk doll which dances under its own power when music is played nearby.<br />
#An arm band in the shape of a snake, with emeralds for eyes.<br />
#A tiny, fossilized ammonite made into a necklace.<br />
#An old coin, showing a hare on one side and the moon on the reverse.<br />
#The banner of a noble house.<br />
#A bird carved out of lapis lazuli.<br />
#A small pouch filled with the teeth of various shark species.<br />
#A tiny painting showing a vulture carrying a bone in its beak.<br />
#A fist-sized stone that glows slightly and feels incredibly hot to the touch.<br />
#An ingot of copper with an unusual hue.<br />
#A small notebook full of drawings.<br />
#A fist sized turtle shell.<br />
#A drawing of a flower that looks different when viewed from an angle.<br />
#A perfectly flat wheel made from terracotta.<br />
#The journal of a philosopher, full of wise sayings and anecdotes.<br />
#A malevolent-looking raven skull that has been charred black.<br />
#A small glass case containing several glossy butterfly wings.<br />
#A preserved frog that moves and croaks like a living frog, but to even an untrained eye is undeniably deceased.<br />
#A mahogany box of religious scrolls.<br />
#A guide to changing bowstrings full of grammatical errors.<br />
#A ceramic troll statuette with no arms, just legs.<br />
#A glass bottle that shines like gold.<br />
#An iron door-handle that makes menacing noises when underground.<br />
#A sliver ring that feels very slippery.<br />
#An ornately carved figurine of a giant made from bone.<br />
#A rusted fork.<br />
#A shoe made from crystal.<br />
#A piece of tree bark that is coated in blood.<br />
#A small oak wood box of vibrantly-coloured powders, each colour in its own tiny drawer.<br />
#A silver hand mirror with a dragon etched onto the back.<br />
#A tine of a deer's antler.<br />
#A miniature teapot and teacup.<br />
#A bejeweled statuette of a knight that is a replica of a famous sculpture.<br />
#A box of small orange cylinders that break and burn easily.<br />
#A stone carving of a piece of bacon.<br />
#A horn that has been cut cleanly in half.<br />
#A thin tube of iron filings with the seal of a noble house on both ends.<br />
#A small clay pig toy.<br />
#A small metal can that contains black colored pudding. If touched, the pudding leaves a slight stinging sensation to the hand.<br />
#A necklace strung with tiny snail shells.<br />
#Half of a coin with unusual markings engraved on both sides that cut off where the other half would connect.<br />
#A sack full of pieces of half-eaten bread.<br />
#A small bottle labeled "otyugh perfume" that really stinks.<br />
#An odd lump of metal that smells like sweat and rotten fish.<br />
#A fist-sized green seed covered in brown spines.<br />
#A fist-sized metal frog or toad (your choice).<br />
#A glass figurine in the shape of a lobster.<br />
#A wooden spoon, carved from a bigger spoon.<br />
#A jeweled goblet that will never, ever spill its contents.<br />
#An amulet that, when worn, makes you look older when you are injured.<br />
#A bowl covered in ornate designs depicting hill giants in combat with dwarves.<br />
#A copper badge that you have never seen before in your life, though it has your name on it.<br />
#The preserved finger of a giant that you once knew.<br />
#A set of ceramic castles that have a space for a candle in the middle. When the candle is lit the castle looks like it has lights on in the windows.<br />
#A perfectly reflective ball with a magnetic stick which allows it to be used to look around corners.<br />
#A laurel of flowers which never wilt or die.<br />
#A purple amulet in the shape of a pig's head.<br />
#A magically shrunken goblin in a tiny cage.<br />
#A copper lighter that never runs out of fluid<br />
#A fist-sized sphere; half of which is blue while the other half is red.<br />
#A pair of gloves that seem unusually warm to the touch.<br />
#A severed ape arm covered in black fur.<br />
#A vine covered in thorns that writhes around occasionally.<br />
#A petrified goat skull.<br />
#A brown mushroom of extraordinary size.<br />
#A drawing of a bird that you have never seen before.<br />
#A tiny piece of metal that floats on water.<br />
#A tiny stone orb that hangs in the air for a bit when you throw it.<br />
<br />
===Table 4===<br />
;d100<br />
#An iron cuirass far too large to be worn by a humanoid.<br />
#An extremely large leaf that causes food that it touches to become very bitter.<br />
#A single leather boot with unknown markings on the bottom.<br />
#A leather pouch that contains a single wooden token depicting a crab.<br />
#A belt with a buckle made from an unusually twisted piece of copper.<br />
#An eyeball carved from stone that occasionally moves around, as though looking for something.<br />
#A piece of rope that is always too short to be useful.<br />
#A d8 die that looks to have been split in half by a large axe.<br />
#A carved wooden statuette of a hawk.<br />
#A tiny box that contains a model chair.<br />
#An eerily lifelike wooden bear figurine that is never found where you left it.<br />
#A small section of a snakeskin belt that seems to slither when it touches the ground.<br />
#A tiny carved skull with jewels in its eyes. You have a feeling like someone is watching you whenever you hold it.<br />
#A bottle of rum that never runs out.<br />
#A cloak that always flaps gently, as if pushed by a slight breeze.<br />
#A split piece of unknown wood, decorated to look as if it once was a piece of a druidic focus.<br />
#A small mirror in which your reflection remains, crying hideously whenever you look at it.<br />
#A small rodent's heart. Still beating.<br />
#A tiny, tame earth elemental that is afraid of beetles.<br />
#A book that gives you a headache whenever you try to read it. You are still unsure of what knowledge or story it holds.<br />
#A tankard that is always full of a wretched black fluid. If tipped, the fluid runs endlessly.<br />
#An obsidian dagger that reflects shadow as a monochrome rainbow.<br />
#An undead fly tied to an invincible foot long piece of thread.<br />
#A small gem that changes color and detail to any object it touches.<br />
#A miniature platinum lightning bolt that vibrates and zooms around when a storm is coming.<br />
#A deck of cards with unknown runes on each card.<br />
#A creepy idol of a black dragon with red jewels as eyes, whenever someone looks at the idol eyes their eyes flash red.<br />
#A miniature shield painted with gold designs, when you clutch it you feel slightly more confident.<br />
#A lava stone carved to look like a flame, it gives off endless heat.<br />
#A set of golden letters that move around when nothing sees them, creating random words.<br />
#A vial of red liquid that moves up or down depending on the current danger.<br />
#Extremely hard to see moon stone fragments that make small laughing noises when you can't find them.<br />
#A piece of taffy that always reappears when you eat it.<br />
#A large pitcher of liquid that seems to always change flavor.<br />
#A small marble that randomly changes color.<br />
#A small crystal that shakes very violently when wet.<br />
#Some random objects such as bones or stones that always come back together when destroyed<br />
#A clear piece of fabric that hovers unless you pull it down.<br />
#A marble that changes size when you aren't looking. Sometimes something that is touching it changes size slightly too, but changes back in 10 seconds.<br />
#A page with unknown runes depicting and ancient spell but unreadable no matter what.<br />
#A glass eye that spins to look at things other people are looking at.<br />
#A vial shaped like a cylinder. Any liquid put inside gets tainted blue and gains a slight taste like blue raspberry.<br />
#An expired potion of growth, now only makes you get slightly bigger when you take a sip, tastes like powdered iron for some apparent reason.<br />
#An expired potion of darkvision, now just makes everything bright when you take a sip, tastes like dry carrots for some apparent reason.<br />
#Some frog legs made of ivory that bounce around randomly.<br />
#A bar of titanium that feels squishy and soft to touch.<br />
#A book with a harmonious story, however whenever you turn the last page it takes you back to the middle of the story so you don't know how it ends.<br />
#A clockwork device that's button won't press no matter what you do.<br />
#A lens that reverses the color of things seen through it, black becomes white, cyan becomes orange, red becomes blue, and so on.<br />
#The blade of a huge axe that feels insanely heavy to any creature smaller than Huge, but creatures that are Huge or larger think it is as light as a feather.<br />
#A small worm statue that causes any creature that touches it to shrink by 1d4 inches over 1d4 minutes. Touching the statue again returns the creature to normal size.<br />
#A green tonic labeled "growth". If anything drinks it they grow an inch each second for 1d4 minutes, then shrink 1 foot each second until they return to normal size. Their equipment changes size too but doesn't increase damage.<br />
#A bloody hand that grips onto things and doesn't let go.<br />
#Some vials of liquid that create moss on anything they touch. This moss keeps growing and will eventually cover the whole thing. Then the moss withers and flakes off.<br />
#A packet of mints that cause the eater to change color for 1d6 hours.<br />
#A set of thieves tools that are bent and broken yet they still work perfectly.<br />
#A miniature brain made of coral.<br />
#The branch of a tree that caught fire when you were nearby.<br />
#A picture that has a field in it, as time goes, the picture changes and adds things like people and houses to itself.<br />
#The eye of a cat, for some reason it commonly looks around at anything powerful.<br />
#An acorn that makes ringing noises and shakes violently when touched.<br />
#A hammer from a long gone blacksmith. Sometimes at night you can see the hammer float and pound any weapons nearby.<br />
#A glass sphere containing ooze, still alive; it sometimes causes green acidic liquid to gush out of the sphere.<br />
#A crystal dagger, it is engraved with the symbol of a flaming skull with a rune covered ring around it.<br />
#A wizard's journal, recounting the tales of many arcane experiments.<br />
#A red gemstone shaped like a heart.<br />
#A purple gemstone shaped like a cage.<br />
#A piece of coal vaguely shaped like a head.<br />
#A pouch full of a fine black substance of unknown origin.<br />
#A gem that can summon a dim orb of light that does nothing but follow the summoner for a while.<br />
#A ceramic tile with a silvery sheen.<br />
#An incredibly heavy bone with countless words inscribed into it.<br />
#A small jar that has a lid attached to it. When the lid is closed, it turns its contents into fresh milk.<br />
#An incomplete book that adds to itself constantly.<br />
#A merchant's scale that is covered in blood stains<br />
#A hat that drenches the wearer in a viscous orange fluid<br />
#A vial of blood from an unknown creature<br />
#A child's severed finger, still fresh, and periodically twitching<br />
#A small painting of a skeleton in noble's clothes<br />
#A ring carved from the sternum of a serial killer's most beloved victim<br />
#The hilt of a broken greatsword. When held with both hands, blood runs down along the remnants of the blade.<br />
#The left glove of a well-known murderer. You periodically find yourself wearing it.<br />
#A small jar of sugar that makes all food and drink taste of salmon.<br />
#A stuffed bear given to you by a child that wouldn't speak<br />
#A bundle of differently colored strands of hair<br />
#A small box containing bloody teeth and fingernails. The box has the word "Mother" inscribed on the top.<br />
#A tiny hat that makes you feel very confident whilst wearing it.<br />
#An old piece of parchment reading "Fredrick, Why?"<br />
#A rat's skull with a beautiful, yet unidentifiable family crest carved into it.<br />
#An apple with a single bite taken out of it. It does not decay, it tastes terrible, and you can't bring yourself to throw it out.<br />
#A miniature painted wooden elephant with a single ivory tusk, the other one is snapped off with a jagged break.<br />
#A magical tome. When the spells inside are cast, the effect is never the same, are extremely stupid, and the spells cast aren't what's written in the tome.<br />
#A piece of frayed rope about a foot long. The ends are slightly burned.<br />
#A war veteran's glass eye<br />
#A deformed human infant's skull<br />
#A ceramic jar containing rice grains. When opened, a foul odor emanates from the jar<br />
#A necklace adorned with a wooden medallion depicting a crudely-painted smiling face<br />
#A sacrificial dagger that cuts into your palm whenever you grip the hilt.<br />
#A terrible love novel written by a hack author. For whatever reason, you love the story, even though you know it's terrible.<br />
#A whistle that causes all that hear it to feel incredibly nauseous.<br />
<br />
===Table 5===<br />
;d100<br />
#An incredibly venomous snake that refuses to bite you, however, it likes to wrap itself around your arm.<br />
#An ancient hero's heart, bound in linen and kept in a clay jar.<br />
#A ring which makes the wearer reek of rotting fish.<br />
#A pair of pants that supposedly belonged to a powerful necromancer.<br />
#A pewter spoon that was owned by a powerful, fat landlord.<br />
#A jar containing an alchemical salve that is labeled "Apply to soles once per week." However, the salve has solidified into a waxy mass.<br />
#A helmet forged to fit the head of a child.<br />
#A small, black-furred creature that wears a bone-carved mask. It's kinda cute, but it always follows you, and remains just out of arms' reach.<br />
#A crystal prison in which a lich's soul is trapped. It is damaged, however, and the lich perpetually complains.<br />
#A small bottle of chalk tablets. Unmarked, but scented with the smell of lilacs.<br />
#A folded paper frog. When unfolded, you can read an uplifting message.<br />
#A bracelet braided from the ligaments of some large creature, with a charm carved from a humanoid tooth.<br />
#A piece of torn linen cloth worn soft by someone else's fingers. Up close, you can see marks where embroidery has been picked away.<br />
#A small glass jar with a gilt-painted image of a minor goddess; empty with a waxy residue at the mouth.<br />
#A glass file; intended for the care of nails, claws or talons.<br />
#A string of rough, red beads that smell faintly of cinnamon.<br />
#A carved bone portrait of a famous pirate; the enamel has worn thin.<br />
#A small doll. Someone thought it would be a good idea to carve its head from an apple; the face is brown, dry and wizened.<br />
#A wolf-hair paintbrush, perfect for calligraphy, though the binding is coming loose.<br />
#A walnut-sized terracotta jar containing traces of red makeup.<br />
#A fist-sized stone sphere that rolls after you when you put it down and walk away.<br />
#A box of odd beads that bear no resemblance to eyes, yet always seem to watch you.<br />
#A vial of dragon's blood.<br />
#A wooden cup that, when put to the ear, relays the sounds of a tavern party.<br />
#A violin that makes the player sound like an expert musician.<br />
#A book with a mysterious bloody stain on the back cover.<br />
#A waterskin that turns anything inside it into fresh, clean water.<br />
#A life-sized statue of a gnome.<br />
#A perfectly round snowball that never melts.<br />
#A broken table knife that can only be held by red-haired humanoids.<br />
#A 1-centimeter long perfectly functional crossbow.<br />
#A crystal pen that will only write with green ink.<br />
#A pair of silk trousers that are always a tad too big. <br />
#A small coin purse with gold inside that cannot be removed.<br />
#A wanted poster that bears the face of a terrified elf.<br />
#A bright orange, ceramic throwing star that will always miss its target. <br />
#A white metal goblet that grumbles angrily in Dwarvish when filled.<br />
#A set of blue marble earrings that glow faintly in the presence of pork.<br />
#A small humanoid skull that cackles every morning at the break of dawn.<br />
#A pair of scissors that only cuts eyebrow hair. <br />
#A silver coin with an engraved human that continuously waves to the holder.<br />
#A cast iron pot with a love letter carved into the side.<br />
#A bag that is full of rainbow-coloured sand.<br />
#A leaf that will never blow away in the wind.<br />
#A single iron shackle that was once worn by a deaf musician.<br />
#A shirt button that changes shape every day. <br />
#A single leather shoe that can be worn on either foot.<br />
#A tiny oak barrel filled with even tinier apples that refills every full moon.<br />
#A wooden dagger that's shaped to resemble a sacrificial blade.<br />
#A purple banana that never rots and tastes like saltwater.<br />
#A short metal chain that doesn't make and sound when shaken.<br />
#A map with directions to an abandoned gnome's house.<br />
#A dragon's tooth that perpetually feels wet.<br />
#A loincloth that's far too long.<br />
#A mahogany dinner plate with the phrase 'POETRY IS DEAD' carved into the bottom.<br />
#A small wooden box that contains a single, worn thimble.<br />
#A fully articulate plate gauntlet made out of unbreakable, unmelting chocolate.<br />
#A clear glass bottle that can be used as an eyeglass.<br />
#A child's leather vest with a small club logo on the back. <br />
#A codpiece with the entire Sylvan alphabet written on it.<br />
#A black feather that somehow weighs 40 pounds.<br />
#A salmon painting that repels mosquitoes.<br />
#A pair of socks that tickle the wearer.<br />
#A rolled-up scroll that displays the holder's exact height when opened.<br />
#A pair of marble chess pieces, black and white, that argue with each other. <br />
#A bandana that makes the wearer look 10 pounds lighter. <br />
#A rock that screams in fear when it's thrown. <br />
#A piece of parchment with an ink drawing of a centaur that always points north.<br />
#A green, metal orb that slowly orbits any obese humanoid it's thrown at.<br />
#A mouthpiece for an unknown musical instrument.<br />
#A single newt's eye in a glass jar.<br />
#A brass face mask that insults the wearer's outfit.<br />
#A small jar of nails that can only be driven by a glass hammerhead.<br />
#A closed lute case that incites extreme fear when someone tries to open it. <br />
#A sword scabbard that's full to the brim with tiny wooden swords.<br />
#A book that details a list of embarrassing childhood moments. <br />
#A guide to living with a house full of talking objects. <br />
#A fine, leather pouch that contains exactly 248 stone pebbles.<br />
#A cookbook that only holds the phrase 'Don't cook fairies' scrawled in blood.<br />
#A thin sheet of cooking paper that's been folded into a swan.<br />
#A warm winter scarf knitted from skunk fur. <br />
#A stone slab that floats. <br />
#A backpack that makes eating sounds when items are put inside.<br />
#A small unbreakable string that spans 10 feet.<br />
#A decaying wooden knife inscribed by a child that reads "the ultimate blade of destruction".<br />
#A small iron sculpture of a phoenix that fills you with peace due to it containing an aura of protection.<br />
#A miniature cannon made of glass that when heated release a large amount of smoke.<br />
#A pair of copper rimmed glasses that contain cracked lenses that slightly enhance your vision in the dark when worn.<br />
#A gigantic blade when used in combat of any kind it becomes immobile and unable to move at all otherwise it's as light as a feather.<br />
#An old doll you found in an abandoned manor. The doll's eyes follow you and you usually have nightmares when you sleep near it even when you throw it away it comes right back to you.<br />
#A cane sword that refuses to be unsheathed unless on a full moon.<br />
#A black triangular pendant that gives off a rich king purple glow it is said to nullify pain but many believe not.<br />
#A diary that when shaken reveals a secret that a nearby entity knows although the secrets are almost always useless.<br />
#The soul of a hero long gone. It does nothing except look pretty and follow you incessantly.<br />
#A strand of hair from a lower goddess.<br />
#A small wooden box containing a pair of small sentient clay men that wonder around aimlessly they magically return to the box when it is closed.<br />
#A shovel made from unusual blue metal.<br />
#A sickly green humanoid bone.<br />
#A tattered red cloak that patches itself up when its wearer is in a graveyard.<br />
#An odd cog that spins on its own every so often.<br />
<br />
===Table 6===<br />
;d100<br />
#A stoppered bottle that contains a harmless undead spider.<br />
#A small drone carving that depicts a naked goblin scratching his hindquarters.<br />
#A wooden mask that makes the wearer see the people around them as unnaturally beautiful.<br />
#A letter addressed to you from a king that has been long dead. It was sent recently.<br />
#A small dull dagger that refuses to sharpen.<br />
#A rusted coin that absorbs any oil it comes into contact with.<br />
#A long letter of complaint addressed to a teacher you once had written on it.<br />
#A glass jar that has about 12 living, miniature frogs inside of it.<br />
#Some candy that tastes faintly of pineapple, and never seems to go bad.<br />
#A broken piece of technology from the distant future it seems. Nobody can tell the purpose of the device, and nothing seems to repair it.<br />
#A small doll with a cloak and toy dagger attached. On the back of the doll, the letters "TDG" are written.<br />
#A drinking horn with an odd rune carved on it.<br />
#A tiny pink bottle that smells of roses when it is empty.<br />
#A hunting horn that sounds like a trumpet when blown into.<br />
#An owl feather quill that makes the holder always talk in the third person.<br />
#A leather glove that talks when worn. It uses the wearer's fingers and thumb as a mouth.<br />
#A miniature treasure chest that yells at you to shut it when it's opened.<br />
#A wooden carving of an orc doing a handstand.<br />
#A metal rod that can't conduct electricity.<br />
#A small twig that doubles as the perfect toothpick, no matter who uses it.<br />
#A gnome's hair brush.<br />
#A small painting of a horse's rear end.<br />
#A mirror that breaks when someone smiles in it.<br />
#A cork for an old wine bottle that won't fit in any other bottle.<br />
#A copper coin that, when flipped, tells the flipper a fake fortune.<br />
#An erotic novel that's written backwards.<br />
#A boomerang that comes back when you least expect it to.<br />
#A pair of worn leather boots that won't move when someone wears them.<br />
#A small pot of horse glue that says 'NOT FOOD, SERIOUSLY' on the side.<br />
#A drinking glass that spits out whatever's poured into it. It then proceeds to tell off the person who filled it.<br />
#A spyglass that works backwards.<br />
#A centuries-old pack of rations that's perfectly preserved. The food inside tastes like chicken.<br />
#A bowl of grapes that are harder than stone.<br />
#A pitcher full of goblin tears.<br />
#A legal deed for a house that doesn't exist.<br />
#A brass tube that acts as a portal to Mechanus. It's impossible to put anything inside.<br />
#A dagger made of folded parchment.<br />
#A green wine bottle that can't break.<br />
#A tiny skeleton that animates and dances when music is played.<br />
#A prayer book to a made-up religion.<br />
#An object that can't be accurately described. When someone tries to describe it, they're at a loss for words.<br />
#A bell that summons a fox from the nearest unoccupied space. It does nothing but stare at the person who rang the bell for exactly three minutes and forty-two seconds, after which it runs off.<br />
#A box of twelve matching pieces of broccoli.<br />
#A live beehive full of bees. They're not happy.<br />
#A tiny fairy in a jar that tells awful jokes.<br />
#A journal written by a very racist tiefling.<br />
#A bar of soap that smells like rotten meat.<br />
#A key that breaks when it's used on a door. It doesn't open the door.<br />
#A wheel of blue cheese that's been dyed red.<br />
#A 300-page rulebook for rock-paper-scissors.<br />
#A tin of makeup that's the most absurd color of orange.<br />
#An apple that tastes like an orange.<br />
#A large, steel lock without a key.<br />
#A letter from an unknown sender. It reads, 'I told you so!' and the return address is simply labeled 'Feywild'.<br />
#A slice of piping hot cherry pie, but it has no plate or utensils.<br />
#A carefully detailed drawing of a halfling toe.<br />
#A ruby that holds the soul of a long-dead evil sorcerer. He constantly gives bad advice.<br />
#A ham and butter sandwich with lettuce, but the bread is made of cotton.<br />
#A teacup full of live, non-venomous spiders.<br />
#A costume mask made from a wolf's skull and pelt.<br />
#A backscratcher, downsized for use by gnomes.<br />
#A tattered blacksmith cap full of red dwarf hair.<br />
#A small roll of leather that's been cured with giant urine.<br />
#The hollowed-out shell of a large hermit crab.<br />
#A book full of jokes about dragons.<br />
#A lute made out of dry grass.<br />
#A quill that never runs out of ink, but changes its ink color every hour.<br />
#A repeating crossbow that won't fire bolts. It will, however, fire toothpicks.<br />
#A silver piece that glows red when exposed to methane.<br />
#An iron ring inscribed with your name that perfectly fits your left index finger, and only yours.<br />
#A treasure map that leads to a beggar's dandelion garden.<br />
#A lovingly crafted travel tankard that makes all manners of drink taste of mead.<br />
#A small wooden box containing a blood-stained pommel and a detailed account of a judicial duel.<br />
#A flute in the shape of a skull made out of dead wood that whenever played makes the listeners feel scared.<br />
#A ring embedded with a topaz containing a soul of a clueless wizard. He gives little to no insight into objects of intrigue.<br />
#A small sword from a figurine it is incredibly sharp and able to cut through steel if given the time, unfortunately, it's way too small to use properly.<br />
#A piece of bark from a fabled tree that never decays nor gets damaged it talks to you in a different language from a roster of 4 languages and it changes the language it speaks daily.<br />
#A handbook that details all the different creatures from another world though you have never seen nor heard of any of them before or has anyone else.<br />
#A tattered old hat you received from a beggar that when worn makes people want to avoid the wearer and or hurry past the wearer.<br />
#A a violin you found clutched in the hand of a dead old man whenever you play it regardless of the tune it makes people incredibly sad.<br />
#A small stone that feels like silk when you touch it.<br />
#Half of a medallion that emanates dark power untold by mortals yet something feels missing from it like it's missing half of itself.<br />
#Half of a medallion that emanates a sense of security and warmth yet something feels missing from it like it's missing half of itself.<br />
#A pocket sundial that only works in the moonlight.<br />
#The deed to an invisible hut &mdash; at least, that's what the merchant said.<br />
#A song that cannot be played on any mortal instrument no matter how hard you try.<br />
#A riddle so tough just the sight of it makes even the most intelligent person frustrated at how hard it is.<br />
#A a multitool with only one tool in it. That tool being a magnifying glass that has the words "try to find the other tools" inscribed on it in Common. The magnifying glass itself gives the one using it more insight into what they are looking at through it.<br />
#A ring that has "C'est inutile" inscribe on it, for some reason it makes you feel special when you wear it.<br />
#A wand that when waved over anything that could be considered food makes it taste of mixed berries.<br />
#A plate made of strange clay whenever something is eaten off it a growling noise is heard from somewhere nearby.<br />
#Half of a cookie that, when eaten, causes another half of a cookie appears in an empty space nearby.<br />
#A sandwich bag that has the words "for panzer only" written on it. Inside the bag is a sandwich so perfect and mouthwatering but no matter what you are forced away if you try to eat the sandwich or remove it from its bag.<br />
#A 3-foot cube box that causes bread placed in it for more than one minute to become toasted and buttered on one side.<br />
#A scroll case full of ash. The lid has a tiny iron spike on the top.<br />
#A woodcutter's axe that refuses to cut anything but wood.<br />
#A small box with a button. When pressed a repetitive 30-second tune will play. If the button is held down button for 20 seconds, it imprints a new tune.<br />
#A jar containing two eyeballs peering with innocence at you with a label that reads "Lithians treasure" scribbled in crayon.<br />
#An eye patch of white stained leather with the word "Skipper" on the inside.<br />
#A silver ring with "Dax <3 Mariva" inscribed on the inside. If you try and wear it, it slips off of your finger almost immediately.<br />
<br />
===Table 7===<br />
;d100<br />
#A deed to a bear sanctuary in another land.<br />
#A locket containing a picture of an unrecognizable child.<br />
#A bracer that is too hot to touch.<br />
#A freezing cold gauntlet.<br />
#A map of an infinite labyrinth that is illegible.<br />
#A book of ideas that will never be used.<br />
#A miniature functioning siege set.<br />
#A book of smut.<br />
#A miniature canoe with what appears to be a dragonborn living on it.<br />
#A captain's hat with the name "sexy captain Alice" on the inside.<br />
#An unfinished nude drawing of a man with an eye patch.<br />
#A deflated rubber ball.<br />
#a pamphlet preaching Nameless The Double Fae Gnome.<br />
#A crude sketch of a goblin entitled Leanord.<br />
#A necklace made from seven owl feathers.<br />
#An unknown ancient relic that was forgotten through time.<br />
#A half built sled.<br />
#A vial containing a small ember.<br />
#A bubblegum scented sword.<br />
#A bag of odd mushrooms.<br />
#A statuette made from a coprolite.<br />
#A book that details etiquette for acolytes of a major religion.<br />
#A wand sized for a kobold.<br />
#A whip crafted from ink-black leather.<br />
#A hag's hairpin.<br />
#A wrestling belt.<br />
#A whistle that, when blown, makes you feel certain that there's a horse not too far away from you.<br />
#A pair of undies with bats on them<br />
#A crown made out of thirty broken spoons.<br />
#A cabbage that cannot be eaten.<br />
#A gold-painted rock.<br />
#A tiny lizard skull.<br />
#A pink scabbard that feels lighter than it actually is.<br />
#A map to your ancestral home.<br />
#A jester's hat.<br />
#A harlequin mask that makes you feel oddly sad when you wear it.<br />
#A pair of pumped up kicks.<br />
#A shooting star contained in a bag.<br />
#A coupon for a free hug from a king. <br />
#A tiny hand carved from amber that flies around you and pokes people.<br />
#A red boomerang that never comes backs to you.<br />
#A tiny bit of a dragon's scale.<br />
#A deed to a place that you made up.<br />
#A dented helmet that has an odd swirling design on the back.<br />
#A book of myths.<br />
#A cork that has a faint aroma of orange.<br />
#A mushroom that smells of butterscotch and rots.<br />
#A scabbard that smells of cheese.<br />
#A trumpet that plays a mocking tune whenever you fail at something. You can't get rid of it.<br />
#A set of very erotic undergarments.<br />
#A jar full of petrified wasps.<br />
#A hat that belongs to a violent marauder lord.<br />
#A noble's journal, detailing his love affair with a goblin barmaid.<br />
#A rusty speculum.<br />
#A broken lute covered in bloodstains.<br />
#A portrait of an incredibly muscular man wearing a short dress.<br />
#A necromancer's reanimated pet frog.<br />
#A platinum piece that merchants seem frightful of.<br />
#A dagger that can't be removed from its sheath.<br />
#A miser's coinpurse. You just can't figure out how to untie the drawstrings.<br />
#A pebble, delicately carved to resemble a dwarven mine baron.<br />
#A flip book that depicts a cartoonish spine devil operating a river boat.<br />
#A beautifully crafted doll that belonged to a knight named Beirand.<br />
#An undelivered letter addressed to a lord from the east. It simply states "kill you" repeatedly.<br />
#A child's wooden sword, with the names of several children carved into the side. It is completely blood stained...<br />
#An opium pipe made from beautifully carved jade. The name "Lawrence" is inscribed at the bottom.<br />
#A bit of slime in a jar. When the jar is opened, the slime tries its hardest to stay as far into the jar as it can, and something tells you you shouldn't touch it.<br />
#A small bottle full of everlasting fire, when opened the sentient fire leaps onto whoever opened it and acts like a familiar; does not burn the owner, will attack anyone who threatens the owner of the fire.<br />
#A music box that when opened plays strange music extremely loud.<br />
#A journal with writing about the mass murder of orphans that lived at a temple, the murderer was never found; the writer seems to want revenge.<br />
#An explorer's journal that goes very in depth of his discoveries while in his own house<br />
#A small, sticky substance that is unidentifiable. Animals seem to enjoy eating it.<br />
#A box full of green shirts, dresses, hats, basically anything clothes as long as it's green. Though, you have discovered a large pea in the corner of the box in the past.<br />
#A necklace of obviously fake black pearls.<br />
#Sheet music, with explicit instructions to play it using only sounds made by various animals instead of normal instruments.<br />
#A blanket that makes anyone sleeping under it snore heavily for one hour, before flying off their body.<br />
#A drum that makes someone within a 30 foot radius sneeze tremendously on every 7th beat.<br />
#A book that translates anything you say into any language you wish, however it also adds in several random words, completely changing the meaning of whatever you say.<br />
#A wise ghost that will give mildly helpful advice on occasion, but thinks its hilarious to play the bongos at inconceivable volume whenever you are trying to remain undetected.<br />
#An extremely vulgar pocket watch that only shuts up when you wrap it in a special cloth that is fragile and can never be replaced.<br />
#A lime-green sandal that is sized for a giant<br />
#A dungbeetle the size of a pony that refuses to do anything but follow you, and push a gigantic wad of dung.<br />
#A magic sphere that replays the most horrid-yet-catchy tune you have ever heard at random.<br />
#A squirrel that will occasionally bring you nuts, but will hide any small objects or string you posses nearby just as often.<br />
#An earring that will make you slightly more attractive to the opposite sex when pierced on your left buttock.<br />
#A cup that remains totally unmovable from where it was set unless there is absolutely no liquid left inside of it. <br />
#An elegant pair of shoes that make you run into walls on rare occasions.<br />
#A perfect cube of polished, solid dirt.<br />
#An artist's canvas that always appears to have mildy suggestive and socially unacceptable material portrayed on it, but is always masterfully done. The artwork changes at random.<br />
#An endless, near-weightless bag, that produces only rubbish when you urgently need something specific from it. Will only produce items you have stored in it otherwise, but always at random.<br />
#A ring that gives you the ability to command sheep in small numbers, but sheds dog hair in excessive amounts every 9 days.<br />
#A jack-in-the-box that will always produces a somewhat disturbing illusion that changes every time you use it.<br />
#A trusty sword of good steel that is haunted by several ornery, elderly, racist veterans of several different wars. They are almost always present, and they all hate each other.<br />
#A walnut. There seems to be magical properties to it... maybe?<br />
#A bag of salt. You have tasted a small bit of it, and amazingly, you can taste the magic in the salt, though it doesn't seem holy.<br />
#A child sized thumb. You don't recall how you got it, but you're sure you knew somebody who was missing a thumb when you were younger.<br />
#An incredibly large ear that presumably belonged to a giant.<br />
#A small slip of paper that reads "Ce message n'est pas pour vous, imbécile."<br />
#The head of a polearm.<br />
#A bag containing three history books so out of date they're not even written in modern Common.<br />
<br />
===Table 8===<br />
;d100<br />
<br />
#A long list of miscellaneous items, about 700.<br />
#A pint of milk that never goes bad, but always tastes like it's not quite right. The pint bottle refills every day at the exact moment that the sun rises.<br />
#A one man band comprised of a drum, an accordion, a harmonica, a tuba, cymbals, and a horn. It seems to play whatever it wants though.<br />
#A broken dagger with the last part of a name inscribed on the remaining portion of the blade. It reads "-dius".<br />
#A small blue-black orb that when held up to the ear seems to emit the tiny screams of a thousand souls.<br />
#A hand mirror that holds the attention of anyone looking into it. You feel absolutely fabulous.<br />
#A small device that when held right can be spun. It has three protruding limbs and other than spinning seems to be of no particular interest.<br />
#A belt with a note accompanying it reading "This belt shall give power to those that wear it." It's buckle is missing and cannot be found.<br />
#A small slip of paper with wishes on it. It will grant three wishes but will kill the person that makes the third wish. Two wishes have already been used.<br />
#A sword made to harness the power of demon's blood. It seems the blood has since been returned to its rightful owner.<br />
#A puzzle set that is missing a piece which never seems to be the same piece as last time.<br />
#A scroll on which is inscribed a childish insult that isn't very amusing.<br />
#A tiny cage containing a goblin that seems to hate you for something you apparently did to it despite never having seen or heard of this goblin until now.<br />
#A tiny book containing a list of ships that have docked but have never existed in real life or in fantasy literature.<br />
#A hardback blue book containing a list of every monster in the world and their exact demographics. The book seems very old.<br />
#A metal butter container marked with the words "Property of Professor Chaos."<br />
#A tin hat that is said to ward off creatures that steal your thoughts.<br />
#A leather bound diary that when written in will make the ink disappear and answer back before once more disappearing.<br />
#An instruction manual that states what not to do in the events of potentially apocalyptic events.<br />
#Three green diamonds made of cloth that attach to each other when put near each other but separate when placed near water.<br />
#A cube made up of smaller cubes with images of even smaller cubes inside those cubes. It seems to keep going on and on.<br />
#A fabric doll of a guard with an angry expression on it.<br />
#A tent that seems to get smaller and smaller with each use. Who knows how small it can actually get...<br />
#A card game with monsters, traps, and spells on each card. Playing one makes a small image of it appear and when played against another monster will attack one another.<br />
#A cube that plays a song from another time period. It doesn't sound like anything that has existed so far.<br />
#A die with the classic six sides. It seems each face shows a different outcome constantly and rolling it will reveal that outcome. There seem to be an infinite number of potential outcomes.<br />
#Toothpicks made of razor blades and broken glass. Who would even want to use this?<br />
#A broken compass that seems to point away from your destination and doesn't seem to be able to be deceived.<br />
#A piece of chocolate that tastes bitter with a sweet aftertaste, it burns your tongue when tasted as well.<br />
#A weird brass pot that when opened reveals a hot steaming meal of great distaste to he who opens it.<br />
#A bag of weird living figurines of everyone you know, including yourself, and they seem to be unable to see you despite your ability to interact with them.<br />
#A weird yellow hat that belches into your ear when worn.<br />
#A vial of vomit that smells like roses for some odd reason.<br />
#A picture of the nastiest thing you have ever laid eyes on.<br />
#A box of jewels with an inscription on the box with the end scratched off. It reads "Elements of..." These jewels are powerful but seem to be unable to work.<br />
#A giant cupcake that has been half eaten.<br />
#A large sum of gold coins. Upon closer inspection they are made of bone, without looking so closely you'd never be able to tell they were fake<br />
#A metal bucket with an old note in it. It says "Gentleman. This, is a bucket" followed by another note that says "dear god" followed by yet another that says "Wait, there's more" and finally one that simply says "NOoo..." as if the person was in a state of disbelief.<br />
#A thin metal box with images of people you hate and six bags of tobacco for smoking.<br />
#A very scary painting of yourself that seems to age the longer you look at it. It resets by morning.<br />
#A thing made of materials. None of this looks familiar to you in any shape or form and makes you very uncomfortable.<br />
#A broken staff that partly disintegrates when it is touched, but always leaves some material behind.<br />
#A plush toy of an owl with a label attached to it that reads "Comet".<br />
#A tiny wheel of cheese with a hole in the middle.<br />
#A loaf of bread made into the shape of a longsword that is stale.<br />
#A picture that shows a random location you ask about in the general area, though it usually shows you perverted things as if it had a mind of its own. You feel its name is Jiraiya.<br />
#A cow leather belt that allows you to speak with cows, yet makes you sheepish in the presence of sheep.<br />
#A ring that seems to get smaller while you wear it.<br />
#A hammer that whispers to you seductively in your sleep and takes pleasure in being used. You are usually creeped out by it.<br />
#A bottle that contains an odd green liquid that floats on water.<br />
#A leather pouch that contains seventeen sewing needles.<br />
#A letter that can barely be read, smudged by tears and withered by seawater, with the legible parts reading "Cam.....ere..on..e'll b..hap...med.y....-N..."<br />
#A baked clay figurine of a wide-eyed kobold with a bone in its mouth. <br />
#A rudimentary deck of playing cards made on the backs of "Wanted Person" leaflets. <br />
#A thick leather belt with impressions and engravings depicting the stages of a moon. <br />
#An old farmers almanac with pages cut to conceal small items inside. <br />
#A highly-polished, palm-sized steel orb that always rolls downhill. <br />
#A ship's flag that doesn't move in the wind.<br />
#The fantastical skull of a rare hornless unicorn... or at least that's what the merchant who sold it to you claimed it was. He wouldn't have lied to you now, would he?<br />
#An otherwise ordinary skull, if not for the third eyehole nestled in the center of its forehead.<br />
#A scrimshaw depicting several northern nomads hunting a great elk, carved into the tooth of a saber-toothed tiger.<br />
#A black ring covered with some very faint, illegible etchings that glow with a red light when in darkness. It feels somewhat warm to the touch when worn.<br />
#The last baby tooth of a young giant, who lost it long ago.<br />
#The skull of a wolf, peculiar for the rack of antlers sprouting from the top of its head.<br />
#A small, mechanical bear that fits in the palm of your hand. It dances whenever music is played, yet no power source nor mechanism can be detected.<br />
#A small wooden top that refuses to stop spinning, despite your best efforts.<br />
#A sealed glass jar filled with a pale, reddish liquid. A small, deformed humanoid floats in the middle of it, and you swear that you can see it twitch whenever you are not looking directly at it.<br />
#A note you found in your pocket one day instead of a pouch of coins. It only says "IOU".<br />
#An odd torch that produces a blue flame yet seemingly no heat or light. At least it never goes out.<br />
#A set of exquisitely crafted dice, carved from the tusks of a mammoth. Dwarvish runes replace the typical pips on the sides, and glow a faint blue.<br />
#A vial of purple fluid that, when poured onto an inanimate object of size small or tiny, will cause said object to become translucent in appearance for one hour. <br />
#An incredibly crude knife seemingly carved from a stone giant's toenail.<br />
#A silver ring with runic etchings. In place of where a jewel would go, however, there is instead a small depression wherein rests an orb of green flame that never goes out but which also does not burn.<br />
#A walking stick shaped from a gnarled elm root. A small branch is sprouting from it, tipped with several leaves.<br />
#A sealed Ship in a Bottle, enchanted by a wizard. As you watch, the ship rocks back and forth as tiny waves crash about it.<br />
#A small bird unlike any you've ever seen, trapped in a chunk of amber.<br />
#A tumorous mass of flesh that squelches along the ground behind you, aided by a sinewy mass of veins and arteries that act akin to tentacles.<br />
#A pewter armlet adorned with a pack of wolves engraved into its surface. When you rub your fingers lightly over it, the sounds of distant howls echo through the air.<br />
#A gold stud earing that whispers completely useless facts into its wearer's ear.<br />
#A silver pocketwatch that can correctly tell the time on whatever plane it is currently on.<br />
<br />
==Houserule Trinket Boxes==<br />
<br />
This is a compiled list of the [[D&D Wiki Magazine]] trinket lists.<br />
<br />
===Homebrew (Issue 0): Fire===<br />
<br />
;d20<br />
#A red feather that shines softly in the dark<br />
#A ball that engulfs itself in harmless blue fire when thrown<br />
#A gold-plated badge emblazoned with a symbol of fire<br />
#A bowl filled with dim continual flames that change color when different powdered materials are added<br />
#A humanoid poppet, made from twisted roots, with singed limbs<br />
#A flute that, when played, forms illusory lines of fire which dance to the music around the player<br />
#An ash wood walking stick<br />
#A pouch of dust that when sprinkled onto a fire cause firework-like sparks and crackles<br />
#A map of the sun<br />
#A pair of boots that leave scorched footprints<br />
#A bottle filled with morning light ember<br />
#A pyrography quill that leaves flaming script on the parchment<br />
#An old brass lamp in which an efreet once resided; his name is inscribed on the rim in Ignan script<br />
#A chalice that makes the drinker’s blood glow with an inner fire for a few minutes afterward<br />
#An ever-smoldering lump of coal<br />
#A thin iron pinky ring, melted and charred but still wearable<br />
#An ever-lit smoking pipe<br />
#Pocket hand-bellows that were probably meant as a child's toy but are useful for starting fires none-the-less.<br />
#A pocketbook of flame identification called 'Tongues and Their Reading' used to tell magical flames from natural ones and much more.<br />
#A candlestick with a jeweler's mark stamped into the base.<br />
<br />
===Issue 1: Magic===<br />
<br />
;d20<br />
#A ring that grows warm when near common magical items<br />
#A dagger that was once owned by a man struck by a lightning bolt spell; it still flickers with (harmless) electricity.<br />
#A simple crown of woven rowan that glows faintly with unearthly light.<br />
#A wand that, when waved over a bowl, makes the food therein taste spicy.<br />
#A spoon that, when used to stir a drink, makes the beverage piping hot.<br />
#A shallow bowl that makes all spellcasters who eat or drink from it feel faintly nauseous.<br />
#A rock that may be absorbed into any point on the body and produced from another point at will.<br />
#A small compass that never points north, and sometimes points at strangers.<br />
#A strange purple dust that can be sprinkled on tiny objects, causing them to hover 5 feet off the ground for 1 minute.<br />
#A bobbin of thick string with which it is impossible to tie knots<br />
#A blue sash cut from perfectly hydrophobic cloth.<br />
#A small, hollow metallic orb that vibrates when tapped. While vibrating it prevents anyone in close proximity from sleeping. It stops vibrating when tapped again.<br />
#A sheet of papyrus that captures a person’s portrait when a command word is spoken (reusable if the command word is known).<br />
#A hand crank music box which plays a melody that causes listeners to think they are dreaming.<br />
#A chain of alternating silver and bronze links. The silver links are ethereal, while the bronze links are not, but they can still interact with the other links.<br />
#A box and lid crafted from a strange, white, pliable material. Foodstuffs sealed within remain fresh for two weeks.<br />
#An acacia wood spinning top which never topples. When spun on flat wood, it carves elegant abstract engravings.<br />
#An invitation to a magician’s circle on a date that doesn’t quite make sense.<br />
#A stuffed jackdaw that occasionally blinks or cocks its head.<br />
#A titanium sewing needle that can only unweave thread.<br />
<br />
===Issue 2: Magic Weapons===<br />
<br />
;d20<br />
#An empty scabbard with an intricate design etched into the leather. With enough study, it may be interpreted as a map that purports to leads to the location of the matching sword.<br />
#A 1-inch high pewter elf soldier, armed with a shield and longsword; the base reads “4 of 7”.<br />
#A bill of sale for two dozen magic morningstars, sold by Alvin Cogsbottom and purchased by Farbgarble (bugbear warlord).<br />
#A pencil-on-paper schematic of a crossbow-like contraption of tubes, triggers and optics.<br />
#A blue blade shard that hums. If a person holds the piece for long enough they will start hearing voices that urge him to kill and claim souls for it.<br />
#A pair of tailor’s shears that can cut through any kind of leather.<br />
#A curious talking ebony walking stick, well versed in history and swordplay.<br />
#An old, worn smith's hammer. Its head is always hot to the touch.<br />
#A vial of oil labelled “Tomonari’s anointmente forr long swordes and other weppons of the disttinguished nobelemann.”<br />
#A woodcutter’s axe, the head of which shimmers like downwards-flowing water.<br />
#A quarterstaff with a small jade sphere affixed to one end. When swung, the jade leaves a faint trail of color.<br />
#A perpetually wet whetstone.<br />
#A smooth river stone with shards of bone stuck into it. If you look hard enough you can see that the bones are not of a humanoid but of a giant.<br />
#A strange rock hammer with a steelmark of Abyssal runes. The runes read “HAIL TO THE KING OF THE ROCK”<br />
#A rag intended to be wrapped around the scabbard of a sword. It magically wicks blood and other liquids away from a sword as it is sheathed.<br />
#An impossibly sharp pen that will always be in the owner’s pocket when they reach into it.<br />
#A model bronze weapon rack with six detachable polearms. Each is three inches long and decorated with a red horse-hair tassel.<br />
#A feathered arrow embedded in a frozen potato.<br />
#A halfling skull with a significant parietal slashing wound that also corroded the bone.<br />
#A pocket instruction manual depicting bizarre fighting stances of leaping, spinning and holding weapons by the wrong end.<br />
<br />
===Issue 3: Castles & Heraldry===<br />
<br />
;d20<br />
#A small stone cube with the coat of arms of a different family on each side.<br />
#A large, tattered flag with silver, green, and black stripes.<br />
#A mithral key about six inches long.<br />
#A spyglass, dented and bent in half. However, because the inside is so reflective it can still be used.<br />
#A crown made of polished and carved ash with gold inlays.<br />
#A wooden cup, divided in half lengthwise with a sheet of aluminum.<br />
#A grappling hook with silken cord attached to the end. One of the three hooks is broken, and another is bent almost in line with the body of the hook.<br />
#A small model of a castle that matches a real one exactly and changes to match new alterations.<br />
#A dagger's hilt. The pommel is carved in the form of a lion.<br />
#A crown of tarnished silver. Spikes are woven throughout it.<br />
#A long arrow, with the tip hollow as if it once contained a message.<br />
#A tattered painting of a royal family. The faces are scratched out.<br />
#A small crystal goblet which makes an unusual ringing sound when tapped.<br />
#The blade of an ancient sword. A mysterious coat of arms is carved into it.<br />
#A small stone block from a long-forgotten castle. For some reason, gripping it puts you in a foul mood.<br />
#Ripped and torn mail links. They seem to glow with a royal brilliance, but do not emit any actual light.<br />
#Half of a snapped oak flag-pole. "We will fight to the last" is written in dried blood on one side.<br />
#A torn, warped copy of "Evard's Poetry- 100 Poems for the Aspiring Prince".<br />
#Half of a signet ring. It looks like it was once the stamp for an ancient royal seal.<br />
#A much-loved child's doll embroidered with gold thread. It's been through a lot.<br />
This is not the place to add custom trinkets, this is the Trinket list from D&D issue "Castles & Heraldry" please feel free to add your own trinkets to the list with the "table #" heading that has not been filled to 100 trinkets.<br />
<br />
==External Links==<br />
*[https://dnd.wizards.com/articles/features/elemental-evil-trinkets Elemental Evil: Trinkets] at WotC<br />
[[Category:5e]]<br />
[[Category:Equipment]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Fire_Domain_(5e_Subclass)&diff=944685Fire Domain (5e Subclass)2017-09-27T04:50:40Z<p>AngelicBahamut: If you read the 5e Archetype Preload, you'll find that they aren't</p>
<hr />
<div><br />
The 5e PHB describes the tempest domain as including not only storm gods, but also gods of other disasters, including volcanoes. This Fire Domain reflects this. Spells marked with a * are found not it the PHB, but in the Elemental Evil companion material, found on the WotC website. It's free to download, and just in time for me to make this! Link: [http://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf]<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://s-media-cache-ak0.pinimg.com/736x/76/fc/6a/76fc6a66e48ec993d6f6bd6e95a565d9.jpg<br />
|-<br />
|''These clerics worship the gods of fire and magma.''<br />
|}<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Fire Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[5e SRD:Burning Hands|burning hands]], earth tremor*''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[5e SRD:Flaming Sphere|flaming sphere]], [[5e SRD:Scorching Ray|scorching ray]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[5e SRD:Fireball|fireball]], melf's minute meteors*''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[5e SRD:Fire Shield|fire shield]], [[5e SRD:Wall of Fire|wall of fire]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[5e SRD:Conjure Elemental|conjure elemental]], immolation*''<br />
|}<br />
<br />
;Bonus Cantrips<br />
You learn the ''create bonfire''* cantrip if you do not already know it.<br />
<br />
;Wrath of the Inferno<br />
Also at 1st level, you can blazingly rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a {{5a|dex}} saving throw using your spell save DC. The creature takes 2d8 fire damage on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your {{5a|wis}} modifier (a minimum of once). You regain all expended uses when you finish a long rest.<br />
<br />
;Bonus Proficiencies<br />
Also starting at 1st level, you gain proficiency with heavy armor and martial weapons.<br />
<br />
;Channel Divinity: Searing Wrath<br />
Starting at 2nd level, you can use your Channel Divinity to wield the power of the blaze with unchecked ferocity. When you roll fire or radiant damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.<br />
<br />
;Blazing Impact<br />
At 6th level, when you deal fire damage to a Large or smaller creature, you can also push it up to 10 feet away from you.<br />
<br />
;Divine Strike<br />
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;Born of the Furnace<br />
At 17th level, you have developed an immunity to all fire damage, including infernal fire and lava. When you cast a spell that deals fire or radiant damage, add your {{5a|wis}} modifier to that damage. You gain [[5e SRD:Meteor Swarm|''meteor swarm'']] as an additional domain spell; therefore, it is always considered prepared and it does not count against the number of spells you can prepare each day. [[5e SRD:Meteor Swarm|''Meteor swarm'']] is also considered a cleric spell for you.<br />
<br />
----<br />
{{5e Archetypes Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Archetype]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Fire_Domain_(5e_Subclass)&diff=944651Fire Domain (5e Subclass)2017-09-27T03:41:21Z<p>AngelicBahamut: </p>
<hr />
<div><br />
The 5e PHB describes the tempest domain as including not only storm gods, but also gods of other disasters, including volcanoes. This Fire Domain reflects this. Spells marked with a * are found not it the PHB, but in the Elemental Evil companion material, found on the WotC website. It's free to download, and just in time for me to make this! Link: [http://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf]<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://s-media-cache-ak0.pinimg.com/736x/76/fc/6a/76fc6a66e48ec993d6f6bd6e95a565d9.jpg<br />
|-<br />
|''These clerics worship the gods of fire and magma.''<br />
|}<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Fire Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[5e SRD:Burning Hands|burning hands]], earth tremor*''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[5e SRD:Flaming Sphere|flaming sphere]], [[5e SRD:Scorching Ray|scorching ray]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[5e SRD:Fireball|fireball]], melf's minute meteors*''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[5e SRD:Fire Shield|fire shield]], [[5e SRD:Wall of Fire|wall of fire]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[5e SRD:Conjure Elemental|conjure elemental]], immolation*''<br />
|}<br />
<br />
;Bonus Cantrips<br />
You learn the ''create bonfire''* cantrip if you do not already know it.<br />
<br />
;Wrath of the Inferno<br />
Also at 1st level, you can blazingly rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a {{5a|dex}} saving throw using your spell save DC. The creature takes 2d8 fire damage on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your {{5a|wis}} modifier (a minimum of once). You regain all expended uses when you finish a long rest.<br />
<br />
;Bonus Proficiencies<br />
Also starting at 1st level, you gain proficiency with heavy armor and martial weapons.<br />
<br />
;Channel Divinity: Searing Wrath<br />
Starting at 2nd level, you can use your Channel Divinity to wield the power of the blaze with unchecked ferocity. When you roll fire or radiant damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.<br />
<br />
;Blazing Impact<br />
At 6th level, when you deal fire damage to a Large or smaller creature, you can also push it up to 10 feet away from you.<br />
<br />
;Divine Strike<br />
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;Born of the Furnace<br />
At 17th level, you have developed an immunity to all fire damage, including infernal fire and lava. When you cast a spell that deals fire or radiant damage, add your {{5a|wis}} modifier to that damage. You gain [[5e SRD:Meteor Swarm|''meteor swarm'']] as an additional domain spell; therefore, it is always considered prepared and it does not count against the number of spells you can prepare each day. [[5e SRD:Meteor Swarm|''Meteor swarm'']] is also considered a cleric spell for you.<br />
<br />
----<br />
{{5e Archetypes Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Archetype]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Fire_Domain_(5e_Subclass)&diff=944650Fire Domain (5e Subclass)2017-09-27T03:40:52Z<p>AngelicBahamut: </p>
<hr />
<div><br />
The 5e PHB describes the tempest domain as including not only storm gods, but also gods of other disasters, including volcanoes. This Fire Domain reflects this. Spells marked with a * are found not it the PHB, but in the Elemental Evil companion material, found on the WotC website. It's free to download, and just in time for me to make this! Link: [http://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf]<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://s-media-cache-ak0.pinimg.com/736x/76/fc/6a/76fc6a66e48ec993d6f6bd6e95a565d9.jpg<br />
|-<br />
|''These clerics worship the gods of fire and magma.''<br />
|}<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Fire Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[5e SRD:Burning Hands|burning hands]], earth tremor*''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[5e SRD:Flaming Sphere|flaming sphere]], [[5e SRD:Scorching Ray|scorching ray]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[5e SRD:Fireball|fireball]], melf's minute meteors*''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[5e SRD:Fire Shield|fire shield]], [[5e SRD:Wall of Fire|wall of fire]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[5e SRD:Conjure Elemental|conjure elemental]], immolation*''<br />
|}<br />
<br />
;Bonus Cantrips<br />
You learn the ''create bonfire''* cantrip if you do not already know it.<br />
<br />
;Wrath of the Inferno<br />
Also at 1st level, you can blazingly rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a {{5a|dex}} saving throw using your spell save DC. The creature takes 2d8 fire damage on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your {{5a|wis}} modifier (a minimum of once). You regain all expended uses when you finish a long rest.<br />
<br />
;Bonus Proficiencies<br />
Also starting at 1st level, you gain proficiency with heavy armor and martial weapons.<br />
<br />
;Channel Divinity: Searing Wrath<br />
Starting at 2nd level, you can use your Channel Divinity to wield the power of the blaze with unchecked ferocity. When you roll fire or radiant damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.<br />
<br />
;Blazing Impact<br />
At 6th level, when you deal fire damage to a Large or smaller creature, you can also push it up to 10 feet away from you.<br />
<br />
;Divine Strike<br />
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;Born of the Furnace<br />
At 17th level, you have developed an immunity to all fire damage, including infernal fire and lava. When you cast a spell that deals fire or radiant damage, add your Wisdom modifier to that damage. You gain [[5e SRD:Meteor Swarm|''meteor swarm'']] as an additional domain spell; therefore, it is always considered prepared and it does not count against the number of spells you can prepare each day. [[5e SRD:Meteor Swarm|''Meteor swarm'']] is also considered a cleric spell for you.<br />
<br />
----<br />
{{5e Archetypes Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Archetype]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Fire_Domain_(5e_Subclass)&diff=944643Fire Domain (5e Subclass)2017-09-27T02:58:02Z<p>AngelicBahamut: </p>
<hr />
<div><br />
The 5e PHB describes the tempest domain as including not only storm gods, but also gods of other disasters, including volcanoes. This Fire Domain reflects this. Spells marked with a * are found not it the PHB, but in the Elemental Evil companion material, found on the WotC website. It's free to download, and just in time for me to make this! Link: [http://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf]<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://s-media-cache-ak0.pinimg.com/736x/76/fc/6a/76fc6a66e48ec993d6f6bd6e95a565d9.jpg<br />
|-<br />
|''These clerics worship the gods of fire and magma.''<br />
|}<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Fire Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[5e SRD:Burning Hands|burning hands]], earth tremor*''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[5e SRD:Flaming Sphere|flaming sphere]], [[5e SRD:Scorching Ray|scorching ray]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[5e SRD:Fireball|fireball]], melf's minute meteors*''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[5e SRD:Fire Shield|fire shield]], [[5e SRD:Wall of Fire|wall of fire]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[5e SRD:Conjure Elemental|conjure elemental]], immolation*''<br />
|}<br />
<br />
;Bonus Cantrips<br />
You learn the ''create bonfire''* cantrip if you don't already know it.<br />
<br />
;Wrath of the Inferno<br />
Also at 1st level, you can blazingly rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a {{5a|dex}} saving throw using your spell save DC. The creature takes 2d8 fire damage on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your {{5a|wis}} modifier (a minimum of once). You regain all expended uses when you finish a long rest.<br />
<br />
;Bonus Proficiencies<br />
Also starting at 1st level, you gain proficiency with heavy armor and martial weapons.<br />
<br />
;Channel Divinity: Searing Wrath<br />
Starting at 2nd level, you can use your Channel Divinity to wield the power of the blaze with unchecked ferocity. When you roll fire or radiant damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.<br />
<br />
;Blazing Impact<br />
At 6th level, when you deal fire damage to a Large or smaller creature, you can also push it up to 10 feet away from you.<br />
<br />
;Divine Strike<br />
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;Born of the Furnace<br />
At 17th level, you have developed an immunity to all fire damage, including infernal fire and lava. When you cast a spell that deals fire or radiant damage, add your Wisdom modifier to that damage. You gain [[5e SRD:Meteor Swarm|''meteor swarm'']] as an additional domain spell; therefore, it is always considered prepared and it does not count against the number of spells you can prepare each day. [[5e SRD:Meteor Swarm|''Meteor swarm'']] is also considered a cleric spell for you.<br />
<br />
----<br />
{{5e Archetypes Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Archetype]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Fire_Domain_(5e_Subclass)&diff=944640Fire Domain (5e Subclass)2017-09-27T02:56:19Z<p>AngelicBahamut: </p>
<hr />
<div><br />
The 5e PHB describes the tempest domain as including not only storm gods, but also gods of other disasters, including volcanoes. This Fire Domain reflects this. Spells marked with a * are found not it the PHB, but in the Elemental Evil companion material, found on the WotC website. It's free to download, and just in time for me to make this! Link: [http://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf]<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://s-media-cache-ak0.pinimg.com/736x/76/fc/6a/76fc6a66e48ec993d6f6bd6e95a565d9.jpg<br />
|-<br />
|''These clerics worship the gods of fire and magma.''<br />
|}<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
=====<span style="font-size:125%">Fire Domain Spells</span>=====<br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Cleric Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[5e SRD:Burning Hands|burning hands]], earth tremor*''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[5e SRD:Flaming Sphere|flaming sphere]], [[5e SRD:Scorching Ray|scorching ray]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[5e SRD:Fireball|fireball]], melf's minute meteors*''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[5e SRD:Fire Shield|fire shield]], [[5e SRD:Wall of Fire|wall of fire]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''[[5e SRD:Conjure Elemental|conjure elemental]], immolation*''<br />
|}<br />
<br />
;Bonus Cantrips<br />
You learn the ''create bonfire''* cantrip if you don't already know it.<br />
<br />
;Wrath of the Inferno<br />
Also at 1st level, you can blazingly rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a {{5a|dex}} saving throw using your spell save DC. The creature takes 2d8 fire damage on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your {{5a|wis}} modifier (a minimum of once). You regain all expended uses when you finish a long rest.<br />
<br />
;Bonus Proficiencies<br />
Also starting at 1st level, you gain proficiency with heavy armor and martial weapons.<br />
<br />
;Channel Divinity: Searing Wrath<br />
Starting at 2nd level, you can use your Channel Divinity to wield the power of the blaze with unchecked ferocity. When you roll fire or radiant damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.<br />
<br />
;Blazing Impact<br />
At 6th level, when you deal fire damage to a Large or smaller creature, you can also push it up to 10 feet away from you.<br />
<br />
;Divine Strike<br />
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;Born of the Furnace<br />
At 17th level, you have developed an immunity to all fire damage, including infernal fire and lava. When you cast a spell that deals fire or radiant damage, add your Wisdom modifier to that damage. You gain ''meteor swarm'' as an additional Domain spell; therefore, it is always considered prepared and it does not count against the number of spells you can prepare each day. [[5e SRD:Meteor Swarm|''Meteor swarm'']] is also considered a cleric spell for you.<br />
<br />
----<br />
{{5e Archetypes Breadcrumb}}<br />
[[Category:Cleric]]<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Archetype]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Talk:Dead_King%27s_Blade_(5e_Equipment)&diff=940410Talk:Dead King's Blade (5e Equipment)2017-09-15T03:06:07Z<p>AngelicBahamut: Created page with "Do you have to be touching the sword to use the spell storing feature? ~~~~"</p>
<hr />
<div>Do you have to be touching the sword to use the spell storing feature? [[User:AngelicBahamut|AngelicBahamut]] ([[User talk:AngelicBahamut|talk]]) 21:06, 14 September 2017 (MDT)</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Robe_of_Shielding_(5e_Equipment)&diff=938167Robe of Shielding (5e Equipment)2017-09-12T02:33:10Z<p>AngelicBahamut: </p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Robe of Shielding<br />
|type=Wondrous Item<br />
|subtype=<br />
|rarity=rare<br />
|attunement=<br />
|description=This robe is a drab, dark gray, and has wards in silver Draconic text sewn into it in shapes reminiscent of a suit of armor; when it is put on, the wards glow slightly for a moment and the wearer feels a sense of security.<br/><br />
While wearing this armor, a creature's AC is equal to 11 + its {{5a|dex}} modifier. Also, a creature that knows and can cast the [[5e SRD:Shield|''shield'']] spell always has it prepared while wearing it, and it does not count against the number of spells that creature can prepare each day. A creature whose class spell list includes [[5e SRD:Shield|''shield'']] can learn it from the text sewn into the robe by making a DC 13 {{5a|int}} ({{5s|Arcana}}) check.<br />
}}<br />
|<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Wondrous Items|Wondrous Items]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Oath_of_the_Old_Ones_(5e_Subclass)&diff=937654Oath of the Old Ones (5e Subclass)2017-09-11T03:12:52Z<p>AngelicBahamut: /* Change of the Old Ones */</p>
<hr />
<div>{{needsbalance|The archetype contains a number of overpowered features including: regeneration every minute, regain all of your hitpoints and remove all levels of exhaustion as a bonus action, all creatures within 10ft of you and yourself add your proficiency bonus to all your saving throws, and an aberrant type paladin becomes undead type and gets undead features for no reason.}}<br />
<br />
===Oath of the Old Ones===<br />
<br />
It requires a special kind of being to discard the most common paths of righteousness and turn instead to ancient beings with a different sense of virtue. ''The Great Ones that inhabit the planes of existence are sympathetic in spirit and often answer when called upon.''<br />
<br />
===Tenets of the Old Ones===<br />
<br />
'''Continuity.''' Outlast your enemies and allies. Endure beyond the moment the world dies. Ageless. Undying. Immortal.<br />
<br />
'''Compassion.''' People live fleeting lives. Take it upon yourself to help them see beyond it -any way possible.<br />
<br />
'''Contemplation.''' Gifted with Knowledge beyond your years. Do not rush forward with the others, instead walk with your stride surely and steadily.<br />
<br />
'''Calm.''' Do not fear Death, instead, fear the life unlived. Achieve your desires.<br />
<br />
==== Oath of the Old Ones' Spells ====<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Paladin Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | [[5e_SRD:Bane|''bane'']], [[5e_SRD:Hideous_Laughter|''hideous laughter'']]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | [[5e_SRD:Detect_Thoughts|''detect thoughts'']], [[5e_SRD:Darkness|''darkness'']]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | [[5e_SRD:Clairvoyance|''clairvoyance]], [[5e_SRD:Sending|''sending'']]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | [[5e_SRD:Phantasmal_Killer|''phantasmal killer'']], [[5e_SRD:Black_Tentacles|black tentacles]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | [[5e_SRD:Modify_Memory|''modify memory'']], [[5e_SRD:Telekinesis|''telekinesis'']]<br />
|}<br />
<br />
====Channel Divinity====<br />
When you take this Oath at 3rd level, you gain the following two Channel Divinity options.<br />
<br />
=====Boon of the Old Ones=====<br />
As an action, you can imbue one weapon that you are holding with magical energy, using your Channel Divinity. For 1 minute your attacks now deal an extra 1d6 psychic or force damage. This increases by 1d6 at 14th level. Alternatively, you can cast a 1st [[5e SRD:Bless|''bless]] spell without using components or spell slots. To cast this spell at higher levels requires a 2nd level spell slot or higher. <br />
<br />
=====Punishment of the Old Ones=====<br />
Choose a target within sight, as an action you may attempt to temporarily cripple them. The enemy must make a Wisdom saving throw of 6+Wisdom modifier+Charisma modifier+proficiency to not be affected. On a failed save, the target will have disadvantage on all rolls until the end of their next turn.<br />
<br />
=====Change of the Old Ones=====<br />
When you use your [[5e_SRD:Paladin#Divine Smite|divine smite]], you can choose to have it deal psychic or force damage.<br />
<br />
====Cultivated Cultist====<br />
Your dedication to the Old Ones has magically mutated you to the point you are unaffected by many things. At 7th level, you and friendly creatures within 10 feet of you can't be {{5c|charmed}} and add your proficiency bonus to all your saving throws against spells while you are conscious, this applies even if you or anyone else are already proficient on the saving throw. At 18th level, the range increases to 30 feet.<br />
<br />
====Aberrant Ascendacy====<br />
''Peel the Skin, Discard the Flesh, Tear the Organs, and Crush the Bone. Only then may the Spirit rise to the fore.'' At 15th level, you are now considered to be of the aberration type. Choose 1 of the 3 following mutations.<br />
<br />
*'''Gaze of the Beholder.''' ''Eyes line the insides of your insides looking inside. Outside, you grow a vertical eye, while each of your eyes forms 3 pupils.'' Gain expertise in the {{5s|Perception}} skill and you can read all writing. You are {{5e|Disadvantage}} on saving throws made against being {{5c|Blinded}} and {{5c|Stunned}}.<br />
<br />
*'''Alien Limbs.''' ''Bent geometries reign unchecked inside you limbs, gifting you with unnatural speed -at a price.'' Gain an extra attack and proficiency on {{5a|dex}} saving throws. If you are already proficient on {{5a|dex}} saving throws, double your proficiency bonus. You now have {{5e|Disadvantage}} on {{5a|con}} saving throws.<br />
<br />
*'''Warped Flesh.''' ''They have granted you their powers. Now they give you their flesh.'' Increase your {{5a|con}} score by 2 and AC by 1. Reduce all damage you take by your {{5a|con}} modifier (minimum of 1) applied before resistances. All sources of magical healing on you cast by others except those of the aberration type are half as effective rounded up.<br />
<br />
====Undying====<br />
''Take your place amongst the Starborn, but it does not come without cost.'' At 20th level, you gain the following benefits.<br />
*You passively regenerate your 1+half your Constitution modifier rounded down(minimum of 1) number of hitpoints every minute. <br />
*You lose the need to eat, sleep, and breathe and your extremities and organs are reformed in 1 hour. You will not die from having your head chopped off, but are considered to be {{5c|Paralyzed}} until you grow a new one. <br />
*You have advantage on death saving throws.<br />
*Once per day, you may regain all of your hitpoints and remove all levels of exhaustion as a bonus action.<br />
<br />
----<br />
{{5e Archetypes Breadcrumb}}<br />
[[Category:Paladin]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Archetype]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Talk:Berserker,_Prestige_(5e_Class)&diff=933799Talk:Berserker, Prestige (5e Class)2017-09-08T07:22:07Z<p>AngelicBahamut: Created page with "Would the Improved Critical feature of the Champion archetype for the Fighter affect Wrath? ~~~~"</p>
<hr />
<div>Would the Improved Critical feature of the Champion archetype for the Fighter affect Wrath? [[User:AngelicBahamut|AngelicBahamut]] ([[User talk:AngelicBahamut|talk]]) 01:22, 8 September 2017 (MDT)</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Talk:Purge_Evil_or_Good_(5e_Spell)&diff=931072Talk:Purge Evil or Good (5e Spell)2017-09-05T02:08:57Z<p>AngelicBahamut: Created page with "Having a spell alter the target's alignment just feels... wrong to me. Alignment isn't such a big thing in 5e. ~~~~"</p>
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<div>Having a spell alter the target's alignment just feels... wrong to me. Alignment isn't such a big thing in 5e. [[User:AngelicBahamut|AngelicBahamut]] ([[User talk:AngelicBahamut|talk]]) 20:08, 4 September 2017 (MDT)</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Talk:Pushing_the_Speed_Limit_(5e_Optimized_Character_Build)&diff=931064Talk:Pushing the Speed Limit (5e Optimized Character Build)2017-09-05T02:00:37Z<p>AngelicBahamut: /* Draconic Champion */ new section</p>
<hr />
<div>Concentrating on disciplines follows the same rules as concentrating on spells, so you can't rage while concentrating on Celerity.<br />
--[[User:Louie20x6|Louie20x6]] ([[User talk:Louie20x6|talk]]) 17:44, 4 August 2017 (MDT)<br />
<br />
There are a few more things that can be done.<br />
<br />
One thing you can do is ditch an additional three levels in monk for three levels in the UA ranger, Deep Stalker conclave. This allows a +10 on the first turn of combat (assuming that you weren't in combat while taking the time beforehand to shapeshift, use your magic items, bladesing, and ready a movement reaction, and that you go into combat the moment you start running. For this purpose, let's assume this character's greatest enemy is really far away and you decide to initiate combat with the guy.) What this means is while you have a -5 base to your reaction as well as any kind of movement that's not on your turn, you'll have a +5 base profit to movement options on your turn. This changes the grand total from 14,080 feet in one round to 14,260 feet.<br />
<br />
You can have a mystic ally focused on the mantle of Fury, which will be placed next to where the speed monk will be after using its reaction to move. This will grant the speed monk on its turn a +5 base movement, which grants an additional 200 feet to the grand total, regardless of the Ranger multiclass.<br />
<br />
Additionally, having another mystic ally focusing on the mantle of command allows your tabaxi to move up to half their movement speed at the and of the mystic's turn, which can be ideally done after the tabaxi does all of the insane stuff and after the mystic has taken the turn themselves. The mystic's placement would have to be calculated so that the tabaxi ends its turn near the mystic. As long as this happens within the round, it should still count towards max speed. Because this movement is not on the Tabaxi's turn, it does not gain the benefits of the Feline Agility feature. In the end, this ally grants an additional 630 feet to the grand total (or 640 if you do not use the ranger multiclass).<br />
<br />
To make things more ridiculous, you can have a Lv13 rogue ally with the scout archetype (Unearthed Arcana) set up an ambush right before your tabaxi starts moving. If the ambush surprises the intended target, the rogue's allies gain a +10 base bonus to speed until the end of the ally's next turn. This grants an additional 440 feet to the grand total, regardless of whether or not the Ranger multiclass is used.<br />
<br />
In the end, the Ranger multiclass has the better speed, but at the cost of a few undesired technicalities.<br />
Without the ranger, the grand total becomes 15,360 feet in one round, or 1,745.4545 mph.<br />
With the ranger, the grand total becomes 15,530 feet in one round, or 1764.7727 mph.<br />
<br />
Also, the speed monk's mystic level isn't for concentrating, but for having the Celerity Psychic focus --[[User:Djinni|Djinni]] ([[User talk:Djinni|talk]]) 18:38, 4 August 2017 (MDT)<br />
<br />
<br />
== Consistent Speed Build ==<br />
<br />
I would also like to mention a build that does not rely too heavily on gimmicks or has a one-time use, but instead a character who can go consistently fast whenever the character pleases. By this, I mean that any feature or trait that offers a bonus to speed, or an additional action to increase the grand total, will require no specific circumstance and can be accessed anytime and all the time within a realistic standard. (for example, the tabaxi's feline agility is not eligible, for it cannot be used consecutively, whereas unarmored movement is okay within the realistic standard that the character's not wearing heavy armor.)<br />
<br />
Sadly, there is no reliable race comparable to the tabaxi, so we'll have to resort to the wood elf, a base speed 35 race.<br />
You'll first need two levels in rogue for the cunning action, which can be used every round without exhausting the ability, unlike the Monk's step of the wind.<br />
Having five levels in barbarian gives a +10 unarmored movement<br />
One level in mystic gives you the option of having the celerity discipline, whose focus gives a +10 to movement.<br />
Twelve levels can go to the monk, giving a +20 to unarmored movement.<br />
<br />
The next thing to do is to take the mobile feat, giving a permanent +10<br />
<br />
While the boots and potion of speed have a limited use regarding speed, the Eye and Hand of Vecna are still viable options assuming both of their major beneficial properties land on the speed bonus. In fact, there is now room for one more attunement, so we could also use something like the Axe of Dwarven Lords, which also allows a major beneficial property. This totals a +30 bonus.<br />
<br />
Lastly, the boon of speed grants a permanent +30 bonus.<br />
<br />
This is a base movement of 145 feet. Using your normal movement, action, and bonus action, you get a total of 435 feet in one round, or 49.43 mph. This is definitely minuscule compared to the super speed monk, but this is, as far as I can see, the best consistent speed possible. --[[User:Djinni|Djinni]] ([[User talk:Djinni|talk]]) 16:01, 5 August 2017 (MDT)<br />
<br />
== Draconic Champion ==<br />
<br />
Put 5 levels into the [[Draconic Champion (5e Class)|draconic champion]] class. Your absurd speed becomes an absurd ''flying'' speed, but you fall if you end your turn in midair. [[User:AngelicBahamut|AngelicBahamut]] ([[User talk:AngelicBahamut|talk]]) 20:00, 4 September 2017 (MDT)</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Mercenary_Mage_(5e_Creature)&diff=930658Mercenary Mage (5e Creature)2017-09-04T04:05:26Z<p>AngelicBahamut: /* Mercenary Mage */</p>
<hr />
<div><!--Challenge Rating<br />
<br />
~ Defensive CR<br />
HP 55 CR 1/2<br />
AC 16 +1 <br />
= CR 1<br />
<br />
~ Offensive CR<br />
dmg 12 to 21 CR 2 or CR 3<br />
DC 12 +0<br />
Atk +4 +0<br />
= CR 2--><br />
==Mercenary Mage==<br />
{{5e Creature<br />
|size=Medium<br />
|type=humanoid<br />
|race=any race<br />
|alignment=any alignment<br />
|ac=16<br />
|armor=[[5e SRD:Breastplate (Armor)|breastplate]]<br />
|hp=39<br />
|hpdice=6d8 + 12<br />
|speed=30 ft.<br />
|str=9<br />
|dex=14<br />
|con=14<br />
|int=15<br />
|wis=10<br />
|cha=12<br />
|strmod=-1<br />
|dexmod=+2<br />
|conmod=+2<br />
|intmod=+2<br />
|wismod=+0<br />
|chamod=+1<br />
|saves={{5e|Intelligence|Int}} +4, {{5e|Wisdom|Wis}} +2<br />
|arcana=yes<br />
|persuasion=yes<br />
|senses=passive {{5s|Perception}} 10<br />
|languages=any two languages<br />
|cr=2<br />
|xp=450<br />
|features=<br />
'''''Spellcasting.''''' The mage is a 3rd-level spellcaster. Its spellcasting ability is {{5a|int}} (spell save DC 12, +4 to hit with spell attacks). It has the following {{5e|Wizard}} spells prepared:<br />
<br />
Cantrips (at will): [[5e SRD:Fire Bolt|''fire bolt'']], [[5e SRD:Message|''message'']], [[5e SRD:Prestidigitation|''prestidigitation'']], [[5e SRD:Shocking Grasp|''shocking grasp'']]<br/> <br />
1st level (4 slots): [[5e SRD:Magic Missile|''magic missile'']], [[5e SRD:Protection from Evil and Good|''protection from evil and good'']], [[5e SRD:Thunderwave|''thunderwave'']]<br/><br />
2nd level (2 slots): [[5e SRD:Hold Person|''hold person'']], [[5e SRD:Scorching Ray|''scorching ray'']]<br />
<br />
|actions=<br />
'''''Multiattack.''''' The mage makes one attack with its rapier and casts a cantrip.<br />
<br />
'''''{{5E|Rapier}}.''''' ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d8 + 2) piercing damage.<br />
<br />
|description=<br />
{{5e Image|center|https://s-media-cache-ak0.pinimg.com/564x/8b/3e/e2/8b3ee2fbd3ee2ba56bf82c10daba4e4f.jpg|A human mercenary mage, [https://au.pinterest.com/pin/472103973416482300/ Source]}}<br />
Mercenary mages blend wizardry and battle cunning to make themselves rich on the battlefield. Their magic can burn soldiers to bone, paralyze leaders, and empower allies &mdash; making their services far more valuable than those of a common sellsword. Wealthy [[5e SRD:Noble|nobles]] or adventurers may even hire one as a personal escort.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}<br />
[[Category:User]]<br />
[[Category:NPC]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Talk:Ratfolk_Soothsayer_(5e_Creature)&diff=930656Talk:Ratfolk Soothsayer (5e Creature)2017-09-04T04:05:03Z<p>AngelicBahamut: Created page with "Why is the ratfolk soothsayer an NPC while the Ratfolk Burglar (5e Creature) isn't? ~~~~"</p>
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<div>Why is the ratfolk soothsayer an NPC while the [[Ratfolk Burglar (5e Creature)]] isn't? [[User:AngelicBahamut|AngelicBahamut]] ([[User talk:AngelicBahamut|talk]]) 22:05, 3 September 2017 (MDT)</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Ratfolk_Soothsayer_(5e_Creature)&diff=930655Ratfolk Soothsayer (5e Creature)2017-09-04T04:03:17Z<p>AngelicBahamut: /* Ratfolk Soothsayer */</p>
<hr />
<div>[[Category:NPC]]<br />
==Ratfolk Soothsayer==<br />
{{5e Creature<br />
|size=Medium<br />
|type=humanoid<br />
|race=ratfolk<br />
|alignment=any non-lawful alignment<br />
|ac=13<br />
|armor={{5e|Hide (Armor)|hide armor}}<br />
|hp=27<br />
|hpdice=6d8<br />
|speed=30 ft.<br />
|str=12<br />
|dex=13<br />
|con=10<br />
|int=13<br />
|wis=14<br />
|cha=11<br />
|saves=<br />
|skills={{5s|Arcana}} +3, {{5s|Nature}} +4, {{5s|Perception}} +4<br />
|senses={{5e|Darkvision}} 60 ft., passive [[5e SRD:Perception Skill|Perception]] 14<br />
|languages=Common<br />
|cr=2<br />
|xp=<br />
|features=<br />
'''''Spellcasting.''''' The ratfolk is a 3rd-level spellcaster. Its spellcasting ability is {{5a|wis}} (spell save DC 12, +4 to hit with spell attacks). The ratfolk has the following {{5e|Druid Spell List|druid spells}} prepared:<br />
<br />
Cantrips (at will): ''{{5e|Guidance}}'', ''{{5e|Prestidigitation}}'', ''{{5e|Shillelagh}}''<br><br />
1st level (4 slots): ''{{5e|Animal Friendship}}'', ''{{5e|Charm Person}}'', ''{{5e|Comprehend Languages}}<sup>*</sup>'', ''{{5e|Detect Magic}}<sup>*</sup>'', ''{{5e|Entangle}}'', ''{{5e|Thunderwave}}''<br><br />
2nd level (2 slots): ''{{5e|Locate Animals or Plants}}'', ''{{5e|Locate Object}}''<br />
<br />
<sup>*</sup> [[Ratfolk Mojo (5e Feat)|The ratfolk can cast these spells only as rituals.]]<br />
<br />
'''''Beast Speech.''''' The ratfolk can comprehend and verbally communicate with beasts, as if it were always under the effect of the ''{{5e|Speak with Animals}}'' spell.<br />
<br />
'''''Quick Reaction.''''' The ratfolk gains a +2 bonus to its initiative rolls.<br />
<br />
'''''Thin Frame.''''' The ratfolk can squeeze through spaces as if it were a Small creature.<br />
<br />
|actions=<br />
'''''{{5e|Quarterstaff|Quarterstaff}}.''' Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d8 + 1) bludgeoning damage.<br />
<br />
|description=<br />
Unlike their law-breaking cousins, some [[Ratfolk (5e Race)|ratfolks]] earn their bread and butter with a little tricks they learned from outside of the city. In a slightly lighter side of the dark alleys of the city, you may find a small booth with crystal balls and strange ''bonsai'' plants on it, and a scrawny ratfolk seated at the opposite side. With a power of some ''mojos'' as they use to refer to, a ratfolk can conjure a limited sense of clairvoyance to find where you last put that key, or which of the brats in the class has taken your lunch box when you were not looking, at a fairly reasonable price.<br />
<br />
On a special occasion, usually involving more than a couple of gold coins, a ratfolk may conjure a peculiar concoctions with some eerie properties, including drinking off its own container, changing color when not seen by anyone for a split second, or even talking to its drinker from within. Although it is considered very inconsiderate to even attempt such experiment, there are people out there who are more willing to pay a fortune for this weird draught, for something too creepy to spill out.<br />
<br />
[https://www.youtube.com/watch?v=yZAY-78zhmw And don't you disrespect this little rat-man, don't you derogate or deride, 'cause it may have got friends on the other side of the city...]<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Golden_Goose_(5e_Creature)&diff=930633Golden Goose (5e Creature)2017-09-04T03:10:36Z<p>AngelicBahamut: /* Golden Goose */</p>
<hr />
<div><!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Golden Goose==<br />
{{5e Creature<br />
|size=Small<br />
|type=celestial<br />
|alignment=lawful good<br />
|ac=12<br />
|armor=natural armor<br />
|hp=60<br />
|hpdice=8d8 + 9<br />
|speed=30 ft., fly 60 ft.<br />
|str=10<br />
|dex=15<br />
|con=20<br />
|int=14<br />
|wis=12<br />
|cha=18<br />
|saves=<br />
|skills=<br />
|di=necrotic, radiant<br />
|ci={{5c|Charmed}}, {{5c|Paralyzed}}, {{5c|Petrified}}, {{5c|Poisoned}}, {{5c|Stunned}}<br />
|dr=cold, fire, poison<br />
|dv=<br />
|senses={{5e|Truesight}} 60 ft., passive [[5e SRD:Perception Skill|Perception]] 11<br />
|languages=Celestial, telepathy 60 ft.<br />
|cr=9<br />
|xp=5,000<br />
|features=<br />
'''''Innate Spellcasting.''''' The goose's innate spellcasting ability is {{5a|cha}} (spell save DC 16, +8 to hit with spell attacks). The goose can innately cast the following spells, requiring only verbal components:<br />
<br />
At will: Prestidigitation, Fire Bolt, Mage Hand, Charm Person, Identify, Light (self only), Feather Fall<br/><br />
3/day each: Calm Emotions, Animal Friendship, Bless, Purify Food and Drink, Create Food and Water, Clairvoyance, Remove Curse, Dispel Magic<br/><br />
1/day each: Control Water OR Stone Shape, Geas, Greater Restoration, Mass Cure Wounds, Legend Lore, Heal<br />
<br />
'''''Magic Resistance.''''' The goose has {{5e|Advantage}} on saving throws against spells and other magical effects.<br />
<br />
'''''Blessed Offense.''''' Creatures that are of an evil alignment take 3d6 radiant damage in addition to normal damage when hit with any of the goose's melee weapon attacks. This damage cannot be healed unless the goose is killed or allows it to heal. The goose may choose not to apply this damage. In addition, any creatures that normally have resistance to piercing damage do not have resistance to damage from the goose's melee weapon attacks. Creatures that are immune to piercing damage retain that immunity.<br />
<br />
'''''Change Size.''''' The goose can cast Enlarge/Reduce on itself at will without requiring concentration. When it does so, the duration of the spell is instantaneous and its size doesn't revert, becoming the actual size of the creature even if it dies. The goose can become as small as a Tiny creature (which can fit in a pocket) and as large as a Medium creature (which is as tall as a human while sitting down) using this ability.<br />
<br />
'''''Chain Game.''''' The goose cannot cast magic while bound in golden bindings, regardless of if they are pure gold or gold plated, and will not age or need sustenance while bound with them. However, the bindings will also degrade over time regardless of any magical properties built to counter degradation. Every week a goose is bound in a set of golden bindings of any kind, roll a d10. The result of the roll is the percent of how degraded the bindings are. For every 10% of degradation caused by this effect, the DC to escape the bindings is lowered by 10% (minimum 0).<br />
<br />
|actions= <br />
'''''Multiattack.''''' The goose makes two attacks, one with its bill and one with its talons.<br />
<br />
'''''Bill.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 8 (1d4 + 6) piercing damage. This is a magic weapon attack.<br />
<br />
'''''Talons.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d6 + 6) piercing damage. If this hits, the golden goose may attempt to grapple the target. A grappled target may not take other actions except for attempting to end the grapple. The goose cannot take other actions than ending the grapple or shoving the target when grappling a target. This is a magic weapon attack.<br />
<br />
'''''Lay Egg (5/Day).''''' The goose lays a golden egg worth 10 gp. An egg can be cracked open to activate a of its magical effects. The goose can control which effect happens, but if cracked more than 5 miles away from the goose that laid it, the egg contains nothing, and if the goose is not deciding the effect, it is determined randomly from the table below.<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Effect<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || The nearest creature to the egg takes 3d10 force damage in an arcane explosion.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || The nearest creature to the egg takes 1d10 force damage in an arcane explosion.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || The egg releases a purple, wispy cloud that looks like a face and evaporates before anything else can happen.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || The nearest creature to the egg heals for 2d4 + 2 hit points.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || The nearest creature to the egg heals for 4D4 + 4 hit points.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || The creature nearest to the egg is cured of all diseases and poisons, including magical ones.<br />
|}<br />
<br />
|description=<br />
The bird of many a tale and heist. Many people treasure the rare and elusive golden goose. There is a classic and well known tale of a cloud giant that held one hostage for many years, using the eggs it laid to make himself rich, until a brave and foolish human stole the goose away from its tyrannical ruler to make amends with a mistake he had made that cost his family the last money they had. The goose was seemingly so grateful that it used those very same eggs to bring the family of this young adult out of its poor and lesser heritage into fame and fortune the likes of which none of them had ever seen. The goose is a symbol of nobility therefore, and commonly associated with impossible odds, thankfulness, and courage. This is in spite of the fact that most of them are laughably fearful and shy.<br />
<br />
'''''Wish Granter.''''' Many rumors have spread about this creature over the millennia, including the obvious one of having the ability to grant wishes. This is actually false, though it may use such rumors to its advantage, and being an intelligent creature with magic and spellcasting, some may be seekers of that elusive power, though none have found it, and none naturally have it.<br />
<br />
'''''Beasts of the Upper Planes.''''' These creatures are native to the upper planes, and rely on its positive energies. An egg from these creatures will hatch if left for a century on any upper plane. It is well known by creatures of these planes that if the planes fell to evil or chaotic nature, the species could very well go extinct. It is considered taboo to harass any golden goose on these planes, and any goose that lives here permanently tends to become more vain and prideful. Contrast with the humble and peaceful creatures of the race that call the material plane their home. No goose would dare risk staying in any lower plane.<br />
<br />
'''''A Life of Emotion.''''' A golden goose's age and livelihood are both directly related to its emotions and memories. A happy and content specimen can live virtually forever, but a miserable or spiteful one might not outlive a human born at the same time as it. However, this is assuming that it stays so miserable, as a goose can seemingly get younger after an amazing enough experience. However, one terrifying prospect for them is the ability for golden chains to have a profound effect on them. A goose will not age if placed in golden chains, regardless of how miserable they might be. Particularly nasty souls might abuse this fact to keep them trapped for eternity. The only solace in this is that this also slowly degrades the chains, as the goose absorbs the gold over time, leaving either the metal underneath, or nothing if the chains were made of pure gold. This often means that a clever goose held by a particularly unobservant captor may have multiple chances to escape such tyranny, but as the chains lose their gold, the goose can start to age once again. No one is sure how the process works, but wizards have noted the absorption of the gold to be an uncontrolled, unnatural magic process that is extremely uncomfortable, hence why none ever abuse the process on their own.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Golden_Goose_(5e_Creature)&diff=930632Golden Goose (5e Creature)2017-09-04T03:08:15Z<p>AngelicBahamut: /* Golden Goose */</p>
<hr />
<div><!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Golden Goose==<br />
{{5e Creature<br />
|size=Small<br />
|type=celestial<br />
|alignment=lawful good<br />
|ac=12<br />
|armor=natural armor<br />
|hp=60<br />
|hpdice=8d8 + 9<br />
|speed=30 ft., fly 60 ft.<br />
|str=10<br />
|dex=15<br />
|con=20<br />
|int=14<br />
|wis=12<br />
|cha=18<br />
|saves=<br />
|skills=<br />
|di=necrotic, radiant<br />
|ci={{5c|Charmed}}, {{5c|Paralyzed}}, {{5c|Petrified}}, {{5c|Poisoned}}, {{5c|Stunned}}<br />
|dr=cold, fire, poison<br />
|dv=<br />
|senses={{5e|Truesight}} 60 ft., passive [[5e SRD:Perception Skill|Perception]] 11<br />
|languages=Celestial, telepathy 60 ft.<br />
|cr=9<br />
|xp=5,000<br />
|features=<br />
'''''Innate Spellcasting.''''' The goose's innate spellcasting ability is {{5a|cha}} (spell save DC 16, +8 to hit with spell attacks). The goose can innately cast the following spells, requiring only verbal components:<br />
<br />
At will: Prestidigitation, Fire Bolt, Mage Hand, Charm Person, Identify, Light (self only), Feather Fall<br/><br />
3/day each: Calm Emotions, Animal Friendship, Bless, Purify Food and Drink, Create Food and Water, Clairvoyance, Remove Curse, Dispel Magic<br/><br />
1/day each: Control Water OR Stone Shape, Geas, Greater Restoration, Mass Cure Wounds, Legend Lore, Heal<br />
<br />
'''''Magic Resistance.''''' The goose has {{5e|Advantage}} on saving throws against spells and other magical effects.<br />
<br />
'''''Blessed Offense.''''' Creatures that are of an evil alignment take 3d6 radiant damage in addition to normal damage when hit with any of the goose's melee weapon attacks. This damage cannot be healed unless the goose is killed or allows it to heal. The goose may choose not to apply this damage. In addition, any creatures that normally have resistance to piercing damage do not have resistance to damage from the goose's melee weapon attacks. Creatures that are immune to piercing damage retain that immunity.<br />
<br />
'''''Change Size.''''' The goose can cast Enlarge/Reduce on itself at will without requiring concentration. When it does so, the duration of the spell is instantaneous and its size doesn't revert, becoming the actual size of the creature even if it dies. The goose can become as small as a tiny size creature (which can fit in a pocket) and as large as a medium size creature (which is as tall as a human while sitting down) using this ability.<br />
<br />
'''''Chain Game.''''' The goose cannot cast magic while bound in golden bindings, regardless of if they are pure gold or gold plated, and will not age or need sustenance while bound with them. However, the bindings will also degrade over time regardless of any magical properties built to counter degradation. Every week a goose is bound in a set of golden bindings of any kind, roll a d10. The result of the roll is the percent of how degraded the bindings are. For every 10% of degradation caused by this effect, the DC to escape the bindings is lowered by 10% (minimum 0).<br />
<br />
|actions= <br />
'''''Multiattack.''''' The goose makes two attacks, one with its bill and one with its talons. Both are considered magical attacks.<br />
<br />
'''''Bill.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 8 (1d4 + 6) piercing damage.<br />
<br />
'''''Talons.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d6 + 6) piercing damage. If this hits, the Golden Goose may attempt to grapple the target. A grappled target may not take other actions except for attempting to end the grapple. The goose cannot take other actions than ending the grapple or shoving the target when grappling a target.<br />
<br />
'''''Lay Egg (5/Day).''''' The goose lays a golden egg worth 10 gp. An egg can be cracked open to activate a of its magical effects. The goose can control which effect happens, but if cracked more than 5 miles away from the goose that laid it, the egg contains nothing, and if the goose is not deciding the effect, it is determined randomly from the table below.<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Effect<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || The nearest creature to the egg takes 3d10 force damage in an arcane explosion.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || The nearest creature to the egg takes 1d10 force damage in an arcane explosion.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || The egg releases a purple, wispy cloud that looks like a face and evaporates before anything else can happen.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || The nearest creature to the egg heals for 2d4 + 2 hit points.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || The nearest creature to the egg heals for 4D4 + 4 hit points.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || The creature nearest to the egg is cured of all diseases and poisons, including magical ones.<br />
|}<br />
<br />
|description=<br />
The bird of many a tale and heist. Many people treasure the rare and elusive golden goose. There is a classic and well known tale of a cloud giant that held one hostage for many years, using the eggs it laid to make himself rich, until a brave and foolish human stole the goose away from its tyrannical ruler to make amends with a mistake he had made that cost his family the last money they had. The goose was seemingly so grateful that it used those very same eggs to bring the family of this young adult out of its poor and lesser heritage into fame and fortune the likes of which none of them had ever seen. The goose is a symbol of nobility therefore, and commonly associated with impossible odds, thankfulness, and courage. This is in spite of the fact that most of them are laughably fearful and shy.<br />
<br />
'''''Wish Granter.''''' Many rumors have spread about this creature over the millennia, including the obvious one of having the ability to grant wishes. This is actually false, though it may use such rumors to its advantage, and being an intelligent creature with magic and spellcasting, some may be seekers of that elusive power, though none have found it, and none naturally have it.<br />
<br />
'''''Beasts of the Upper Planes.''''' These creatures are native to the upper planes, and rely on its positive energies. An egg from these creatures will hatch if left for a century on any upper plane. It is well known by creatures of these planes that if the planes fell to evil or chaotic nature, the species could very well go extinct. It is considered taboo to harass any golden goose on these planes, and any goose that lives here permanently tends to become more vain and prideful. Contrast with the humble and peaceful creatures of the race that call the material plane their home. No goose would dare risk staying in any lower plane.<br />
<br />
'''''A Life of Emotion.''''' A golden goose's age and livelihood are both directly related to its emotions and memories. A happy and content specimen can live virtually forever, but a miserable or spiteful one might not outlive a human born at the same time as it. However, this is assuming that it stays so miserable, as a goose can seemingly get younger after an amazing enough experience. However, one terrifying prospect for them is the ability for golden chains to have a profound effect on them. A goose will not age if placed in golden chains, regardless of how miserable they might be. Particularly nasty souls might abuse this fact to keep them trapped for eternity. The only solace in this is that this also slowly degrades the chains, as the goose absorbs the gold over time, leaving either the metal underneath, or nothing if the chains were made of pure gold. This often means that a clever goose held by a particularly unobservant captor may have multiple chances to escape such tyranny, but as the chains lose their gold, the goose can start to age once again. No one is sure how the process works, but wizards have noted the absorption of the gold to be an uncontrolled, unnatural magic process that is extremely uncomfortable, hence why none ever abuse the process on their own.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Golden_Goose_(5e_Creature)&diff=930631Golden Goose (5e Creature)2017-09-04T03:07:04Z<p>AngelicBahamut: </p>
<hr />
<div><!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Golden Goose==<br />
{{5e Creature<br />
|size=Small<br />
|type=celestial<br />
|alignment=lawful good<br />
|ac=12<br />
|armor=natural armor<br />
|hp=60<br />
|hpdice=8d8 + 9<br />
|speed=30 ft., fly 60 ft.<br />
|str=10<br />
|dex=15<br />
|con=20<br />
|int=14<br />
|wis=12<br />
|cha=18<br />
|saves=<br />
|skills=<br />
|di=necrotic, radiant<br />
|ci={{5c|Charmed}}, {{5c|Paralyzed}}, {{5c|Petrified}}, {{5c|Poisoned}}, {{5c|Stunned}}<br />
|dr=cold, fire, poison<br />
|dv=<br />
|senses={{5e|Truesight}} 60 ft., passive [[5e SRD:Perception Skill|Perception]] 11<br />
|languages=Celestial, telepathy 60 ft.<br />
|cr=9<br />
|xp=5,000<br />
|features=<br />
'''''Innate Spellcasting.''''' The goose's innate spellcasting ability is {{5a|cha}} (spell save DC 16, +8 to hit with spell attacks). The goose can innately cast the following spells, requiring only verbal components:<br />
<br />
At will: Prestidigitation, Fire Bolt, Mage Hand, Charm Person, Identify, Light (self only), Feather Fall<br/><br />
3/day each: Calm Emotions, Animal Friendship, Bless, Purify Food and Drink, Create Food and Water, Clairvoyance, Remove Curse, Dispel Magic<br/><br />
1/day each: Control Water OR Stone Shape, Geas, Greater Restoration, Mass Cure Wounds, Legend Lore, Heal<br />
<br />
'''''Magic Resistance.''''' The goose has {{5e|Advantage}} on saving throws against spells and other magical effects.<br />
<br />
'''''Blessed Offense.''''' Creatures that are of an evil alignment take 3d6 radiant damage in addition to normal damage when hit with any of the goose's melee weapon attacks. This damage cannot be healed unless the goose is killed or allows it to heal. The goose may choose not to apply this damage. In addition, any creatures that normally have resistance to piercing damage do not have resistance to damage from the goose's melee weapon attacks. Creatures that are immune to piercing damage retain that immunity.<br />
<br />
'''''Change Size.''''' The goose can cast Enlarge/Reduce on itself at will without requiring concentration. When it does so, the duration of the spell is instantaneous and its size doesn't revert, becoming the actual size of the creature even if it dies. The goose can become as small as a tiny size creature (which can fit in a pocket) and as large as a medium size creature (which is as tall as a human while sitting down) using this ability.<br />
<br />
'''''Chain Game.''''' The goose cannot cast magic while bound in golden bindings, regardless of if they are pure gold or gold plated, and will not age or need sustenance while bound with them. However, the bindings will also degrade over time regardless of any magical properties built to counter degradation. Every week a goose is bound in a set of golden bindings of any kind, roll a d10. The result of the roll is the percent of how degraded the bindings are. For every 10% of degradation caused by this effect, the DC to escape the bindings is lowered by 10% (minimum 0).<br />
<br />
|actions= <br />
'''''Multiattack.''' The goose makes two attacks, one with its bill and one with its talons. Both are considered magical attacks.<br />
<br />
'''''Bill.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 8 (1d4 + 6) piercing damage.<br />
<br />
'''''Talons.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d6 + 6) piercing damage. If this hits, the Golden Goose may attempt to grapple the target. A grappled target may not take other actions except for attempting to end the grapple. The goose cannot take other actions than ending the grapple or shoving the target when grappling a target.<br />
<br />
'''''Lay Egg (5/Day).''''' The goose lays a golden egg worth 10 gp. An egg can be cracked open to activate a of its magical effects. The goose can control which effect happens, but if cracked more than 5 miles away from the goose that laid it, the egg contains nothing, and if the goose is not deciding the effect, it is determined randomly from the table below.<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Effect<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || The nearest creature to the egg takes 3d10 force damage in an arcane explosion.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || The nearest creature to the egg takes 1d10 force damage in an arcane explosion.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || The egg releases a purple, wispy cloud that looks like a face and evaporates before anything else can happen.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || The nearest creature to the egg heals for 2d4 + 2 hit points.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || The nearest creature to the egg heals for 4D4 + 4 hit points.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || The creature nearest to the egg is cured of all diseases and poisons, including magical ones.<br />
|}<br />
<br />
|description=<br />
The bird of many a tale and heist. Many people treasure the rare and elusive golden goose. There is a classic and well known tale of a cloud giant that held one hostage for many years, using the eggs it laid to make himself rich, until a brave and foolish human stole the goose away from its tyrannical ruler to make amends with a mistake he had made that cost his family the last money they had. The goose was seemingly so grateful that it used those very same eggs to bring the family of this young adult out of its poor and lesser heritage into fame and fortune the likes of which none of them had ever seen. The goose is a symbol of nobility therefore, and commonly associated with impossible odds, thankfulness, and courage. This is in spite of the fact that most of them are laughably fearful and shy.<br />
<br />
'''''Wish Granter.''''' Many rumors have spread about this creature over the millennia, including the obvious one of having the ability to grant wishes. This is actually false, though it may use such rumors to its advantage, and being an intelligent creature with magic and spellcasting, some may be seekers of that elusive power, though none have found it, and none naturally have it.<br />
<br />
'''''Beasts of the Upper Planes.''''' These creatures are native to the upper planes, and rely on its positive energies. An egg from these creatures will hatch if left for a century on any upper plane. It is well known by creatures of these planes that if the planes fell to evil or chaotic nature, the species could very well go extinct. It is considered taboo to harass any golden goose on these planes, and any goose that lives here permanently tends to become more vain and prideful. Contrast with the humble and peaceful creatures of the race that call the material plane their home. No goose would dare risk staying in any lower plane.<br />
<br />
'''''A Life of Emotion.''''' A golden goose's age and livelihood are both directly related to its emotions and memories. A happy and content specimen can live virtually forever, but a miserable or spiteful one might not outlive a human born at the same time as it. However, this is assuming that it stays so miserable, as a goose can seemingly get younger after an amazing enough experience. However, one terrifying prospect for them is the ability for golden chains to have a profound effect on them. A goose will not age if placed in golden chains, regardless of how miserable they might be. Particularly nasty souls might abuse this fact to keep them trapped for eternity. The only solace in this is that this also slowly degrades the chains, as the goose absorbs the gold over time, leaving either the metal underneath, or nothing if the chains were made of pure gold. This often means that a clever goose held by a particularly unobservant captor may have multiple chances to escape such tyranny, but as the chains lose their gold, the goose can start to age once again. No one is sure how the process works, but wizards have noted the absorption of the gold to be an uncontrolled, unnatural magic process that is extremely uncomfortable, hence why none ever abuse the process on their own.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Crovic_(5e_Creature)&diff=930629Crovic (5e Creature)2017-09-04T03:02:36Z<p>AngelicBahamut: /* Crovic */</p>
<hr />
<div><br />
<!--[[Category:Monster]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Crovic==<br />
{{5e Creature<br />
|size=Medium<br />
|type=humanoid<br />
|race=crovic<br />
|alignment=chaotic evil<br />
|ac=13<br />
|armor={{5e|Hide (Armor)|hide armour}}<br />
|hp=78<br />
|hpdice=12d8 + 24<br />
|speed=35 ft.<br />
|str=17<br />
|dex=13<br />
|con=15<br />
|int=7<br />
|wis=13<br />
|cha=7<br />
|saves={{5e|Dexterity|Dex}}, +4, {{5e|Constitution|Con}} +5<br />
|skills={{5s|Athletics}} +6, {{5s|Stealth}} +4<br />
|di=poison<br />
|ci={{5c|Poisoned}}<br />
|dr=<!--Damage Resistances--><br />
|dv=<!--Damage Vulnerabilities--><br />
|senses={{5e|Darkvision}} 60 ft., passive {{5s|Perception}} 11<br />
|languages=Draconic, Undercommon<br />
|cr=5<br />
|xp=1,800<br />
|features=<br />
'''''Hold Breath.''''' The crovic can hold its breath for 15 minutes.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The crovic makes three melee attacks or two ranged attacks.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one creature. ''Hit:'' 8 (1d10 + 3) piercing damage, and the target is {{5c|Grappled}} (escape DC 14). Until this grapple ends, the target is {{5c|Restrained}}, and the crovic can't bite another target.<br />
<br />
'''''{{5e|Pike|Pike}}.''''' ''Melee Weapon Attack:'' +6 to hit, reach 10 ft., one target. ''Hit:'' 8 (1d10 + 3) piercing damage.<br />
<br />
'''''{{5e|Javelin|Javelin}}.''''' ''Melee or Ranged Weapon Attack:'' +6 to hit, reach 5 ft. or range 30/120 ft., one target. ''Hit:'' 6 (1d6 + 3) piercing damage.<br />
<br />
|description=<br />
{{5e Image|center|https://s-media-cache-ak0.pinimg.com/236x/6c/cb/9f/6ccb9f85e63a396d2a2e2f2a4d194463.jpg|Crocodile warrior by Kerem Beyit}}<br />
The crovic were once ordinary crocodiles, but were altered by dark magic; corrupting them to be the creatures they are now. The crovic are tribal nomads who tend to either stay in or near large swamps. They are lead by a single crovic who is their chieftain; the chieftain usually has conquered a great beast, or has committed a great deed.<br/><br />
Crovic usually travel in groups of three to six, however, it is not unheard of to encounter a lone crovic looking for glory or one that has been exiled from his clan.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}<br />
[[Category:User]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Crovic_(5e_Creature)&diff=930627Crovic (5e Creature)2017-09-04T03:02:01Z<p>AngelicBahamut: </p>
<hr />
<div><br />
<!--[[Category:Monster]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Crovic==<br />
{{5e Creature<br />
|size=Medium<br />
|type=humanoid<br />
|race=crovic<br />
|alignment=chaotic evil<br />
|ac=13<br />
|armor={{5e|Hide (Armor)|hide armour}}<br />
|hp=78<br />
|hpdice=12d8 + 24<br />
|speed=35 ft.<br />
|str=17<br />
|dex=13<br />
|con=15<br />
|int=7<br />
|wis=13<br />
|cha=7<br />
|saves={{5e|Dexterity|Dex}}, +4, {{5e|Constitution|Con}} +5<br />
|skills={{5s|Athletics}} +6, {{5s|Stealth}} +4<br />
|di=<!--Damage Immunities--><br />
|ci=poison<br />
|dr=<!--Damage Resistances--><br />
|dv=<!--Damage Vulnerabilities--><br />
|senses={{5e|Darkvision}} 60 ft., passive {{5s|Perception}} 11<br />
|languages=Draconic, Undercommon<br />
|cr=5<br />
|xp=1,800<br />
|features=<br />
'''''Hold Breath.''''' The crovic can hold its breath for 15 minutes.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The crovic makes three melee attacks or two ranged attacks.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one creature. ''Hit:'' 8 (1d10 + 3) piercing damage, and the target is {{5c|Grappled}} (escape DC 14). Until this grapple ends, the target is {{5c|Restrained}}, and the crovic can't bite another target.<br />
<br />
'''''{{5e|Pike|Pike}}.''''' ''Melee Weapon Attack:'' +6 to hit, reach 10 ft., one target. ''Hit:'' 8 (1d10 + 3) piercing damage.<br />
<br />
'''''{{5e|Javelin|Javelin}}.''''' ''Melee or Ranged Weapon Attack:'' +6 to hit, reach 5 ft. or range 30/120 ft., one target. ''Hit:'' 6 (1d6 + 3) piercing damage.<br />
<br />
|description=<br />
{{5e Image|center|https://s-media-cache-ak0.pinimg.com/236x/6c/cb/9f/6ccb9f85e63a396d2a2e2f2a4d194463.jpg|Crocodile warrior by Kerem Beyit}}<br />
The crovic were once ordinary crocodiles, but were altered by dark magic; corrupting them to be the creatures they are now. The crovic are tribal nomads who tend to either stay in or near large swamps. They are lead by a single crovic who is their chieftain; the chieftain usually has conquered a great beast, or has committed a great deed.<br/><br />
Crovic usually travel in groups of three to six, however, it is not unheard of to encounter a lone crovic looking for glory or one that has been exiled from his clan.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}<br />
[[Category:User]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Chthonian_(5e_Creature)&diff=930621Chthonian (5e Creature)2017-09-04T02:45:24Z<p>AngelicBahamut: /* Chthonian */</p>
<hr />
<div><br />
<br />
==Chthonian==<br />
{{5e Creature<br />
|size=Huge<br />
|type=aberration<br />
|alignment=neutral<br />
|ac=17<br />
|armor=natural armour<br />
|hp=207<br />
|hpdice=18d12 + 90<br />
|speed=30 ft., burrow 30 ft.<br />
|str=22<br />
|dex=9<br />
|con=20<br />
|int=12<br />
|wis=12<br />
|cha=9<br />
|saves={{5e|Strength|Str}} +10, {{5e|Constitution|Con}} +9, {{5e|Wisdom|Wis}} +5<br />
|skills=<br />
|di=fire<br />
|ci={{5c|Blinded}}, {{5c|Deafened}}<br />
|dr=<!--Damage Resistances--><br />
|dv=<!--Damage Vulnerabilities--><br />
|senses={{5e|Blindsight}} 60 ft., {{5e|Tremorsense}} 120 ft., passive [[5e SRD:Perception Skill|Perception]] 11<br />
|languages=Chthonian, telepathy 120 ft.<br />
|cr=11<br />
|xp=7,200<br />
|features=<br />
'''''Mind Net.''''' While telepathically speaking with other members of its species on the same plane of existence, the chthonian's telepathy has unlimited range.<br />
<br />
'''''Tunneler.''''' The chthonian can burrow through solid rock at its burrow speed and leaves a 5-foot diameter tunnel in its wake.<br />
<br />
'''''Water Hypersensitivity.''''' The chthonian takes 30 acid damage when it starts its turn submerged in water. While in water, it has {{5e|Disadvantage}} on attack rolls and ability checks.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The chthonian makes two attacks, one with its tentacles and one with its slam.<br />
<br />
'''''Tentacles.''''' ''Melee Weapon Attack:'' +10, reach 5 ft., one target. ''Hit:'' 19 (3d8 + 6) bludgeoning damage.<br />
<br />
'''''Slam.''''' ''Melee Weapon Attack:'' +10, reach 10 ft., one target. ''Hit:'' 23 (4d8 + 6) bludgeoning damage. A Large or smaller target must succeed on a DC 15 {{5a|str}} saving throw or be knocked {{5c|Prone}}.<br />
<br />
'''''Earthquake (1/Day).''''' The chthonian causes an earthquake in a 100-foot radius around it. The earthquake lasts as long as the chthonian maintains {{5e|Concentration}}, up to 1 minute (as if {{5e|Concentration|concentrating}} on a spell). The ground in the area turns into difficult terrain. Each creature on the ground that is {{5e|Concentration|concentrating}} must succeed on a DC 15 {{5a|con}} saving throw, or else the creature's {{5e|Concentration}} is broken. At the end of each of the chthonian's turns, each creature on the ground must succeed on a DC 15 {{5a|dex}} saving throw or be knocked {{5c|Prone}}. Caves or tunnels in the area will collapse. Creatures under the cave-in must succeed on a DC 15 {{5a|str}} or {{5a|dex}} saving throw (target's choice). The cave-in causes 14 (4d6) bludgeoning damage, or half as much on a successful save. On a failed save, the target is buried in the rubble, and needs to succeed on a DC 17 {{5a|str}} ({{5s|Athletics}}) check as an action to escape. On open ground, there is an equal chance to take the same amount of damage from falling into a fissure, also needing a {{5a|str}} check to climb back out. The earthquake also deals 20 bludgeoning damage to structures on the ground at the end of each of the chthonian's turns. Structures that drop to 0 {{5e|Hit Points|hit points}} collapse. Creatures close to the collapsing structure have a chance of being hit, damaged and buried by rubble equal to the chance of being affected by the cave-in. Other chthonians are not affected by the earthquake. For each additional adult chthonian that joins the chthonian, the earthquake's radius is extended by 50 feet and structures in the area take an additional 10 bludgeoning damage each turn.<br />
<br />
'''''Worm Charm.''''' The chthonian targets a creature within 60 feet of it. The target must succeed on a DC 15 {{5a|wis}} saving throw or be {{5c|Charmed}} by the chthonian. The charmed target obeys the chthonian's telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. The chthonian can have only one target {{5c|Charmed}} at a time. If it attempts to charm another creature, the effect on the previous target ends.<br />
<br />
|reactions=<!--Delete if unused--><br />
'''''Rage of the Earth (1/Day).''''' When the chthonian is reduced to half its maximum {{5e|Hit Points|hit points}} (103 {{5e|Hit Points|hit points}}) or less, all Large or smaller creatures within a range of 30 feet of the chthonian must make a DC 15 {{5a|str}} saving throw. On a failed save, a creature takes 9 (2d8) bludgeoning damage and is knocked {{5c|Prone}}. On a successful save, a creature takes half as much damage and isn't knocked {{5c|Prone}}. Other chthonians are not affected.<br />
<br />
|description=<br />
<!-- CHOOSE ONE of the following image methods. Delete the other one. Delete this entire comment.--><br />
[[File:<!--File name and extension-->|thumb|600px|<!--Image caption.-->]]<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
The chthonians resemble giant worms with a squid-like head with a mass of tentacles reminiscent of the dreaded Cthulhu, though they are not evil. Its huge body is covered by noisome secretions. The chthonian can, sometimes together with other members of its species, manipulate the crust of the planet in a fashion not understood. The chthonian avoids water, but is said to be completely immune to any form of heat and can even resist lava.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Talk:Aqrabuamelu_(Scorpion_man)_(5e_Creature)&diff=930619Talk:Aqrabuamelu (Scorpion man) (5e Creature)2017-09-04T02:41:46Z<p>AngelicBahamut: AngelicBahamut moved page Talk:Aqrabuamelu (Scorpion man) (5e Creature) to Talk:Aqrabuamelu (Scorpion Man) (5e Creature)</p>
<hr />
<div>#REDIRECT [[Talk:Aqrabuamelu (Scorpion Man) (5e Creature)]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Talk:Aqrabuamelu_(Scorpion_Man)_(5e_Creature)&diff=930618Talk:Aqrabuamelu (Scorpion Man) (5e Creature)2017-09-04T02:41:31Z<p>AngelicBahamut: AngelicBahamut moved page Talk:Aqrabuamelu (Scorpion man) (5e Creature) to Talk:Aqrabuamelu (Scorpion Man) (5e Creature)</p>
<hr />
<div>Are you sure this is meant to be a 'huge' creature? Like Hill Giant sized? If so, why are his weapon attacks those of a medium creature?</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Aqrabuamelu_(Scorpion_man)_(5e_Creature)&diff=930617Aqrabuamelu (Scorpion man) (5e Creature)2017-09-04T02:40:37Z<p>AngelicBahamut: AngelicBahamut moved page Aqrabuamelu (Scorpion man) (5e Creature) to Aqrabuamelu (Scorpion Man) (5e Creature)</p>
<hr />
<div>#REDIRECT [[Aqrabuamelu (Scorpion Man) (5e Creature)]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Aqrabuamelu_(Scorpion_Man)_(5e_Creature)&diff=930616Aqrabuamelu (Scorpion Man) (5e Creature)2017-09-04T02:40:22Z<p>AngelicBahamut: AngelicBahamut moved page Aqrabuamelu (Scorpion man) (5e Creature) to Aqrabuamelu (Scorpion Man) (5e Creature)</p>
<hr />
<div><br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Aqrabuamelu (Scorpion Man)==<br />
{{5e Creature<br />
|size=Large<br />
|type=monstrosity<br />
|alignment=lawful neutral<br />
|ac=16<br />
|armor=natural armour<br />
|hp=95<br />
|hpdice=10d10 + 40<br />
|speed=30 ft., climb 30 ft.<br />
|str=16<br />
|dex=16<br />
|con=18<br />
|int=13<br />
|wis=14<br />
|cha=12<br />
|strmod=+3<br />
|dexmod=+3<br />
|conmod=+4<br />
|intmod=+1<br />
|wismod=+2<br />
|chamod=+1<br />
|skills={{5s|Perception}} +5<br />
|ci={{5c|Poisoned}}<br />
|dr=poison<br />
|senses={{5e|Darkvision}} 120 ft., passive {{5s|Perception}} 15<br />
|languages=Common<br />
|cr=5<br />
|xp=1,800<br />
|features=<br />
<br />
|actions=<br />
'''''Multiattack.''''' The aqrabuamelu makes two attacks: two with its longbow or two with its stinger.<br />
<br />
'''''Longbow.''''' ''Ranged Weapon Attack:'' +6 to hit, range 120/600 ft., one target. ''Hit:'' 12 (2d8 + 3) piercing damage.<br />
<br />
'''''Stinger.''''' ''Melee Weapon Attack:'' +6 to hit, reach 10 ft., one target. ''Hit:'' 14 (2d10 + 3) piercing damage, and the target must make a DC 15 {{5a|con}} saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.<br />
<br />
|description=<br />
The aqrabuamelu have the head, torso, and arms of a man and the body of a scorpion. They are tribal by nature, living in deserts and swamps, though they are generally accepting of outsiders.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}<br />
[[Category:User]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Aqrabuamelu_(Scorpion_Man)_(5e_Creature)&diff=930611Aqrabuamelu (Scorpion Man) (5e Creature)2017-09-04T02:36:54Z<p>AngelicBahamut: /* Aqrabuamelu (Scorpion Man) */</p>
<hr />
<div><br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Aqrabuamelu (Scorpion Man)==<br />
{{5e Creature<br />
|size=Large<br />
|type=monstrosity<br />
|alignment=lawful neutral<br />
|ac=16<br />
|armor=natural armour<br />
|hp=95<br />
|hpdice=10d10 + 40<br />
|speed=30 ft., climb 30 ft.<br />
|str=16<br />
|dex=16<br />
|con=18<br />
|int=13<br />
|wis=14<br />
|cha=12<br />
|strmod=+3<br />
|dexmod=+3<br />
|conmod=+4<br />
|intmod=+1<br />
|wismod=+2<br />
|chamod=+1<br />
|skills={{5s|Perception}} +5<br />
|ci={{5c|Poisoned}}<br />
|dr=poison<br />
|senses={{5e|Darkvision}} 120 ft., passive {{5s|Perception}} 15<br />
|languages=Common<br />
|cr=5<br />
|xp=1,800<br />
|features=<br />
<br />
|actions=<br />
'''''Multiattack.''''' The aqrabuamelu makes two attacks: two with its longbow or two with its stinger.<br />
<br />
'''''Longbow.''''' ''Ranged Weapon Attack:'' +6 to hit, range 120/600 ft., one target. ''Hit:'' 12 (2d8 + 3) piercing damage.<br />
<br />
'''''Stinger.''''' ''Melee Weapon Attack:'' +6 to hit, reach 10 ft., one target. ''Hit:'' 14 (2d10 + 3) piercing damage, and the target must make a DC 15 {{5a|con}} saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.<br />
<br />
|description=<br />
The aqrabuamelu have the head, torso, and arms of a man and the body of a scorpion. They are tribal by nature, living in deserts and swamps, though they are generally accepting of outsiders.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}<br />
[[Category:User]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Talk:Golden_Goose_(5e_Creature)&diff=930610Talk:Golden Goose (5e Creature)2017-09-04T02:34:04Z<p>AngelicBahamut: Created page with "Why don't any of the spells link to their respective SRD pages? ~~~~"</p>
<hr />
<div>Why don't any of the spells link to their respective SRD pages? [[User:AngelicBahamut|AngelicBahamut]] ([[User talk:AngelicBahamut|talk]]) 20:34, 3 September 2017 (MDT)</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Chthonian_(5e_Creature)&diff=930552Chthonian (5e Creature)2017-09-04T01:00:58Z<p>AngelicBahamut: /* Chthonian */</p>
<hr />
<div><br />
<br />
==Chthonian==<br />
{{5e Creature<br />
|size=Huge<br />
|type=aberration<br />
|alignment=neutral<br />
|ac=17<br />
|armor=natural armour<br />
|hp=207<br />
|hpdice=18d12 + 90<br />
|speed=30 ft., burrow 30 ft.<br />
|str=22<br />
|dex=9<br />
|con=20<br />
|int=12<br />
|wis=12<br />
|cha=9<br />
|saves={{5e|Strength|Str}} +10, {{5e|Consitution|Con}} +9, {{5e|Wisdom|Wis}} +5<br />
|skills=<br />
|di=fire<br />
|ci={{5c|Blinded}}, {{5c|Deafened}}<br />
|dr=<!--Damage Resistances--><br />
|dv=<!--Damage Vulnerabilities--><br />
|senses={{5e|Blindsight}} 60 ft., {{5e|Tremorsense}} 120 ft., passive [[5e SRD:Perception Skill|Perception]] 11<br />
|languages=Chthonian, telepathy 120 ft.<br />
|cr=11<br />
|xp=7,200<br />
|features=<br />
'''''Mind Net.''''' While telepathically speaking with other members of its species on the same plane of existence, the chthonian's telepathy has unlimited range.<br />
<br />
'''''Tunneler.''''' The chthonian can burrow through solid rock at its burrow speed and leaves a 5-foot diameter tunnel in its wake.<br />
<br />
'''''Water Hypersensitivity.''''' The chthonian takes 30 acid damage when it starts its turn submerged in water. While in water, it has {{5e|Disadvantage}} on attack rolls and ability checks.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The chthonian makes two attacks, one with its tentacles and one with its slam.<br />
<br />
'''''Tentacles.''''' ''Melee Weapon Attack:'' +10, reach 5 ft., one target. ''Hit:'' 19 (3d8 + 6) bludgeoning damage.<br />
<br />
'''''Slam.''''' ''Melee Weapon Attack:'' +10, reach 10 ft., one target. ''Hit:'' 23 (4d8 + 6) bludgeoning damage. A Large or smaller target must succeed on a DC 15 {{5a|str}} saving throw or be knocked {{5c|Prone}}.<br />
<br />
'''''Earthquake (1/Day).''''' The chthonian causes an earthquake in a 100-foot radius around it. The earthquake lasts as long as the chthonian maintains {{5e|Concentration}}, up to 1 minute (as if {{5e|Concentration|concentrating}} on a spell). The ground in the area turns into difficult terrain. Each creature on the ground that is {{5e|Concentration|concentrating}} must succeed on a DC 15 {{5a|con}} saving throw, or else the creature's {{5e|Concentration}} is broken. At the end of each of the chthonian's turns, each creature on the ground must succeed on a DC 15 {{5a|dex}} saving throw or be knocked {{5c|Prone}}. Caves or tunnels in the area will collapse. Creatures under the cave-in must succeed on a DC 15 {{5a|str}} or {{5a|dex}} saving throw (target's choice). The cave-in causes 14 (4d6) bludgeoning damage, or half as much on a successful save. On a failed save, the target is buried in the rubble, and needs to succeed on a DC 17 {{5a|str}} ({{5s|Athletics}}) check as an action to escape. On open ground, there is an equal chance to take the same amount of damage from falling into a fissure, also needing a {{5a|str}} check to climb back out. The earthquake also deals 20 bludgeoning damage to structures on the ground at the end of each of the chthonian's turns. Structures that drop to 0 {{5e|Hit Points|hit points}} collapse. Creatures close to the collapsing structure have a chance of being hit, damaged and buried by rubble equal to the chance of being affected by the cave-in. Other chthonians are not affected by the earthquake. For each additional adult chthonian that joins the chthonian, the earthquake's radius is extended by 50 feet and structures in the area take an additional 10 bludgeoning damage each turn.<br />
<br />
'''''Worm Charm.''''' The chthonian targets a creature within 60 feet of it. The target must succeed on a DC 15 {{5a|wis}} saving throw or be {{5c|Charmed}} by the chthonian. The charmed target obeys the chthonian's telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. The chthonian can have only one target {{5c|Charmed}} at a time. If it attempts to charm another creature, the effect on the previous target ends.<br />
<br />
|reactions=<!--Delete if unused--><br />
'''''Rage of the Earth (1/Day).''''' When the chthonian is reduced to half its maximum {{5e|Hit Points|hit points}} (103 {{5e|Hit Points|hit points}}) or less, all Large or smaller creatures within a range of 30 feet of the chthonian must make a DC 15 {{5a|str}} saving throw. On a failed save, a creature takes 9 (2d8) bludgeoning damage and is knocked {{5c|Prone}}. On a successful save, a creature takes half as much damage and isn't knocked {{5c|Prone}}. Other chthonians are not affected.<br />
<br />
|description=<br />
<!-- CHOOSE ONE of the following image methods. Delete the other one. Delete this entire comment.--><br />
[[File:<!--File name and extension-->|thumb|600px|<!--Image caption.-->]]<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
The chthonians resemble giant worms with a squid-like head with a mass of tentacles reminiscent of the dreaded Cthulhu, though they are not evil. Its huge body is covered by noisome secretions. The chthonian can, sometimes together with other members of its species, manipulate the crust of the planet in a fashion not understood. The chthonian avoids water, but is said to be completely immune to any form of heat and can even resist lava.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Ursolavee_(5e_Creature)&diff=928742Ursolavee (5e Creature)2017-09-01T01:58:14Z<p>AngelicBahamut: </p>
<hr />
<div><br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Ursolavee== <br />
{{5e Creature<br />
|size=Large<br />
|type=undead<br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=neutral evil<br />
|ac= 15<br />
|armor=natural armor<br />
|hp=190 <br />
|hpdice=20d10 + 80<br />
|speed=50 ft.<br />
|str=18<br />
|dex=14<br />
|con=19<br />
|int=13<br />
|wis=12<br />
|cha=4<br />
|saves={{5e|Constitution|Con}} +7, {{5e|Wisdom|Wis}} +4<br />
|skills=<br />
|di=necrotic, poison<br />
|ci={{5c|Poisoned}}<br />
|dr=cold<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses={{5e|Darkvision}} 60 ft., passive [[5e SRD:Perception Skill|Perception]] 10<br />
|languages=&mdash; <br />
|cr=8<br />
|xp=3,900<br />
|features=<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The ursolavee makes three attacks: one with its bite and two with its claws or scimitar.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d6 + 4) slashing damage<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d6 + 4) slashing damage<br />
<br />
'''''{{5e|Scimitar|Scimitar}}.''''' ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d6 + 4) slashing damage.<br />
<br />
'''''Poison Breath (Recharge 5-6).''''' The ursolavee exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 16 {{5a|con}} saving throw, taking 34 (7d6) poison damage on a failed save, or half as much damage on a successful one.<br />
<br />
|description=<br />
<!-- CHOOSE ONE of the following image methods. Delete the other one. Delete this entire comment.--><br />
[[File:<!--File name and extension-->|thumb|600px|<!--Image caption.-->]]<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
A creation meant to surpass the nuckelavee, however this abomination has no fey blood. Using the carcasses of man and bear, having the poison organs of a deceased young green dragon, and two sharp blades riveted into the humanoid hands this creature is naught to be trifled with.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Talk:Abominable_Yeti_Mage_(5e_Creature)&diff=928740Talk:Abominable Yeti Mage (5e Creature)2017-09-01T01:52:05Z<p>AngelicBahamut: Created page with "I think the implication is that this is a yeti (from the ''Monster Manual'') that somehow gained knowledge of the sorcerous arts. ~~~~"</p>
<hr />
<div>I think the implication is that this is a yeti (from the ''Monster Manual'') that somehow gained knowledge of the sorcerous arts. [[User:AngelicBahamut|AngelicBahamut]] ([[User talk:AngelicBahamut|talk]]) 19:52, 31 August 2017 (MDT)</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Abominable_Yeti_Mage_(5e_Creature)&diff=928738Abominable Yeti Mage (5e Creature)2017-09-01T01:48:17Z<p>AngelicBahamut: /* Abominable Yeti Mage */</p>
<hr />
<div>{{Wikify|Formatting and template synergy would benefit from improvement.}}<br />
{{Stub|This creature would benefit from description of its appearance.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Abominable Yeti Mage==<br />
{{5e Creature <br />
|size=Huge<br />
|type=monstrosity <br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=neutral evil<br />
|ac=15<br />
|armor=natural armour<br />
|hp= 137<br />
|hpdice=11d12 + 66<br />
|speed=40 ft., climb 40 ft.<br />
|str=24<br />
|dex=10<br />
|con=22<br />
|int=14<br />
|wis=14<br />
|cha=16<br />
|saves=<br />
|skills={{5s|Perception}} +7, {{5s|Stealth}} +5<br />
|di=cold<br />
|ci=<!--Condition Immunities--><br />
|dr=<!--Damage Resistances--><br />
|dv=<!--Damage Vulnerabilities--><br />
|senses={{5e|Darkvision}} 60 ft., passive [[5e SRD:Perception Skill|Perception]] 17<br />
|languages=Common, Yeti<br />
|cr=13<br />
|xp=10,000<br />
|features=<br />
'''''Keen Smell.''''' The yeti has {{5e|Advantage}} on {{5a|wis}} ({{5s|Perception}}) checks that rely on smell.<br />
<br />
'''''Snow Camouflage.''''' The yeti has {{5e|Advantage}} on {{5a|dex}} ({{5s|Stealth}}) checks made to hide in snowy terrain.<br />
<br />
'''''Spellcasting.''''' The yeti is a 14th-level spellcaster. Its spellcasting ability is {{5a|cha}} (spell save DC 16, +8 to hit with spell attacks). The yeti knows the following {{5e|Sorcerer}} spells:<br />
<br />
Cantrips (at will): [[5e SRD:Acid Splash|''acid splash'']], [[5e SRD:Chill Touch|''chill touch'']], [[5e SRD:Light|''light'']], [[5e SRD:Poison Spray|''poison spray'']], [[5e SRD:Prestidigitation|''prestidigitation'']], [[5e SRD:Ray of Frost|''ray of frost'']]<br/><br />
1st level (4 slots): [[5e SRD:Chromatic Orb|''chromatic orb'']], [[5e SRD:Color Spray|''colour spray'']], [[5e SRD:Magic Missile|''magic missile'']], [[5e SRD:Thunderwave|''thunderwave'']]<br/><br />
2nd level (3 slots): [[5e SRD:Gust of Wind|''gust of wind'']], [[5e SRD:Hold Person|''hold person'']], [[5e SRD:Shatter|''shatter'']]<br/><br />
3rd level (3 slots): [[5e SRD:Lightning Bolt|''lightning bolt'']], [[5e SRD:Sleet Storm|''sleet storm'']]<br/><br />
4th level (3 slots): [[5e SRD:Ice Storm|''ice storm'']]<br/><br />
5th level (2 slots): [[5e SRD:Cone of Cold|''cone of cold'']]<br/><br />
6th level (1 slot): [[5e SRD:Chain Lightning|''chain lightning'']]<br/><br />
7th level (1 slot): [[5e SRD:Prismatic Spray|''prismatic spray'']]<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The yeti can use its Chilling Gaze. It then makes two claw attacks.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +12 to hit, reach 5 ft., one target. ''Hit:'' 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.<br />
<br />
'''''Chilling Gaze.''''' The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 19 {{5a|con}} saving throw against this magic or take 21 (6d6) cold damage and then be {{5c|Paralyzed}} for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to this yeti's gaze for 1 hour.<br />
<br />
'''''Cold Breath (Recharge 6).''''' The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 19 {{5a|con}} saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.<br />
<br />
|description=<br />
<!-- CHOOSE ONE of the following image methods. Delete the other one. Delete this entire comment.--><br />
[[File:<!--File name and extension-->|thumb|600px|<!--Image caption.-->]]<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
How such a normally dull witted creature learned the arcane arts and lost its instinctual fear of fire is unknown, perhaps influence from some twisted entity from the far planes. With such power, physical and magical, this monstrous powerhouse is not to be taken lightly.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Abominable_Yeti_Mage_(5e_Creature)&diff=928737Abominable Yeti Mage (5e Creature)2017-09-01T01:46:34Z<p>AngelicBahamut: /* Abominable Yeti Mage */</p>
<hr />
<div>{{Wikify|Formatting and template synergy would benefit from improvement.}}<br />
{{Stub|This creature would benefit from description of its appearance.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Abominable Yeti Mage==<br />
{{5e Creature <br />
|size=Huge<br />
|type=monstrosity <br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=neutral evil<br />
|ac=15<br />
|armor=natural armour<br />
|hp= 137<br />
|hpdice=11d12 + 66<br />
|speed=40 ft., climb 40 ft.<br />
|str=24<br />
|dex=10<br />
|con=22<br />
|int=14<br />
|wis=14<br />
|cha=16<br />
|saves=<br />
|skills={{5s|Perception}} +7, {{5s|Stealth}} +5<br />
|di=cold<br />
|ci=<!--Condition Immunities--><br />
|dr=<!--Damage Resistances--><br />
|dv=<!--Damage Vulnerabilities--><br />
|senses={{5e|Darkvision}} 60 ft., passive [[5e SRD:Perception Skill|Perception]] 17<br />
|languages=Common, Yeti<br />
|cr=13<br />
|xp=10,000<br />
|features=<br />
'''''Keen Smell.''''' The yeti has {{5e|Advantage}} on {{5a|wis}} ({{5s|Perception}}) checks that rely on smell.<br />
<br />
'''''Snow Camouflage.''''' The yeti has {{5e|Advantage}} on {{5a|dex}} ({{5s|Stealth}}) checks made to hide in snowy terrain.<br />
<br />
'''''Spellcasting.''''' The yeti is a 14th-level spellcaster. Its spellcasting ability is {{5a|cha}} (spell save DC 16, +8 to hit with spell attacks). The yeti knows the following {{5e|Sorcerer}} spells:<br />
<br />
Cantrips (at will): [[5e SRD:Acid Splash|''acid splash'']], [[5e SRD:Chill Touch|''chill touch'']], [[5e SRD:Light|''light'']], [[5e SRD:Poison Spray|''poison spray'']], [[5e SRD:Prestidigitation|''prestidigitation'']], [[5e SRD:Ray of Frost|''ray of frost'']]<br/><br />
1st level (4 slots): [[5e SRD:Chromatic Orb|''chromatic orb'']], [[5e SRD:Color Spray|''colour spray'']], [[5e SRD:Magic Missile|''magic missile'']], [[5e SRD:Thunderwave|''thunderwave'']]<br/><br />
2nd level (3 slots): [[5e SRD:Gust of Wind|''gust of wind'']], [[5e SRD:Hold Person|''hold person'']], [[5e SRD:Shatter|''shatter'']]<br/><br />
3rd level (3 slots): [[5e SRD:Lightning Bolt|''lightning bolt'']], [[5e SRD:Sleet Storm|''sleet storm'']]<br/><br />
4th level (3 slots): [[5e SRD:Ice Storm|''ice storm'']]<br/><br />
5th level (2 slots): [[5e SRD:Cone of Cold|''cone of cold'']]<br/><br />
6th level (1 slot): [[5e SRD:Chain Lightning|''chain lightning'']]<br/><br />
7th level (1 slot): [[5e SRD:Prismatic Spray|''prismatic spray'']]<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The yeti can use its Chilling Gaze. It then makes two claw attacks.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +11 to hit, reach 5 ft., one target. ''Hit:'' 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.<br />
<br />
'''''Chilling Gaze.''''' The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 18 {{5a|con}} saving throw against this magic or take 21 (6d6) cold damage and then be {{5c|Paralyzed}} for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to this yeti's gaze for 1 hour.<br />
<br />
'''''Cold Breath (Recharge 6).''''' The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 {{5a|con}} saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.<br />
<br />
|description=<br />
<!-- CHOOSE ONE of the following image methods. Delete the other one. Delete this entire comment.--><br />
[[File:<!--File name and extension-->|thumb|600px|<!--Image caption.-->]]<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
How such a normally dull witted creature learned the arcane arts and lost its instinctual fear of fire is unknown, perhaps influence from some twisted entity from the far planes. With such power, physical and magical, this monstrous powerhouse is not to be taken lightly.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>AngelicBahamuthttps://www.dandwiki.com/w/index.php?title=Abominable_Yeti_Mage_(5e_Creature)&diff=928733Abominable Yeti Mage (5e Creature)2017-09-01T01:36:47Z<p>AngelicBahamut: </p>
<hr />
<div>{{Wikify|Formatting and template synergy would benefit from improvement.}}<br />
{{Stub|This creature would benefit from description of its appearance.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Abominable Yeti Mage==<br />
{{5e Creature <br />
|size=Huge<br />
|type=monstrosity <br />
|swarm=<!-- optional, size of creatures in a swarm (e.g. Tiny)--><br />
|race=<!--optional for humanoids, delete line otherwise--><br />
|alignment=neutral evil<br />
|ac=15<br />
|armor=natural armour<br />
|hp= 137<br />
|hpdice=11d12 + 66<br />
|speed=40 ft., climb 40 ft.<br />
|str=18<br />
|dex=10<br />
|con=22<br />
|int=14<br />
|wis=14<br />
|cha=16<br />
|saves=<br />
|skills={{5s|Perception}} +7, {{5s|Stealth}} +5<br />
|di=cold<br />
|ci=<!--Condition Immunities--><br />
|dr=<!--Damage Resistances--><br />
|dv=<!--Damage Vulnerabilities--><br />
|senses={{5e|Darkvision}} 60 ft., passive [[5e SRD:Perception Skill|Perception]] 17<br />
|languages=&mdash; Common, Yeti<br />
|cr=13<br />
|xp=10,000<br />
|features=<br />
'''''Keen Smell.''''' The yeti has {{5e|Advantage}} on {{5a|wis}} ({{5s|Perception}}) checks that rely on smell.<br />
<br />
'''''Snow Camouflage.''''' The yeti has {{5e|Advantage}} on {{5a|dex}} ({{5s|Stealth}}) checks made to hide in snowy terrain.<br />
<br />
'''''Spellcasting.''''' The yeti is a 14th-level spellcaster. Its spellcasting ability is {{5a|cha}} (spell save DC 16, +8 to hit with spell attacks). The yeti knows the following {{5e|Sorcerer}} spells:<br />
<br />
Cantrips (at will): [[5e SRD:Chill Touch|''chill touch'']], Ray of Frost, Poison Spray<br/><br />
1st level (4 slots): Thunderwave, Color Spray<br/><br />
2nd level (3 slots): Hold Person, Shatter<br/><br />
3rd level (3 slots): Sleet Storm, Lightning Bolt<br/><br />
4th level (3 slots): Ice Storm<br/><br />
5th level (2 slots): Cone of Cold<br/><br />
6th level (1 slot): Chain Lightning<br/><br />
7th level (1 slot): Prismatic Spray<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The yeti can use its Chilling Gaze. It then makes two claw attacks.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +11 to hit, reach 5 ft., one target. ''Hit:'' 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.<br />
<br />
'''''Chilling Gaze.''''' The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 18 {{5a|con}} saving throw against this magic or take 21 (6d6) cold damage and then be {{5c|Paralyzed}} for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to this yeti's gaze for 1 hour.<br />
<br />
'''''Cold Breath (Recharge 6).''''' The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 {{5a|con}} saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.<br />
<br />
|description=<br />
<!-- CHOOSE ONE of the following image methods. Delete the other one. Delete this entire comment.--><br />
[[File:<!--File name and extension-->|thumb|600px|<!--Image caption.-->]]<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
How such a normally dull witted creature learned the arcane arts and lost its instinctual fear of fire is unknown, perhaps influence from some twisted entity from the far planes. With such power, physical and magical, this monstrous powerhouse is not to be taken lightly.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>AngelicBahamut